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For House & Dominion: Civil 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!

Last time you helped out the family by helping to look after your younger brother and spent time on a hiking trip with your siblings. Some minor decisions to help Rioja were made, you talked to Valeri Fusaro deciding not to shoot him in the head and, oh yes, everything went to hell.

Dreminth's manufacturing platforms responsible for producing the majority of DHI's high output fusion reactors and engines were torpedoed. Terrorists from the Outer Colonies have claimed to be responsible. It's a blow that will take the House months to recover from.

One of your allied in House Erid, Knight Captain Desh Xisoth, has informed you that the terrorist attack was really the work of special forces under the command of Baron Ukalah. The Baron is determined to take those worlds for himself and expand his power base. In the process he's sold much of his House off to the Aries corporation in return for a modernised fleet and the cutting edge technology needed to challenge Jerik-Dremine's elite units.

Knight Captain Xisoth will try to convince the other nobles in House Erid to overthrow Ukalah with your help. In return for the rights to their holdings being respected they'll join your House.

Despite the risks and a current lack of Assault Corvettes this is an opportunity Baron Archivald and the Earl do not wish to pass up. It's a chance to reclaim most of the former House Dremine territories.

For this plan to stand a chance you'll need to deal with Baron Ukalah's Zeus class Heavy Cruiser while it's still in dock. Once it launches your forces in the Homeworlds will be at a serious disadvantage, one even Forbearance would have difficulty challenging.
>>
>>41891750
For House & Dominion: This is the one thing we didn't want to happen edition

>In the process he's sold much of his House off to the Aries corporation
How could a single Baron do that?
>>
>>41891750
>Civil war
FUCKING CALLED IT!
Also... For House and Dominion!
>>
>>41891893
I'm guessing that's part of why elements within his own house want to remove him, because chances are most of those lands were not directly his. Probably sold Aries lands awarded to knights, corporations etc.
>>
>>41891750
FOR HOUSE AND DOMINION

KILL ERID EDITION
>>
>>41891988
I wonder is it a civil war or just minor houses feuding as usual? I mean if it just stays as is for houses involved. I mean if major houses started flinging shit it could become a full civil war, and its technically a civil war as we're both part of the same faction.
>>
>>41891893
It's not uncommon for a powerful Baron to Usurp control of a smaller House, and Erid is a smaller House when compared with others in the Dominion.

>>41891988
Wasn't exactly intended to be a twist.

>>41891750
I'll need to fix that image for next time. The text isn't centered.

Archivald turns to you.
"Reynard, we have to get a team aboard that ship before it launches. I'm putting you in charge of our special forces. Destroy, cripple or capture it however you see fit but put it out of action."

With all of the special forces from the House homeworlds that you can drag in this should be an interesting mission even with the limited timetable.

That's all well and good but news from the old bird from intelligence sitting next to you talking about a stolen prototype starship is adding more complications.

You sigh. "Can we split our special forces and hit both sites at once?"

The other woman shakes her head. "Not without taking losses or possibly screwing the Op. It's a big base. Your people can move fast but I'm not sure they can move that fast.
You'll need numbers to overwhelm the key areas at each site, the base or the heavy cruiser shipyard. Concentration of force like you always do."

What is your opinion? Should you try to go after the base storing the prototype first then the Heavy Cruiser? Attempt to hit both at once? Or assault the Heavy first?

[ ] Cloaked ship first
[ ] Both at the same time
[ ] Zeus class Heavy first
>>
>>41892121
>[X] Cloaked ship first
Set up a contingency plan for the heavy cruiser just in case we're too slow with the cloaked ship.

A cold torpedo launch from our ships with cloaking, or maybe turn the cruiser with the special subspace shenanigans we used to access that terran station into a gigantic missle.
>>
>>41892121
[ ] Zeus class Heavy first
While the cloaked ship will be valuable, and if we mess up it will be impossible to find the Zeus class is a strategic asset and will play a large part in the coming campaign, for or against us.
>>
>>41892121
Was Eldal available or not? Is our Krath dude we recruited confident in operating solo?

My thoughts were that we deploy Eldal/Krathdude to delay the launch of the Zeus OR to stall the shipment of the cloaked ship.

Also use that Rust virus.
>>
>Eldal
Deciding you'll need all the help you can get you send off a message to Eldal, the Krath operative that helped you out in several deployments. While this sounds like an internal affair that he shouldn't really be getting involved with he may be able to find an excuse. You'll owe him a favour for this though.
Being in another Galaxy it will take the Krath three days to reach Jerik-Dremine space.

>Is our Krath dude we recruited confident in operating solo?
Not just yet. The officer is doing some training right now and after that should start out with lower levels missions (like investigating Triads activity.) It will be some time until he's ready for full blown commando assaults.

Reading crazy ideas section and typing responses for in thread.


>Also use that Rust virus.
I'll check but didn't you guys want that destroyed so it wouldn't fall into the wrong hands?
>>
>>41892343
Ohh that's something, even if the stealthed ship takes off having a krath operative on board should help us locate it, and chances are he could prevent/delay the launch in the first place. Adding this to my vote
>>41892204
>>
>>41892562
ohh nevermind
>>41892551
>>
>>41892551
>I'll check but didn't you guys want that destroyed so it wouldn't fall into the wrong hands?

I think we gave a sample to the House and kept some in the vault. I'm against using it, though. Doesn't really seem too helpful in the current situation as we don't know how long it will take for it to get noticed.

>Being in another Galaxy it will take the Krath three days to reach Jerik-Dremine space.
Does he come with one of their ships? That could make it possible to keep an eye on the prototype while we take care of the heavy.

Also, isn't 3 days too much time to catch either of the suggested objectives?
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>>41892551
>I'll check but didn't you guys want that destroyed so it wouldn't fall into the wrong hands?
No I definitely remember we kept samples, there was a lot of speculation on giving it to the Alliance Specops teams for them to deploy behind Neeran lines.

>Eldal
Pls yes. It's technically for the good of the alliance, Erid invading might spark a genuine civil war in the Dominion and disrupt support for the alliance.

>Krath Training Guy
Cool, I figure we deploy Eldal to delay the launch of the cloaked ship, give him whatever support he needs. Meanwhile the Krath guy (name?) can accompany us whilst we take the Heavy.
>>
>>41892551
I remember reading that the HC deploys in ~52 hours, is that right? Do we have a time until the prototype leaves?
>>
Delaying answering the crazy ideas.

>>41892551
>Rust virus.
>Small amounts of the microbe have been placed in stasis for future study.
Well looks like it's available.

>>41892608
>Does he come with one of their ships?
No, but it might be possible to gain the use of one at some point after he arrives.

>Also, isn't 3 days too much time to catch either of the suggested objectives?
Yes. You have 48-52 hours before the Zeus launches. Sooner if anything suspicious happens that causes them to launch early.

>>41892652
>Meanwhile the Krath guy (name?)
He's going by the name Estavan Risto.
>can accompany us whilst we take the Heavy.
He is currently training with RTS in South Reach. If he stopped training now and took the company's fastest ship he could be at Dreminth in 17 days.

>>41892711
>Do we have a time until the prototype leaves?
Unknown, but once the heavy cruiser yard is attacked they'll evacuate the ship ASAP if it hasn't been moved before then.

You currently own around thirty Mark 5 assault corvettes which are at an alliance training base. They're on loan via a shell corporation London set up for you. Did you want them recalled and shipped to the House homeworlds or elsewhere?
>>
>>41892787
Do we actually need to capture the prototype, or would destroying it be acceptable if it means Aries doesn't get the ship?
>>
>>41892904
We need to recapture it since our House has invested a ton of money in it. It would set our research back a ton as well.
>>
>>41892904
>or would destroying it be acceptable if it means Aries doesn't get the ship?
It would be a significant setback and would mean being unable to recapture it at a later time, but it would be slightly better than letting Aries conduct a serious study of it.

>Tracker Plate
>Screamer Beacon

These could be used either by a team going after the prototype cloaked ship, or by a few people on your way in to tackle the Heavy cruiser to mark the stealthed attack cruisers which are docked nearby.

>If we subvert an (Com) array, piggieback something detectable any time this ship communicates? Also allows us to beacon our own stolen vessel if needed.
You'll send a message to Duncan about a program like this. He might be able to find one in the House special forces archives or quickly modify an existing program.

>Slave Chips? - Not sure if Intel will ever admit to having any or how long/difficult they are to implant. Might be worth considering on any ranking Aries folks we manage to capture/secure.
You can get hold of them, but they require an up to date medical suite to implant them. This can't be done just by a medic in the field.

>Erid IFFs - Might be funny if we can secure some of these. Can we steal some if we ghost a few guards?
Xisoth can get you ship and personal IFF's from House Erid, but getting ones that Baron Ukalah's forces use will be more difficult.

Roll 2d100
>>
Rolled 47 (1d100)

>>41893011
>Roll 2d100
1

What about the special hyperspace drive?
>>
Rolled 96, 83 = 179 (2d100)

Get Vista to write us an Aries override program!

>>41893011
DICE
>>
Rolled 48 (1d100)

>>41893055
2
>>
>>41893069
damn son
>>
>>41893168
It's best of three. You can still improve on the rolls, Anon.
>>
Looks like you have some ship IFF's and credible personal IFF's for troops you take aboard. This is good as the ship's internal security is rather up to date.

>Recon Drug Kit 4000 - collection of injectables. Sedatives for high value captives that need to stay compliant and you can't afford to carry stasis units.
Easy enough.
>Injectables to turn a guard you knocked out into 'oh shit, he had a seizure/stroke!'?
I'm not entirely certain what this would entail.

>Fun addatives to the mess hall 101.
Suddenly everyone needs to use the washrooms?

Anti-Engine Limpet Mine - Some external part of a Heavy Cruiser's engines must be vulnerable to a well-placed explosive while the engine isn't propelling the ship. Could allow a single recon armor to EVA and sabotage key engines (target say only the ones on the left side) and force the Baron's ship to delay launch. Or trust in Aries reliability with the remaining ones. (damage the ability to contain the fusion engine's ejected plasma, and it effectively shoots the ship if used?)
Man portable mines won't be able to do the job, you'll need something bigger.
A light transport or two packed full of explosives or warheads might work, as would a tanker bomb.

Are there any more votes for which target you're going after? So far I'm seeing 2 votes.
>>
>>41893447
>Are there any more votes for which target you're going after?
I already voted for the cloaked ship because we have an ETA for the heavy cruiser, while the prototype will probably get whisked away the second anything happens to the carrier.

The problem with the prototype is that we can't just use our Rovinar/Krath favor to take care of it because it's highly sensible R&D stuff. However, the Rovinar might be able to do something about the heavy without things getting too problematic for J-D depending of how much they're willing to do for Sonia..
>>
>>41892121

[ ] Zeus class Heavy first
Afternoon folks

Also, has Chlorine trifluoride been weaponized yet? Been maybe two months since my last regular participation
>>
>>41892787
>Unknown, but once the heavy cruiser yard is attacked they'll evacuate the ship ASAP if it hasn't been moved before then.
So, if we go after the cruiser first we'll lost the cloaked ship unless we come up with a plan to prevent that? Does it have some kind of fail safe mechanism we can use to disable the ship from a distance?
>>
>>41892121
[ ] Cloaked ship first
Once it's gone it's gone, we won't get a second chance to secure it.
>>
>>41893698
>>41893667
Honestly from what I'm seeing, we can afford to let that ship go because while advanced, it is still something that will not provide an immediate strategic atvantage, but on the other hand this heavy crusier, if it manages to get out of dock, will fuck us over and might even turn the tide of the war in their favor once it starts.

It also serves as a symbol and warning, if we can strike such a large icon in such a manner, the hit to PR can and will make a difference, not like the cloaked ship which will probably never be known to more than a handful in the public sphere
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>>41892121
>[X] Zeus class Heavy first

No question about this.
>>
>>41891750
dice+2d6
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>>41893447
>Injectables to turn a guard you knocked out into 'oh shit, he had a seizure/stroke!'?

Substances that will cause a KO'ed human/dro'all to begin having a seizure, preferably a fatal one.

That way if any are discovered by their peers there will be an obvious medical emergency, not a security one.

Drugs that cause ebola-like bleeding are also acceptable, I guess. A medical quarantine would be funny as hell to enact on the entire station/ship. Work stops, people likely confined to quarters for observation, medical teams with gear likely easy to follow around, etc.
>>
>>41893447
This is a complete headache but I'll go with
>[+] Cloaked ship first
>>
>>41894028
>obvious medical emergency
I can't really see that working with the level of tech that tends to be available.
>>
Don't forget we've got the lightning gun now as well for if we run into some REALLY stiff resistance on this op.
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>>41893517
>however, the Rovinar might be able to do something about the heavy without things getting too problematic for J-D depending of how much they're willing to do for Sonia..

You had the option to get this when dealing with the Rovinar over the whole spy drone issue in Watcher space.
In order to get it you would have needed to vote for "Rovinar fleet or ground support in a time of need" on the survey when it was put up. Only 1 anon did. This is exactly the kind of event I put that option there for.

You can acquire ships from the Rovinar with the remainder of your favour, but they won't attack other Houses for you.

>>41893618
>has Chlorine trifluoride been weaponized yet?
It presumably is used in small quantities in some incendiaries.


>>41894028
I take it you wouldn't be doing this to several people in the same area or that might get more than a bit suspicious.

Vote.
Currently it seems that it's 3 : 2 for heavy cruiser : Cloaked ship.

I think.
>>
>>41894158
We're at 3:3... as usual.
>>
>>41894028
>>41894158
>>41894183

>suspicious

What if we make it look like a bad batch of moonshine? :D

I'll throw another vote in for Cloaked Ship, to break the tie if there is one.
If not, I'll abstain.
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>>41894158
If Aries is like to use anti torpedo drones, we should see if we can produce some torpedo decoys quickly.

>>41894158
>Choosing between the ships
Wouldn't it make more sense to have our house run recon operations while we prepare the teams? We need to take stock of what we have regardless of what we go after first.

If the prototype can be temporarily disabled by a transmission, we could focus our spec ops on the cruiser, while more regular forces take care of the prototype.
>>
Also, since I never added it to the crazy idea page:

Does Xisoth have any information about who is running the Aries show, and which personnel may be present at the various sites?

Capturing any important Aries people could be immense leverage/intel/proof.
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>>41893667
>Does it have some kind of fail safe mechanism we can use to disable the ship from a distance?
It had one but it could be blocked if the base crew disables the communications arrays. It would make sense for them to try to remove it before they relocate the ship again.


Current resources (more available upon request.)

2x Cloaked Fast Battleship (These are all the cloaked ships you can get in time)
Sonia's Command Squad
Serth's Dragoons
16x LST

1x Compressed fuel tanker
5x light transports

Troops
Sonia's Command squad (And personal forces)
3x Med jump jet
2-3x Light Recon
50x Power Cell

Ecord Special Forces Team
5x Med jump jet
1x Light jump jet

Misc Knights
12x Med power armor

Other House Special Forces
2x Med jump jet
2x Light Recon

30x Light power cell jump jet

1200x Power Cell

Pic is to give a rough idea of House forces. I think I left out the forces currently in the outer colonies.

What additional ships or equipment did you want to request for the mission? Note, your financial assets have increased now that your funds from the expeditionary fleet have been released.
You could buy additional medium jump jet armor. It is also possible to buy one of the new Heavy Power Armor your company developed a 20mm repulsor rifle for. Only 1 is available that could be shipped here within 10 hours, more would take days or weeks as they've only recently entered production.
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>>41894645
Part of the image got cut off.
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>>41894645
>Heavy Power Armor
How has the combat record of these things been so far during boarding actions?

>additional ships or equipment
Would the cruiser with the modified hype/sub/whatever space systems be useful here?

>Forces
Does Xisoth know what Erid's fleet looks like?
Are any mercenaries who could help with this available?

>South reach
>etc.
How long would it take ships from there to get to the home colonies?

>RTS
What's the ship to the left of our Norune Medium?
>>
>>41894645

What about mines? If we capture one ship and the other tries to run we could cage it him or at least limit its avenues of escape.
>>
Survey so that at least one of us has some peace of mind on which way you guys are voting.

surveymonkey com/r/ ZZLTJM9


>>41894721
Parts that were not relevant and could be done away with.

>>41894848
>How has the combat record of these things been so far during boarding actions?
They're new enough that they havent been extensively tested.

>Would the cruiser with the modified hype/sub/whatever space systems be useful here?
The EC-K that's capable of lower than average FTL speeds/drive output? The damaged "sleeper" system drive core was removed by the Alliance before you got it back. It would be harder to detect with long range sensors, but once within visual range it would be just as vulnerable as a normal ship.

>Does Xisoth know what Erid's fleet looks like?
He has one of their last Shukhant class ships. They do have 2 more mediums but he's not sure if he can convince their commanders and crews in time.
Most of the remaining fleet are made up of a mix of attack corvettes, Combat Frigates and Light cruisers in similar numbers to the J-D Home guard.
>Are any mercenaries who could help with this available?
Most merc corps have moved closer to the Pandora cluster and there are still some in the Run.
There are 2 small companies close enough that you could hire in time, they have 7 and 5 ships. The larger group mostly Vengeance types and Jennings, while the smaller one is a Kavarian group with Firestorm Frigates.

>>South reach
>>etc.
>How long would it take ships from there to get to the home colonies?
23 days for most. Faster ships can shave 6 days off that.

>>RTS
>What's the ship to the left of our Norune Medium?
Salvage Barge. There are combat barges around but I haven't figured out how many.

>>41895185
You do have access to mines. One of the cloaked fast battleships could trade its heavy torpedo launchers for minelayers.
>>
>>41895320

>One of the cloaked fast battleships could trade its heavy torpedo launchers for minelayers.

Sounds like a good combination.
>>
>>41895320
>"sleeper" system drive core was removed
Oh, okay. I had hoped we still had that.
>>
>>41895320
>similar numbers to the J-D Home guard
So the Aries fleet is the Heavy Cruiser + escorting battleships?
>>
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>>41895634
>So the Aries fleet is the Heavy Cruiser + escorting battleships?
And the several wings of Hades class assault corvettes stationed nearby, as well as elsewhere in House Erid space. All or most of the Aries built assets in their House are under Baron Ukalah's command or those of his allies.

There are believed to be 8 wings of Hades class ships total but that could be higher or lower. Three wings of them are stationed along the border, with another three guarding the Heavy Cruiser yard.


The base intel believes the captured ship has been moved to is located on the south pole of a small moon. Planetary shields protect the entire planetoid making landings difficult but not impossible. A point defense network and secondary shields protect the larger generators from starfighter attack. Primary defenses are located within the main base and include missile and torpedo launch complexes.

The base has recently been upgraded with manufacturing to produce stasis warheads. As a result it has effectively unlimited ammo supplies.

There are regular supply ships that dock at the base, dropping off helium and picking up warheads.
>>
>>41896411
I'm glad to see the question: "Why did this have to happen next to our House" is still going to be relevant in 2000 years.
>>
>>41896411
Stasis antimatter warheads?

Well, I know how we're going to make this look like an industrial accident.
>>
>>41896411
>The base has recently been upgraded with manufacturing to produce stasis warheads. As a result it has effectively unlimited ammo supplies.
???
This is the first I'm hearing about these stasis warheads. What are they?
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>>41896999
>Stasis antimatter warheads?
>>41897027
>This is the first I'm hearing about these stasis warheads. What are they?

Stasis Fusion Warheads have been in use for a number of years now. They've begun to replace nuclear warheads as they don't require fissile material. They operate similar to the containment bottles use in Shallan Fusion guns and plasma pistol fuel cells.
(Smaller yield Warheads of this type are being experimented with for use in artillery.)

Since their introduction a number of powers have considered their use for antimatter warheads which in theory would be much safer than pre-stasis models. Helios is currently producing heavy torpedoes of this type that use antimatter, though they need special launchers and antimatter generation equipment.
>>41896411
Intel has provided you with what information is available on the base. There are a number of Battleship grade landing and repair pads on the surface, and a dedicated tanker dock. Everything visible above ground is heavily armored, especially the new production block and missile silos.
Some of the fuel storage tanks are above ground to minimise damage to the rest of the base should they explode.

Two gates lead into below ground docking bays. It's not known if they're connected.

Intel believes the best insertion method to be via the tanker docks, but as you have some experience these things they're not about to limit your options. It is not known where on base the ship is located.

What is your plan of attack?
>>
>>41897764

How many Recon systems + camo people do we have, total?

We can't exactly risk a full assault right off the bat and blind, so we'll need to either get a pathfinder group in first and try to replicate that Rufario/Edel capture. Or hope we can keep an assault force hidden on the infiltration ship...

Reynard, Rufario, Valeri, Mike?
>>
>>41898058
The House has 2 Recon armor specialists in addition to your 3 Recon Suits.

Ecord has a holographic camo system he can loan to someone.

Mike only has power cell armor but he could trade his for light power cell armor ad swap out the repulsor jump jets for a basic level sound dampening system. It would need Ecord's camo, the House doesn't keep them just lying round.
Be aware that mike does not have experience with using camo systems. You could get another person to take his place just keep in mind the modified suit will not be as reliable as the purpose built suits.
>>
>>41892551
What about the RSS / RTS forces we sent for last thread? Should there be some stationed on the Homeworld anyway?
>>
>>41898299
I could have sworn Mike had a camo system, when we snuck to his home? He just wasn't confident in the sound dampening system because it wasn't up to snuff compared to our armor's?

(Correct me if I'm wrong)

... And technically, Dunkan has the system we gave him. Is he part of this mission, or would we be burning his little secret by asking?
>>
>>41898387
>What about the RSS / RTS forces we sent for last thread?
What forces did you send for? I'm not finding much on requests for additional RTS assets to be moved from South Reach in the archive.

If you could link the post that would be helpful.

>Should there be some stationed on the Homeworld anyway?
Yes, mostly security forces for you, your family, the business, RTS intel branch and then there are the regular RSS/Logistics people working to secure salvage contracts.
Most of the security personnel are aboard your Battlecruisers or the Bittenfeld.

>>41898428
Duncan doesn't go on field missions any more if he can help it. He's far to valuable to the House these days for his security programming and hacking skills, but you could insist.
>>
>>41898555

Anonymous
08/09/15(Sun)20:33:36 No.41777161
>>41777026
>[X] Wait for that appointment
>But have our ship ready to go.

>Also send a message to Winifred / our company roughly describing the situation and the fact that we might need reinforcements

Seems like it wasn't a specific request for forces, my bad. Would putting them on alert already shave any time off their deployment?

Would they have deployed some people already, or would they have waited for an explicit request from us?
>>
>>41898695
>Would putting them on alert already shave any time off their deployment?
I'll say it will save some time. Hours. Maybe a day at most? It's not going to suddenly remove most of a moth's flight time.

What forces in South Reach did you want to send for? The Assault corvettes you were trying to hide from the House while you were under arrest? Some of your allied mercenaries?
>>
>>41898864
>most of a month's flight time.

Current proposed plan:
Land a Recon / pathfinder team at the base possibly in advance a main assault.

What are the objectives of the Recon team? Scouting the base? Sabotage? Locating the cloaked ship?

And are they getting in by sneaking onto a tanker, replacing one with a tanker of your own, dropped off by cloaked ship?
>>
>>41898964

Since we seem to be at a deadlock, what would the Intel people suggest, and we'll modify that if needed?

Are they advocating a full assault from the tanker yards due to time?
>>
>>41898964
Revisiting the Recon Armor idea, if we need another man, and we're really desperate...

There's always Valeri Fusaro.
>>
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>>41899731
>if we need another man, and we're really desperate...
>There's always Valeri Fusaro.
People in last thread and this thread have already said to make use of him since he's a Recon armor specialist and you only have 5 people trained to do that.

>>41899414
>what would the Intel people suggest, and we'll modify that if needed?
>Are they advocating a full assault from the tanker yards due to time?

Essentially yes.

"The best method for getting as many people inside the facility would be to ambush a transport and put our people aboard or replace the tanker with one of our own.

After the ship has docked the Recon personnel can quietly secure the terminal and lock out the security feeds. As soon as they've opened up a hole in the security net everyone assaults the base simultaneously.
Flanking teams move to secure the missile silos in case an extraction under fire in needed. Everyone else heads straight for the docking bays and landing pads. Jump jet teams should try to lock down the gate doors so ships will be trapped inside, that will buy you more time.

We have no information on the size of the garrison but if it's at all large or well equipped your force could find itself overwhelmed if they take too long."

"What if the base gets off a distress signal?" you ask.

"Try to make sure that doesn't happen. It might be a good idea to get a ship with jamming gear in place beforehand. The House has several captured in the Warlords campaign that have been upgraded."

>What say?
>>
>>41899909

Well, it is unfortunately a solid plan that JD has pulled off before...

Is this base in an isolated system? Or in a populated one?

Is it viable for us to have a wing or so of ships to jump in and drop some SP torps on any remaining enemy silo complexes, similar to what we did a few times to Neeran bases and Forbearance?

Or do enemy sensor arrays/other bases in-system prevent that?
>>
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>>41900115
>Is this base in an isolated system?
Isolated, but not overly far from reinforcements.

>Is it viable for us to have a wing or so of ships to jump in and drop some SP torps on any remaining enemy silo complexes, similar to what we did a few times to Neeran bases and Forbearance?
>Or do enemy sensor arrays/other bases in-system prevent that?

There are sensor arrays in House Erid space although the one on base doesn't have especially long range. It would be difficult for more than a handful of ships to go unnoticed. It is doable though.
Be aware that the silos may have armor strong enough to resist SP torpedoes.
>>
>>41900287

How will you secure entrance to the base?

[ ] Capture and board Erid transport
[ ] Replace House Erid transport
[ ] Shadow transport with Cloaked ship(s) to enter perimeter
[ ] SP Torpedo attack with a fleet
[ ] Other

Voting will close in 30 minutes.
>>
>>41900633
>[x] Replace House Erid transport
>>
>>41900633
>[ ] Replace House Erid transport
Fill it with explosives for insurance.
>>
>>41900287
>[ ] Replace House Erid transport
>>
Intel get's to work getting hold of a suitable transport and retrofitting it. You'll still need to be carrying some fuel both for scanning purposes and to buy time for the Recon teams to secure the docks.

Knight Xisoth sends what information is available on the type of transports used. You'll have to intercept an existing one to take it's place. If anything is out of the ordinary a hasty changeover can still be made.

A jamming ship will accompany the transport out to the changeover point to assist and can then be used against the base. One of the fast battleships have been fitted for minelaying, the other with default weapons loadout. Both are carrying 8 LST's to help with boarding and as a potential backup.

You have 4 ships and the full compliment of special forces personnel standing by.

Do you want to add any ships or marines? Do you want to hold any of the previously listed special forces in reserve?
>>
>>41901453
Maybe hold a quarter of the marine forces in reserve for when we have to steam over and take over the Heavy later.
>>
400 marines will be held in reserve.

Elapsed time 12 hours.

With no other changes you gather your bodyguards and get to your ships.

Your command ship, which you still haven't had time to name, and the battlecruisers of your command squad will wait near Dreminth until needed. Serth's Dragoons have been moved closer to the border.

With one Baron currently locked up and another on campaign Daska Alex and Saputo have each been promoted to Knight Commander. Daska is in the Run at present, Alex is looking after defense of the outer colonies in place of Baron Jor'ron and Saputo may be replacing Baron Christian depending how forgiving the Earl is.

Just another reminder that you still haven't been promoted.

You wish Kaz was here to ask this. "Rufaro, you ever heard of the House having four Knight Commanders at the same time?"
"Not really sir. Maybe some of the larger Houses might. Wouldn't it be a sign the House is expanding too fast?"

Whatever. If things work out maybe you'll get a double promotion.

The ships jump through a number of back route trade lanes avoiding heavy traffic. You'll be approaching Erid space from the direction of another House, one they're more friendly with, but you'll still need to be careful. Arriving in time the battleships get set up to ambush the transport.

"Bridge to Commander Reynard. Sir, we have a problem."
"Such as?"
"The transport has escorts. Two Aries attack cruisers. What are your orders?"
>>
>>41901929
Well the obvious solution is to jam them but I don't think we have the firepower to take them down and from the sounds of it even if we had SP torps they wouldn't do much good since they have some new kind of armor. Op cancelled?
>>
>>41901929
>The transport has escorts.
That wasn't in the intel files?
>>
>>41902172
>Op cancelled?


>Well the obvious solution is to jam them but I don't think we have the firepower to take them down
Your two cloaked Fast Battleships do have more conventional firepower than the two attack cruisers.

Warlord/South Reach Fast Battleship [Weapons: 4x Heavy phase cannon turret, 4x torpedo launchers, 2-4x Heavy torpedo launchers, 0-4 missile launchers]

Aries Attack Cruiser: 2x Heavy pulse cannon, 4x torpedo launchers, 2x phase cannon turret

Just remember that one of your battleships is carrying mines instead of heavy torpedoes, and the Aries ships are more maneuverable.

>>41902361
>That wasn't in the intel files?
It was not. The Baron's forces may have increased security if they're holding a captured ship at their base.
>>
>>41902468
The obvious thing is if we destroy the ships somebody will notice they're missing once we return with the transport.

Can we dock with the transport while cloaked? Or send over our recon team by stealth drone to take over the transport?

Anyway, I woke up at 6 in the morning on a Sunday, captch is trying to make me hungry and I'm just going to roll over and let whoever came up with this handle the situation.
>>
>Can we dock with the transport while cloaked? Or send over our recon team by stealth drone to take over the transport?

Docking isn't possible, but you could try and put the Recon team aboard in between jump alignments. There will not be much time for them to get aboard and if they're still outside when the ship jumps (and the shields are down) they'll get a massive dose of radiation.

Your ships on this op lack Stealth drones so they'll need to leap over the old fashioned way.

Given the time it might be best to leave this for the morning. Please plan your course of action and discuss with other players.
>>
>>41902823
>>41902823

Sounds like we alpha strike one of the attack cruisers with full heavy phase cannon and heavy torps. The other gets some SP torps to the face?

At least 1 should be destroyed, if not both of them crippled. Overkill is acceptable here.

Do whatever we planned to do with the transport. (Capture for intel/codes?)

Just ensure nothing escapes. As long as a transport shows up, we can always say that the escorts went off to investigate a possible civilian vessel in distress, a strange sensor reading, or simply received new orders and were rude when 'we' asked what the hell we were supposed to do without our escort? (one of these things has to happen fairly routinely in the Dominion)
>>
Test
>>
>>41905621
My post keeps getting rejected because of suspected spam, argh. Will try again tomorrow.
>>
>>41902823
What if we have the people in recon armour stow away on the transport, and the cloaked ships drop off the rest of the troops as soon as the others have infiltrated the base?

>>41905633
I couldn't post all night because 4chan didn't load for me at all.
>>
>>41902823
Following >>41903593
if we can't find an adequte stealthy approach it may be best to just alpha strike the two transports with our battleships and make sure they don't get the chance to run or even teleport. Play up that they got called away on something or enough of a reason to get us inside. Once we get inside it matters very little if we're busted for this or not.

Otherwise try to sneak as many people on as possible but we're going to need numbers for taking this base.
>>
>>41902823
>Your ships on this op lack Stealth drones
Whoever comes up with the standard loadout of these things for spec ops should probably be transferred to a different position.
>>
>>41902823
>Please plan your course of action and discuss with other players.
I think we should ask the other officers. They have at least as much experience with these situations as Sonia, and I'm sure at least on of them has some kind of idea we haven't even considered yet.
>>
>>41906542
>Whoever comes up with the standard loadout of these things for spec ops should probably be transferred to a different position.
See: >>41894645
>What additional ships or equipment did you want to request for the mission?
The players were given plenty of time to request them. You guys didn't even request SP Torpedoes, but I'm lenient enough that the ships are carrying 1 volley's worth.

>>41905633
>My post keeps getting rejected because of suspected spam, argh. Will try again tomorrow.
>>41905883
>I couldn't post all night because 4chan didn't load for me at all.
...that is a problem. Anyone else having similar difficulty?
>>
>>41907631
>anyone else having similar difficulty?

Yep.

I trust I made my case well enough last thread for someone like Archibald or Alex to try and get Ber'hulem to help (or to send one of them fancy space telegraphs for us).
>>
>>41907702
Right, knew I was forgetting something. I really wish anyone at all had mentioned that this week even in passing.
Since it is apparent that some people are having connection difficulty I'll let you have this one retcon, but nothing to change your ships and equipment unless you abort this run and wait another 12 hours.


Do you want to contact the Ruling House, House Ber'helum and/or the Knights Errant regarding the current situation with Aries? Archivald didn't seem to think it would be worthwhile to contact the Ruling House, but that may be because he and the Earl figure it to be easier to ask for forgiveness than permission.

[ ] Ruling House
[ ] Ber'helum
[ ] Knights Errant
[ ] All of the above

If you're unable to connect to 4chan you could try to make use of the talk section on the wiki.

http://houseanddominion.wikia.com/wiki/Talk:HouseAndDominion_Wiki#For_people_unable_to_post_in_thread
>>
>>41907992
>[X] Knights Errant
We should definitely contact them.

>Ber'helum
What does the House leadership think about this?
>>
>>41908016
>Ber'helum
>What does the House leadership think about this?
They remain worried additional deals with them could drive J-D away from the Ruling House. More than you're about to at any rate. On the other hand it could be a good time to build stronger relations with Ber'helum.

>>41907396
>I think we should ask the other officers.
You'll ask around.

>>41905883
>What if we have the people in recon armour stow away on the transport, and the cloaked ships drop off the rest of the troops as soon as the others have infiltrated the base?
Would the Recon team disable the sensors or shields to let them in? Or would the Battleships try to shadow the transport to get below the shields?
>>
>>41908083
>Or would the Battleships try to shadow the transport to get below the shields?
Whatever the other officers involved in this consider more feasible. It's kinda hard for me to estimate the chance of success and weigh the pros and cons of either option.
>>
>>41907992
[x] Ber'hulem
[x] Knights Errant


>>41908016
Forget what House leadership thinks about it. They'll probably just talk about not upsetting the Ruling House's delicate balance of power.

Ber'hulem should be sold on this Op as a chance to increase their influence with J-D directly, and the wider Dominion by driving out a 'Terran threat'. They'll also undermine the Ruling House a bit as well, most likely.

And they have underling Houses, if they need a proxy to avoid direct involvement.

Plus, JD can't afford to risk a protracted fight. We need allies, even if we have to call up SRL folks and bring in supers weeks into the conflict. (probably by offering pay in the form of 'steal it from Erid, keep it')
>>
>>41908193
I think if we contact Ber'helum, we should also contact the Ruling House and let both note the other was informed. If we're luck, we'll manage to get both involved as they're trying to save face and maintain influence in this area of the Dominion.
>>
>>41908221
With the Ruling House being as weak as it is, that doesn't seem viable.

They'll probably just try to delay/stop our attack, alerting our targets in the process.

Ber'hulem is more likely to act, considering the time-sensitive nature of this chance for them.
>>
You ask the other officers and the battleship captains for suggestions on dealing with the Transport and its escort. Several suggest either destroying the escorts or aborting. The current captain of one of the ship you've worked with before has a proposal.

"We could try to jump in right above the escorts and grapple them with our tractor beams so the LST's can board them. We'll need to destroy or disable the transport with our main guns so that it can't escape while we're busy."

"You think that'll work?" you ask.

"You've done the reverse before sir, boarding one of these ships with an attack cruiser after grappling. It should be doable provided the LST's don't get in the way. Be aware, could hurt our time table a bit."

[ ] Attack/destroy escorts
[ ] Officer's plan
[ ] Drop Recon team on transport
[ ] Drop Recon team on transport, shadow them into base with cloaked Battleship
[ ] Shadow the transport into base with cloaked Battleship
[ ] Other
>>
>>41907992
>[X] Ber'helum
>[X] Knights Errant


Telling the Knights Errant is effectively the same as telling the Ruling House, but just in a more round-about/delayed way.

By doing this, we cover our bases while also furthering our relations with Ber'helum, who we should continue to subtly support.
>>
>>41908333
samefag

TSTG, can I actually throw a vote out to recall those 30 MkV ships from the FA? Didn't even catch that until now, and the Home Fleet will need them.

>>41908483
[x] Officer's Plan

This is actually quite solid, and these ships could prove valuable if they can be secured quickly enough.

Also, Aries ships were said to have low crew requirements, right?

I'm starting to think posting issues are related to 'truck' related captchas
>>
>>41908561
>TSTG, can I actually throw a vote out to recall those 30 MkV ships from the FA?
Sure.
>Didn't even catch that until now
You would not be the only person to have missed it based on the lack of comment on it.

>Also, Aries ships were said to have low crew requirements, right?
The newer ones yes. It's hard to tell how old these are but you could always skeleton crew it.

I'm seeing enough support for contacting Ber'helum and the Knights Errant.

>Ber'helum
Unsurprisingly the Duke is unavailable to talk to you. The Great House is very alarmed to hear about Aries. They'd heard rumors from some of their vassal Houses having financial trouble about offers from companies to buy out manufacturing industry in return for reduced prices. They're going to begin looking into the matter more closely.

They do however have forces available that could assist as you personally are considered a valued ally.
An assault corvette squadron, a light cruiser squadron or a Carrier + Escort could be there within 12 hours. (Select 1)

They could also get you a gravity well generator within 32 hours. If you haven't taken it within 56 hours it will no longer be available having been sold to the Navigators guild.
>>
Sorry TSTG, I have no idea how to do with our gimped loadout, and to be honest, I don't particularly feel like racking my brain for people who couldn't be bothered to think of bringing SP torps on this.


>>41908691
>Carrier + Escort
What ships make up the escort and what size is the carrier?
>>
>>41908861
>What ships make up the escort and what size is the carrier?
It's a normal Dominion Carrier, approximately battleship sized. It has a mixed escort of Frigates and Light Cruisers with point defense.
>>
>>41908941
Okay, thanks. Can our heavy carrier deploy regular and attack corvettes as well?
>>
>>41908691

Assault Corvettes.

Gravity Well Generator would be a massive boost, as we could use it during the main offensive to trap and wipe out concentrations of Erid's attack cruisers on the border. Pin them down and turn them to debris with overwhelming force, under jamming.

If we can wipe out a wing or two before they can properly raise an alarm by having a lone ship escape, it is likely that other fleet elements can be caught in dock or as they just receive scramble orders.

>valued ally

Woo, valued at a squadron!

That does bring up a question, though. What are JD allies doing in all of this? Just going to sit with thumbs up their ass and see what happens?

Or that neighboring House the prototype was stolen from? I can see them (and everyone else involved in the project) waiting, but once we have confirmation that Erid stole the thing... they're going to be ready, right? They'd be counter-attacking, technically.
>>
SURVEY! This time I will post the link on the wiki.

surveymonkey com/r/ KVJPN29


>>41908974
>Can our heavy carrier deploy regular and attack corvettes as well?
Yes. Even though it's being fitted for assault corvettes there is plenty of room for the older models. Did you have anything in mind for it?

>>41908861
You should be asking what fighters they're carrying.

>>41909057
>Woo, valued at a squadron!
It's what they have nearby and can spare at the moment. The fact that they're willing to send a gravity well generator should say more.

>they're going to be ready, right? They'd be counter-attacking, technically.
They are preparing, but to send a large force quickly they'll need to cross space belonging to one of your neighbours that does not have the best relations with you. They will go to war with you and them, dragging in their own allies if that happens.

Your allies will be willing to risk it once your Assault Corvette production in the homeworlds resumes.
>>
>>41909270
Guess it's now my chance to be stupid and miss entirely obvious stuff.


What loadout does that carrier have? And how many SP torps do these Ber'helum units come with?
>>
>>41909318
They're carrying an early production run of Ber'helum's new fighter, the Z5Z and enough SP torpedoes for 1 wing of fighters to launch a full volley. 288 warheads.
Fighters carried
72x Z5P (Particle beam interceptor)
72x Z5H (Attack Bomber)
72x Z5Z (NEW)

The Z5Z is equipped with two short parrel particle beams and 4 torpedo hardpoints. It is intended to combine the best aspects of the torpedo bomber and warlord interceptor. To make up for the added weight when loaded with torpedoes it carries two centerline drop tanks, top and bottom, equipped with booster engines.

To make room for the new weapons the design omits the forward canards usually seen on the Z5, this may affect atmospheric performance.
>>
>>41909270
Oh, I thought we had to buy the well generator. (We probably should invest in one, soon)

It certainly changes the game on how we could have deployed special forces, but hey. Sometimes shit happens in war.

>>41909584
>Z5Z & Z5P

Loving them.

Oh, and I suggested last thread that Winifred or someone in South Reach may want to seize the Aries facility on our land on Tourta. If we have evidence they're an occupying power, wouldn't their production data and such at that facility be spoils of war if captured? (And their contract is probably void with us, if they're suddenly a hostile power)
>>
>>41909740
>Oh, I thought we had to buy the well generator. (We probably should invest in one, soon)
You can buy it if you want otherwise it's on extended loan and you pay for damages.

>>41909740
>Oh, and I suggested last thread that Winifred or someone in South Reach may want to seize the Aries facility on our land on Tourta.
Is everyone okay with this?
>>
>>41909887
>Is everyone okay with this?
Erm... I think we should temporarily put it under increased supervision as soon as the hostilities start to make sure Aries doesn't do anything fishy there. Preferably embargo the exports.

I'd like to try to limit the direct confrontation with Aries as much as possible. They're still a galaxy wide megacorp.
>>
>>41909887
expanding reasoning on the seizure.

Aries is going to be pissed at us for screwing their plans up in Erid anyway.

They have production facilities in Erid space that we may very well capture.

The idea that we could capture and keep their production data at various facilities needs verification, however. There seem to be plenty of examples of 'fuck off, we captured this in a legit war/conflict and will produce it as we want without a license' in the Factions history (notably Terrans doing this, and Aries screwing people via stealing shit)

But in the end, Winifred would have to make that call, I'd think.
>>
>>41910061
>>41910105
Okay then, would you like to suggest to Winifred or the governor to just have teams nearby the factory should things take a turn for the worst??
>>
>>41910250
I'd be okay with that.
>>
>>41910250
Sounds like something they should do anyway, considering we're about to attack an Aries puppet state.
>>
It appears I no longer have connection problems! Huzzah!

Anyways, I think we should hold of on capturing Aries owned stuff in House territory for the moment. That might escalate the situation against us. Those factories aren't going to walk away anyways so we could take them over after should it show that the benefit outweighs the potential trouble.

Also, god yes to that Gravity Generator. It would be a huge advantage for us since it would help use use our most favored tactic. Overwhelming force. Nevermind the cost if it get's some damage. 500 million for a ship that could swing this war in our favor is more than worth it.
>>
One way or another you've put out a warning to Winifred. She'll act on it as she feels is needed.

You contact the Knights Errant of Helscion Ten and are answered by Yerina Rian, a Droa'll knight you rescued from stasis aboard a crippled Faction wars era ship. Rian informs you that the three Human Knights you usually deal with are out indulging their collective mid life crisis on a mission for the Ruling House.
"I would like to thank you for getting me in contact with this group. It's quite unusual compared to my previous House but very interesting. Their operations can be a bit mercenary at times but for the most part I believe it to be generally positive."

You bring up your current situation.

"That is concerning, there has been some talk about Aries lately." The Dro'all Knight seems uncertain then apparently decides to hell with it. "This is classified but I believe you should be made aware of it. The Ruling House is working on building a special taskforce in secret. Their job will be to quietly deal with Houses that Aries and GE have subverted. It won't be ready for months though, certainly not in time for your attack."

>What say?
>>
>>41910988
"The Dominion does not have months on it's hand. This is a problem that has already reached our doorstep, entered, eaten food from our fridge, busted up the TV and had it's way with our mother. This needs to be dealt with right now before the damage can escalate any further and risk the integrity of the Dominion as a whole. If it has not already done so."
>>
>>41910988
>>What say?
"I'm glad things worked out well for you. I must admit, if the Knights Errant hadn't rejected a good friend based on his class, I would have probably joined them years ago before my House had the chance to knight me.

Anyway, I really appreciate that information. Could you see if it might be possible to get some support from the Ruling House in exchange to combat data and intelligence on the Aries forces we will fight? It might prove beneficial to the Ruling House's task force if they can adapt their training and equipment well in advance of any hostilities."
>>
>>41910988
It is unfortunate that they won't be ready in time for the attack, but it is good to know that they are taking measures to help with this problem.

I get the feeling that we will be very busy in the coming months or I would say to consider putting our name in for such a task force. (Though the fact that we know about it now we might be able to help then when it is formed).
>>
>>41910988

"We have reason to believe that Aries has influenced, enabled, and possibly even ordered a covert strike upon our ability to supply Assault Corvettes to our own House, Allied Houses, and the wider Dominion, in order to further expand their holdings and monopolies.

Please pass on this information while we strike at what we hope is the prototype for Aries' subversion efforts. Any aid we receive will be sorely needed."
>>
>>41911060
Did I miss a post about Sonia getting drunk?
>>
>>41891750
FOR HOUSE AND DOMINION!

Things have gone to shit edition now starting. Hold on to your seats and try not to catapult away on a stream of anal exhaust leakage Anons.
>>
"I'll pass on your message and the offer of sharing information, but I wouldn't expect much in the way of immediate or direct assistance. They may be able to provide funding or production licenses in return for your data.
I'm sorry I couldn't be of more help, the rest of our forces are too busy to send ships."

You thank him for that at least then get back to the tasks at hand.

>Meanwhile back in the present...
"You've done the reverse before sir, boarding one of these ships with an attack cruiser after grappling. It should be doable provided the LST's don't get in the way. Be aware, it could hurt our time table a bit."

"It can't be helped. We get in close under cloak, grapple the escorts and board them. Reynard to all teams, there's been a change of plans. Stand by for boarding action, we're capturing a pair of attack cruisers in addition to the transport. We need two volunteers with piloting experience."

The light power cell jump jet teams all seem to be cross trained as commandos with piloting experience. It's like the intel branch they were assigned from wanted to be able to hijack a pile of ships on short notice. With Bekka's school records she probably would have been a good fit for it.

You make sure the Recon teams are held back for the attack on the base itself, you cant afford them getting smashed up grabbing a couple run of the mill of starships.

Roll 6d20
>>
Rolled 11 (1d20)

>>41911668
>Roll 6d20
1
>>
Rolled 7, 14, 11, 9, 13, 8 = 62 (6d20)

>>41911668
>>
Rolled 14 (1d20)

>>41911707
2
>>
File: MobileInfantry.png (292 KB, 500x382)
292 KB
292 KB PNG
Rolled 12 (1d20)

>>41911729
3
>>
Rolled 7 (1d20)

>>41911750

>>41911668
>With Bekka's school records she probably would have been a good fit for it.
"See Ethan, the Jerik-Dremine Infantry made me what I am today."
>>
>>41911750
https://www.youtube.com/watch?v=yU-d_YXyr7o
>>
Rolled 16 (1d20)

>>41911773
5

I also don't really understand that age limit. If Bekka wanted to get in that unit past a certain age, I would be surprised if Sonia couldn't make it happen.
>>
Rolled 13, 3, 9, 12, 17, 14 = 68 (6d20)

>>41911668

At some point, we need to record the faces of that team. Always nice to know if they pay a visit to somewhere we own or operate...
>>
>>41911668
>>41911813

We are having regrets not letting Bekka in Intel right now... arent we?

Gods damn it she would have had a fun job.
>>
Rolled 19 (1d20)

>>41911814
6

>>41911852
We actually let her choose.
>>
>13, 14, 12, 12, 17, 19
I guess these guys do have some very decent training.

Semi-related, are we expected to sponsor a frontline unit of our own once we've become a baron?
>>
>>41911921
>Semi-related, are we expected to sponsor a frontline unit of our own once we've become a baron?
Personally I hope we keep leading House Expeditionary fleets, it's perfect. We picked out our administrative super-squad to manage Rioja anyway, so it's not like we need to babysit it.
>>
"LST's stand by for launch signal. Detach at your discretion if in danger of collision."

As you won't be needed for this action you switch your helmet displays to show the action outside.

The battleship jumps in then comes about, burning hard towards the trio of ships while still under cloak. The escorts may have been alerted by the nearby reversions from FTL and begin scanning the area with their shields up. If that isn't enough to set them off the jamming is soon to go active.

Once close enough the Battleship activates all forward tractor beams. All ventral docked LSTs are signaled to launch, barely moving out of the way in time for the larger ship to slam down on the attack cruiser's shields. The cloak drops in a flash of light, followed by a second as the same happens to the other ship.

The pilots of the smaller ships attempt to maneuver, both to break the tractor locks and keep the shields from letting the battleships through. One launches torpedoes, three of which are shot down by mass drivers while the third arcs around and impacts the topside hull, blasting away at the outer armor.

The Transport meanwhile tries to call for help and, failing that, charges it's FTL to jump. Heavy phase cannon fire from your battleships fly out, hammering it's aft shields. A lucky shot punches through and strikes the engines, punching through the starboard drives. At first that seems until secondary explosions begin to light up the aft of the ship.

Shields on both attack cruisers finally fail and the battleships grab hold, followed by the LST's. As boarding teams begin to storm key areas of either escort, escape pods begin to detach from the transport.

A much larger explosion finally tears through the drives of the transport ship ripping most of it to pieces.

Well shit. Good thing Captain Xisoth got you some codes. You just hope they'll be enough to get your replacement ship in.
>>
>>41912801
Did we roll too well?
>>
>>41911921
>are we expected to sponsor a front line unit of our own once we've become a baron?
You're expected to build up your own fleet and marines, but some will be provided by the House to act as the core of your force.
With J-D in the Neeran war their expeditionary fleets are made up of forces drawn from the entire House, and all of the Barons. Newer ships and equipment are too expensive to allow just a couple of Barons to monopolize it all. This is part of the Earl's plan to keep the Barons from fighting each other.

>>41912837
Actually you rolled too low vs the transport's roll to capture it. It was stupidly high though, I was quite surprised.

>>41912801
The Marines and special forces are able to secure both attack cruisers before their crews can do anything foolish. Crew are hauled back to the ship and put in brig on either battleship where they'll be easy to keep an eye on.

One LST is collecting the escape pods. It needs to be done before you move on or their rescue beacons will no longer be jammed. Did you want to try and use the recovered crew to get you into the base?

With both attack cruisers captured it's really less of an issue since they'll be there to back up your transport.

[ ] Use captured transport crew
[ ] Substitute transport, codes and Attack cruiser presence
>>
>>41913111
Did you roll for the transport's resistance value?

Is the crew from Aries, or are they from House Erid?
>>
Not sure we can trust them, Aries or Erid. All it would take is one codephrase to BTFO the entire op.
>>
>>41913111
[ ] Substitute transport, codes and Attack cruiser presence
Drug them quick (or something to make them talk, there are intel people on this operation) and learn what the usual exchange of pleasantries is between them and the base but use our own people.
>>
>>41913111
>[ ] Substitute transport, codes and Attack cruiser presence
>>
>>41913190
>Is the crew from Aries, or are they from House Erid?
House Erid. They're based out of Alaior.

>>41913233
>Drug them quick (or something to make them talk, there are intel people on this operation

For the hell of it, Roll 1d100
>>
Rolled 92 (1d100)

>>41913388
>>
Rolled 74 (1d100)

INTIMIDATE, INTERROGATE
>>
Rolled 36 (1d100)

>>41913388
>House Erid. They're based out of Alaior.
Okay, thanks, in that case let's use our own ship.

>or something to make them talk
Simply buying them off might work as well.
>>
>>41913422
THE BEANS HAVE BEEN SPILT
>>
>>41913422
A junior crew member confirms that the codes you have are "close enough" since he's only seen them briefly. Much of the senior staff were apparently unable to abandon ship in time.

The replacement transport is prepped and the last teams are transferring over now after handing over the attack cruiser to the prize crews and marine regulars.

You're ready to head in. Do you want the cloaked battleship equipped with mine layers to head for the shipyard where the Zeus class is docked?
They'll have orders to begin deploying mines if it looks like the ship is going to launch early.
>>
>>41913690
>Much of the senior staff were apparently unable to abandon ship in time.
Ouch. Did the ship have teleporter capsules?

>Do you want the cloaked battleship equipped with mine layers to head for the shipyard where the Zeus class is docked?
I guess it can't hurt.
>>
>>41913690

Couldn't hurt to have the minelayer at least go and monitor things.

Did we by chance secure any codes/frequencies from the attack cruiser to let the battleship listen to the enemy's chatter while it lurks? Or do we have that from the Knight Captain X?

Time to screw up another target.
>>
>>41913766
>Did the ship have teleporter capsules?
No, those are very expensive. Only warships with difficult to train and replace crews or rich people get those.

>>41913918
>Did we by chance secure any codes/frequencies from the attack cruiser to let the battleship listen to the enemy's chatter while it lurks?
Downloading now.

If they are forced to deploy the mines and/or the Zeus does begin its launch what are your orders for them? Signal your House to bring in a fleet?
>>
>>41914043
>If they are forced to deploy the mines and/or the Zeus does begin its launch what are your orders for them?
Contact the House in that case. They probably have strategists and tacticians figuring out ways how to deal best with that thing right now.

It would probably already be a huge help if they updated everybody's HUD with the reload and range on that siege cannon.
>>
>>41914043
They're to inform the House of any launch by the Zeus. Preferably without revealing their presence.

The people in charge of our fleets will have to make the call on launching an attack. It may be far more prudent to strike where the Zeus is not, overwhelm lesser forces, and generally have that big bad ship rendered useless due to it being tracked and denying it combat when possible.

Let it and the deathstar escort forces defend 1 point while we sack the rest. Or they can split up... or even better, they can try to go on the offensive, away from additional Erid defenses/support.
>>
>>41914043
>No, those are very expensive.

Do we have a factory for these? If not, can we build one?
>>
>>41914574
iirc, Daska is heavily invested in a company that may have opened or be opening a facility on Rioja
>>
>>41911668
>>41910988
What happens to Knights Errant who want to retire? Do they end up as Knights in the Ruling House? Are they recruited by minor Houses?
>>
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>>41914574
>Do we have a factory for these?
I don't believe so
>If not, can we build one?
Yes. Keep in mind that the companies that produce them don't make a huge profit, they're under pressure by governments to keep prices low or reduce them if possible.


The ships jump out and head for the target, the southern hemisphere of a small moon. It's a captured asteroid just far enough from the planet it orbits that is isn't tidal locked.

One of the battleships will wait near the jamming craft standing by to cut off communications once the attack begins. The other cloaked ship is heading for the main shipyard.

"Transport, we have you and your escorts on final approach, come about to guide beacon S 224."
"Copy that. Beacon S 224."
"Requesting clearance codes."

There's a short delay as the base receives the codes and checks them.

"Transport you are cleared for approach. Shield deactivation will commence at 20 seconds out. Confirm."

Everything seems to be going smoothly. The transport and the escorts enter the base perimeter and both attack cruisers are directed to land on pad 2. You guess it was too much to hope for that they might be sent through one of the gates.
During the approach it looked like a battleship was parked on one of the pads.

"Bridge to Reynard, we're locked off and beginning fuel transfer. Your team is cleared to go."

Each of you equipped with Recon armor are ready to go, including Rufaro and Valeri. If you were going to have second thoughts about the latter well... now might not be the greatest time for it.

[ ] Everyone deploy for your objectives!
[ ] Make use you and Valeri have objectives at opposite ends of the dock.
>>
>>41915179
>[X] Make use you and Valeri have objectives at opposite ends of the dock.

This is the "keep both as far away from each otehr as possible" option, right? I think this will be for the best, he's probably as worried about Sonia as we're about him.
>>
>>41915179
>Make (sure) you and Valeri have objectives at opposite ends of the dock.

>>41915298
Yes.
>>
>>41915179
>[ ] Everyone deploy for your objectives!
>>
I don't think WE are going to do anything drastic, but we shouldn't give him any reason to be nervous.
>>
>>41915179
[X] Everyone deploy for your objectives!

To Recon team:
"I expect to see you all for a drink after this op."
>>
>>41915179
[x] Make use you and Valeri have objectives at opposite ends of the dock.
>>
Rolled 2 (1d2)

>>41915179
I don't feel strongly about either option, so I'll let the dice guide me.

1= Everyone
2= Make
>>
>>41915179
Why not just ask Fusaro? We certainly don't have any designs on him but he might feel uncomfortable working that close to us.
>>
>>41915179
>[X] Everyone deploy for your objectives!
>>
You double check the assignment to be certain you and Valeri are headed for opposite ends of the dock. No reason to tempt fate or give either of you an extra reason to be looking over your shoulder. There will be enough things to help with that.

Opening the airlock you head out from a location on the transport that out of view from the docks. Each of you have a code signal that will tell the transport and by extension the jamming ship to start blocking long range coms if things go wrong. The less time you spend with active jamming in the region the less chance of someone in House Erid noticing.

Running down the hull and then across the fuel transfer arms you're soon inside the docks looking for suitable access points. Eventually you settle on a loading port where vacuum suited workers are loading pallets into a container for transfer.

Depending on how long you take the transport crew can stall for time by saying that their cargo doors are jammed.

What are you going to use your hacking modules and other toys to take control of first?

[ ] Dock Communications
[ ] Dock Security

Roll 4d100
>>
Rolled 66 (1d100)

>>41916041
>[X] Dock Communications

>Roll 4d100
1
>>
Rolled 36, 53, 51, 92 = 232 (4d100)

>>41916041
[ ] Dock Communications
>>
Rolled 46 (1d100)

>>41916085
2
>>
Rolled 1 (1d100)

>>41916108
3
>>
Rolled 18, 55, 6, 13 = 92 (4d100)

>>41916041
[x] Security
>>
Rolled 85 (1d100)

>>41916148
4

66, 55, 51, 92 so far. Welp.
>>
>>41916041
[x] Communications

If security systems go down, they'll report it via communications, causing an alert.

If communications go down, we've got a window before anyone misses a report, unless we interrupt one by chance.
>>
Rolled 71, 57, 2, 91 = 221 (4d100)

>>41916041
>>
First step disable communications. Without those even a security alert will be harder to get out if their coms are tied through "secure" connections to prevent wireless com leaks.

Heading for the east side of the docks you encounter a few security fields here and there that are obviously newly installed. Your equipment has been prepared for just this kind of eventuality, especially with that Heavy Cruiser planned to have been riddled with the things.

Even though you can take down the fields for a few seconds and fake the signals showing their power levels as active it is time consuming to deal with. You've got the hang of it by the fifth one and begin to make good time when you reach one of the com relays. This takes you a little longer but that's mainly because you have less practice with this kind of equipment. Soon you have a unit in place that will filter com traffic and shut it down entirely once you signal it to.

Six more in the east section are taken down in short order. It seems you've managed to keep up with the the Recon armor training after all. The others haven't finished all of their sections yet. 4 people was really the minimum you could have done this with but having an extra is speeding things up. They'll probably be ready before the fuel transfer is finished.

[ ] Help the others finish the coms more quickly
[ ] Start to deal with dock security
>>
>>41916986
>[ ] Help the others finish the coms more quickly
Coms first, then security. Can't risk any leaks.
>>
>>41916986
>[x] Help the others finish the coms more quickly
We have our lightning gun with us yes?
>>
>>41916986
>[ ] Help the others finish the coms more quickly
>>
>>41917144
>We have our lightning gun with us yes?
It's with your jump jet suit back on the transport since it is not very stealthy. You'll have the opportunity to re-equip once the docks are secure.
Currently Sonia is equipped with a stealth loadout, X-ray laser, silenced weapons and plasma pistol.

You head back to the center most section and though it means having to deal with more security fields it does save time helping the others to get control of communications. With that out of the way work begins on the actual security systems. Hitting the security system hubs is only slightly more difficult than the previous work, and if done right should remain unnoticed.

The real difficult part will be securing the manned security stations and docking control.

Docking control should have a crew of 12 while the three manned security stations should have 6 people each, not counting other patrols.

Do you plan to stun pulse grenade them or just kill them? Stunning may take longer as you'll need to secure prisoners or others may revive them.

[ ] Stun grenades
[ ] Shoot to kill
>>
>>41918012
>[ ] Stun grenades
We might need them for intel reasons, and stun grenades should deal with be easily be able to deal with this situation quickly. We're making good time so far.
>>
>>41918012
Stun grenades
>>
>>41918012
>[x] Stun grenades
>>
>>41918101
>>41918100
>>41918245
Would you prefer that you and Rufaro hit the docking control while the others each take on a security station?

If this is acceptable roll 5d20
>>
Rolled 15 (1d20)

>>41918267
I can't see any glaring flaws with that.

>5d20
1
>>
>>41918012
[x] Shoot to kill

Stun grenades are loud, IIRC. Maximum stealth, no wasting manpower and time securing prisoners.

Hit them hard, preferably as pairs where possible.

Probably want to use stun grenades vs Docking Control just due to the number of people in there. Then finish them off as we can't reliably secure prisoners.

Seriously. Don't you guys dare get soft on a mission where failure is going to mean horrible casualties and leaving a rear guard behind to sell themselves dearly for others to escape.
>>
Rolled 19 (1d20)

>>41918333
2
>>
Rolled 6 (1d20)

>>41918359
3
>>
Rolled 10 (1d20)

>>41918388
4
>>
Rolled 1 (1d20)

>>41918432
5
>>
Rolled 6, 14, 18, 13, 8 = 59 (5d20)

>>41918267
>>
Rolled 9, 19, 13, 10, 9 = 60 (5d20)

>>41918267
>>
15, 19, 18, 13, 9.

Pretty solid
>>
You and Rufaro target the docking control room, tossing in stun pulse grenades from either side then moving in to clear the room with phase pistols set to stun. It's a good thing you always carry that little backup.

Your throw ends up whacking some technician in the back of the head and bouncing off at an odd angle so that it doesn't quite stun as many people as you would have hoped. It is adequate for the most part. As you charge in there only seems to be a few people that aren't in the middle of passing out. A few shots from you and Rufaro put them down quickly.

Once the control room is clear you check the system displays to make sure nothing has been set off by mistake then wait for the others to report either success or failure. Soon the others send the green signal and you tap into the docks com network.

"Security clear?"
"Docks are under control. We're marking the positions of all remaining personnel active in this section."

It seems docking control had been waiting for the transport to open their bay doors for loading but not long. Not enough to get suspicious anyways. You send the transport an update for them to send over their cargo, not the other way around.

"Copy that control."

Transport cargo doors open and special forces troops pour out, stun shots taking down the remaining dock workers. The light power cell teams spread out, hunting down remaining personnel in the secured section, using the suits high speed to their advantage. Your people in the security control rooms help guide them to their targets and within five minutes the block is reading as clear.
>>
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Soon Marine officers have relieved the Recon team from looking after security control and begin sending out more accurate route data to the other troops. Docking control has been transferred to Intel's transport crew. They'll be able to answer any calls from the base commander if they come in, and detach the ship for a quick departure if needed. Unfortunately the transport is unlikely to survive a hostile extraction.

You meet up with Ecord near the temporary command post established in one of the security centers.
"What do they feed kids these days? Those light commandos are ungodly fast, and don't tell me it's the suits."
You don't know and shrug in response before asking about the status of the assault.

"We're in a good position here. No alarms tripped yet, the cargo loading is scheduled to take another 20 minutes. I'm wondering if you want to chance it and try to expand the control zone with the Recon team."

Valeri also has a suggestion. The faster elements could approach via the surface and infiltrate through the gates and landing pads without having to deal with internal security in between.

Storming through the interior as intel had suggested would take slightly longer but would ensure access to the missile silos and disruption of the base command.

[ ] Stick to the original plan
[ ] Recon team expands control area
[ ] Surface attack
[ ] Other / combo
>>
>>41919942

Do we have any info on the level of crew to be expected on that Aries battleship?

It might be worth sending a Recon or two at the battleship. If they can eliminate the command crew and compromise the ship, our people might be able to rush the vessel and use it to blast through into a gate (and disable/trap any vessels inside)
>>
>>41919942
>Those light commandos are ungodly fast, and don't tell me it's the suits.
"It's probably better not to ask. I know I won't."

>[ ] Stick to the original plan
Intel probably made the plan for a number of reason casual infiltrators like us don't even take into account.
>>
>>41919942
>[x] Recon team expands control area
>>
>>41920179
>Do we have any info on the level of crew to be expected on that Aries battleship?
It's an Apollo class, normal crew compliment is 1300 to 2000 plus 800-1200 Marines. Quite common in the Dominion.

There is no way of knowing how many people are aboard. It could be based here in which case the marines and half the crew would be quartered out of the base garrison or on leave.
>>
>>41919942
>Stick to the original plan
>>41920255
We're not casual infiltrators, this is a passion. While I think the original plan is good, especially as we have time and didn't trigger alarms, Sonia has had great success with improv (not to say she hasn't utilized discretion). She's had failure too, but who's counting?
>>
>>41919942
>[ ] Stick to the original plan
Did we take that inexperienced Krath with us on this mission?

Can we also make sure the people we stunned are stored away and stripped down. They won't have any implants that lets them send a distress signal right?
>>
>>41920487
>Did we take that inexperienced Krath with us on this mission?
Nah, he's still doing training 23 days of travel away.
>>
>>41920487
We'd be better off just killing the damned people if we're going to be that paranoid. Stripping and scanning everyone is a waste of manpower and time.

>>41920435
Oh, that is a fun bit of news. That thing needs to die by the captured attack cruisers when the rouse is up. It can not be allowed to disgorge marines or for crew on it to load up on equipment meant for that many marines.

Valeri's plan is solid, but if something goes wrong we'll have an isolated group presumably surrounded near where enemy marines are or will be gearing up.

[x] Recon team expands control area
>>
Looks like we're sticking to the original plan.

Choose your loadout!
Will you be sneaking around through the assault or going in as fast as possible? You are currently equipped for maximum stealth.

* = 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

Phased Plasma Channel Discharge Gauntlet (Lighning gun)
Energy Converter (Reveals cloaked enemied)

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 *
>>
>>41921068
>Will you be sneaking around through the assault or going in as fast as possible?

What do our planners want or need more?
>>
>>41921208
If you're going with the original plan speed and firepower would seem to be the most useful in trying to storm the base as quickly as possible. You guys could find a way of making better use of stealth. A few have expressed an interest in going after the Battleship.
>>
>>41921378
>If you're going with the original plan speed and firepower would seem to be the most useful in trying to storm the base as quickly as possible.

If some other anon comes up with an alternative plan, I'm more than willing to consider it.

As long as that isn't the case:

+"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)

+HF-Blade *
+Plasma pistol *
+Smart Grapple *
+Stun pistol

+Mass Driver Rifle / Reynard Custom+

+Stunpulse grenades *
+Half moon (Breaching charge)
+Shard Missiles (x2-4 with Medium PA Jumpjets)


+Rovinar search drone *
+Medical stasis field *
>>
>>41921068

"Matryoshka" time

swap the X-ray for Reynard Custom
Silenced Carbine for Plasma Blaster?

And load up on High Ex, Half Moons, and Frags? + shard missiles on the PA.

The battleship might be a decent evac option, but we'll divert precious manpower from the main assault securing and holding it. It may just be better to alpha strike it before shields can be raised or it can charge weapons, and hope the captured ACRS can use the cloaked battleship to provide eyes for torpedo locks against the defensive silos.

If we can get shots off quickly enough, the planetary shields should be useless against torpedoes being fired from under them, right? And one of the ACRS can likely surface skim to knock out silos our infantry forces can't secure, after that. The silos likely will have to take time to set their torps for launching against a surface-skimming ship with an Erid IFF.
>>
>>41921068
Let's go max stealth (so as we are now) and take out the weapons control for the base, then have the jamming ship jump in and lock down all their communications. Then we can start to really take it over with no worry of alerting everyone else.
>>
>>41921753
samefag here

>>41921745
I'll differ to this guy for the most part on loadout, though we should probably pick up the lightning gun thing (not sure what it replaces), despite it probably tiring the shit out of us with use.

and less stun grenades, more deadly grenades. Gotta be ready for the enemy Power Armor and Aries Power Cell Armor.
>>
>>41921068
Max stealth
which is to say stay as we are.
>>
>>41921985
>though we should probably pick up the lightning gun thing (not sure what it replaces),
It does take up quite a bit of room. It can be mounted on the left arm replacing the smart grapple but this can make it difficult to use when equipping the shield.
Or the right arm replacing the Custom forearm HF-Blade.
>>
The converter is small enough to keep in a pocket or hang off the hip right? Should be something we always take with us.
>>
>>41922258
>The converter is small enough to keep in a pocket or hang off the hip right? Should be something we always take with us.
It would take up space needed for 1-2 grenades.

>>41921745
>>41921753
>>41921983
>>41922142
>2 for speed
>2 for stealth

Really guys? Really?

Any other votes or will I be d2-ing this?
>>
>>41922446
I'll vote stealth to tiebreak
>>
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>>41922446
>>Any other votes or will I be d2-ing this?
Why don't you put it into a survey?
>>
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>>41922446
>Really guys? Really?
Yes. Can we hand the "Matryoshka" over to a different soldier? It's supposed to adapt to the user's size within certain parameters, right?
>>
>>41922446
I'll vote speed
>>
>>41922446
So is the jamming ship still available? is the idea I posted viable?
>>
>>41921753
>>41921985
samefag

>>41922446
I'll switch over to Stealth if it avoids a tie. >>41922545
is right. We can have someone like Valeri run Matryoshka, as iirc he is less than confident in his Recon abilities at times and the Republic suit isn't quite up to par with the others?

He can then join up-


>>41922474
>>41922566
>>41922627

I feel like there should be a reaction image specifically for when this happens in H&D.

>>41922146
I'd say replace the smart grapple. The suit is rocking jump jets, and the shield should protect the lightning gun until we need to use it (we can always drop the shield for that)
>>
>>41921068
You know, I think I've figured out a perfect Artifact to look for when we raid the Dyson Sphere.

A smart-inventory that stores all of these weapons and items in some kind of pocket space that Sonia can access at will and withdraw from as the situation requires.
>>
>>41922721
Never-mind. Switching to stealth to just get through this.
>>
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>>41922474
>I'll vote stealth to tiebreak
Would you want any additional equipment not in the stealth loadout?

>>41922489
I think I have a reaction pic for this.

>>41922545
>Can we hand the "Matryoshka" over to a different soldier?
Yes. Any of the Recon people, or one of the Knights wearing light power armor. Someone without power armor could also put it on which would probably mean a marine leaving their power cell suit back on the transport.

>>41922721
>Valeri run Matryoshka, as iirc he is less than confident in his Recon abilities at times and the Republic suit isn't quite up to par with the others?
He's fine, and his suit has been customized over the years up to make up for any previous weaknesses.

>>41922704
>So is the jamming ship still available? is the idea I posted viable?
Yes. They're just trying to wait as long as possible because once they start jamming it will start the count down until SHTF. Ideally jamming should start as soon as your teams begin the next stage of the assault.

Each missile silo is capable of defending itself against attack from orbit. They don't need the base command center to open fire, though as long as it's operational it will give them a big advantage in coordinating missile volleys.
This is why two teams of marines were to target the silos directly from inside the base. They could be turned against the other defenses if necessary or to cover your escape with nuclear detonations.

So looks like we're going fast?

What is Sonia's target in all this?

[ ] Battleship
[ ] Upper/Lower docks (Search for the ship)
[ ] Command center
[ ] Help capture missile silos
[ ] Other
>>
>>41922446
Vote stealth
>>
>>41922991
>[X] Upper/Lower docks (Search for the ship)
or
>[X] Battleship

Whichever is easier to achieve.
>>
>>41922991
>[X] Battleship
Sheer numbers are needed to take out the silos and find the ship, this is a specialised task for the combat professional that we are
>>
>>41922991
Battleship, its our priority, the stealth ship is a secondary objective.
>>
>>41922991
>[x] Upper/Lower docks (Search for the ship)
Get what we came for

I'm really excited to try the lightning gun personally. Do you have a pic of the shape of it like you did of our plasma pistol?
>>
>>41922991
>>[ ] Upper/Lower docks (Search for the ship)
The battleship won't be going anywhere fast, and we can still torpedo the shit out of it if it gets too hot. The stealth ship on the other hand is something which requires a delicate touch.
>>
>>41923086
The stealth ship is the PRIMARY OBJECTIVE.

The battleship is an obstacle that potentially hosts marine forces equal to our entire power cell armor contingent. And if they have it docked outside... that means there is likely stuff taking up space inside.
>>
>>41923237
Don't care, to me the Battleship is a more tangible threat thats capable of hitting our home forces hard if we let it escape.

The Stealth ship also cant go anywhere, whats it gonna do cloak in dock? Im sure once we take over the main command center we can just find out where it is. If it attempts to leave through the gates we have ships ready to be vectored in to disable or blow it up if need be.

As far as I remember its just a prototype experimental stealth battleship anyways.
>>
>>41923321
If you're that worried about the Aries battleship present, why don't we just have the two Attack Cruisers we captured (and that are parked next to it) alpha strike it into a ruin before it can even activate shields?

No battleship, no problem. (And no manpower wasted securing a crew of potentially 2,000 and 1,200 marines.)

There is absolutely no reason to capture that battleship when we still have a completely unknown number of enemy forces present, along with potential ships in the subterranean docks.
>>
>>41923376
We can do the same with the stealth ship if it tries to run then.

Instead of continuing to waste post counts, lets just agree that were both not budging on our votes.
>>
>>41923321
>Don't care, to me the Battleship is a more tangible threat thats capable of hitting our home forces hard if we let it escape.
Erm
>>
To help this along, do you guys want to have both of your attack cruisers perform an alpha strike on the battleship just as the jamming goes active?
Attempt to board it?
Wait until your people have secured some of the missile silos then hit with those and the attack cruisers?

Or another option?
>>
>>41923486
>Or another option?
Ignore it until it becomes a problem.
>>
>>41923486
Alpha Strike as jamming goes active, continue to hit it until its inoperable.

If required use the silo's to attack it when they come under control.

Once the battleship is nonoperable move the cruisers into blocking positions by the gates.
>>
>>41923486
Alpha it off the field to add to the confusion. Hopefully the teams on the station won't realise we've boarded them until too late.
>>
>>41923486
I'd prefer not to risk fire from the silos on our ships.
>>
>>41923486
Just to clarify the Battleship anons are arguing over is the Zeus right? In which case just turn it into a wreck. Use our stealth battleships if we need to. Since afaik the Cruisers are both under crewed.
>>
>>41923486
Alpha strike (4x Heavy Pulse Cannons, x4 phase cannon, and x4 forward torpedo launchers at effectively point blank and no shields? Ouch)

If possible, ACRS should (if I remember correctly, the Aries ones have 2 aft torps?) launch any aft torp tubes at defensive silos. Any hits we can get in before they can crank planetary shields down to stop torps from the surface are worth a shot.

The real question should really be if we want to have the ACRS pair breach the larger gate and blast anything in there with torps/pulse cannons before they can raise shields, as well. (assuming they don't find our primary objective, that is!)

IIRC, shields shouldn't function very well inside that dock due to lack of space for the bubble to properly form, so it should be a turkey shoot if we can get in there.
>>41923751
Zeus = Heavy Cruiser with Siege Cannon
Aries Battleship = a battleship
>>
File: Base landing pads.gif (6 KB, 950x578)
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>>41923751
>Just to clarify the Battleship anons are arguing over is the Zeus right?
Nope. There is an Apollo Class Aries Battleship parked on one of the landing pads.

http://houseanddominion.wikia.com/wiki/Apollo_Class
Need to add a picture to that.
>>
>>41923534
Seconding this approach.
>>
>>41923798
see
>>41900287
>Be aware that the silos may have armor strong enough to resist SP torpedoes.
>>
>>41923086
>>41923321
>>41923412
Here. My apologies, I thought the battleship was the Zeus. Switching to Command Center to find the stealth ships location and then the Stealth ship,
>>
>>41923865
>May

Key word. And any hit we can score in an alpha strike is a free hit, which can and will be followed up by more hits. Who knows, we might get lucky and blow one to hell and back with a single hit.
>>
So it looks like we're alpha striking the battleship using attack cruisers. Their pilots will do what they can to stay alive after that.

Sonia meanwhile is headed for the Upper/Lower docks (Search for the ship).

Roll 3d100 for Sonia and her command squad's advance.
Next one will be the last story post for the night. May post briefly in the morning but I have an appointment so probably won't be resuming until 1PM at the earliest.
>>
Rolled 52, 13, 66 = 131 (3d100)

>>41924279
Rollin Thunder
>>
Rolled 66, 56, 95 = 217 (3d100)

>>41924279
>>
Rolled 73 (1d100)

>>41924279
>Roll 3d100
1
>>
Rolled 16, 37, 6 = 59 (3d100)

>>41924279

Here goes nothing!
>>
Rolled 5 (1d100)

>>41924321
2
>>
Rolled 69 (1d100)

>>41924358
3
>>
bump
>>
You talk to the Knights and officers before everyone heads out.

"We're only going to have one shot at this so let's make it count. That Battleship on the landing pad could cause problems for us if it launches. We don't want to deal with it in the middle of our escape. The moment we start jamming I want our attack cruisers to hit it with everything they have then try to stay alive until we've completed our objectives."

"What about the missile batteries?!" Objects one of the Knights you haven't served with before. "They'll shred those ships."
"If those pilots are worth their training they'll find a way. If they need to bug out so be it."

You suit up, swap out your stealth weapons for your usual Rifle and a plasma blaster, and replace the smart grapple with the Lightning gauntlet. You haven't had time to practice with it but as long as the shield holds out you shouldn't be in any serious rush to use it.

While heading out you spot a couple of the marines loading up an ammo trolley with a few of the fusion warheads that had been slated for transfer. You consider commenting on it but decide that these are all professionals. They probably know what they're doing.

Lighting up the engines your team and Ecord's head out shortly after the slower moving power cell teams do. Picking connecting corridors and sections that are clear of friendlies you lean forward and boost the thrusters, using repulsors to skim above the decking.

That's soon interrupted by your displays warning of additional security measures. Checking the other specs you've downloaded since the landing you look for and locate tramways that should run most of the distance. Marines will be trying to commandeer some of them using hacking modules but it will be faster for you to just run the tunnels.

"This is Ecord, we're breaking off an following a set of tramways that should lead to the docking bays for the Lower Gate."

"Copy that. I think we're headed for the upper gate." you reply.
>>
>>41925930
>They'll shred those ships
I still think it's a bad idea, just saying.
>>
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"Good luck sir, we're dropping out of contact. You might want to prepare yourself for shock waves once the bombardment starts. Signing off."

https://www.youtube.com/watch?v=UPwSN9gUG5c

Things are quiet for a minute and aside from stopping to disable a scanner and put down com relays, almost uninterrupted. Then your coms briefly fuzz out from jamming.

You start counting and get to eleven before seeing shock waves ripple through the reinforced structure of the tunnel ahead. Effectively flying as you are your people are fine but the threat of tunnel collapse is a bit nerve wracking as several hundred megatons of ordinance are slung around by your ships. You're glad the exterior of the base is vacuum or this would not be nearly as survivable.

Raising your shield to ward off any potential debris you keep up your speed, not bothering to stop for the few sensors in the tunnel. Odds are they won't be giving the most accurate data right now.
Things soon begin to die down, the heavier shaking replaced by the dull thumps of warheads going off above the surface rather than detonating inside the landing pad or a ship in contact with it.

Your bodyguards are glad they made these tunnels tough.

The mostly straight line trip has come to an end it seems and you're soon taking a hard turn to the east which should be putting you near one of the barracks complexes. Not good, these are close enough to the landing pad that some of the crew from that Battleship are probably here.

By now two of the teams should be attacking the southern most pair of silos.

"Reynard, your com relays functional?" Asks one of the marine officers staying near the docks.
"Yes, go ahead."

"One of our attack cruisers managed to get inside the upper dock but it's partitioned and they'll need a bit to check it without blowing themselves up."
"The other one?"
"It's gone. It had emergency teleporters though so they may be okay."

>Cont.
>>
You're close enough to the upper dock now that your team could skip outside through an airlock and into the bay to help search. You can get places the attack cruiser can't. There is a risk if there are other ships capable of shooting back though.

On the other hand continuing on through the interior while safer from things that cause big explosions, also assures you'll run into base security or crew members.

[ ] Go outside and through gate
[ ] Continue through near barracks


See you in the morning!
>>
>>41926101
Continue through barracks. One bad stray shot could ruin us or a any/all of our "elite gotta go fast" squadron.
>>
>>41926056
>It's gone. It had emergency teleporters though so they may be okay
They better kept their fingers on the teleporter switch the second they started firing.

>[X] Continue through near barracks
A vastly more unpleasant route, but probably the less lethal one.
>>
>>41926101
[X] Continue through near barracks
>>
>>41926101
[ ] Continue through near barracks
Best case, we run into groups of the enemy garrison that is still not fully dressed and ready and whom we can take out easily enough.

Shit is going down.
>>
I do hope we will be able to steal this Heavy instead of destroying it. It would make a wonderful salvage haul for the House and us and should help push our advantage once we start nabbing planets from them and crushing all those Hades wings.

Also bump
>>
Bump.
>>
>>41926056
[x] Continue through near barracks

It might be worth actually looking for the barracks. Having your guards carry anti-tank weaponry normally is a bit crazy, and we should be able to hit any forces that weren't on duty before they can properly arm and armor themselves.

Slaughter the defenders, deny any heavy weapons and power cell armor we can find.
>>
>>41931928
Second this, we shouldn't go to far out of our way but if there are staging points or armories near our route of advance, we should spare the time to disable those area's.
>>
There's no point in going top side to get into the bay, not while a starship is in the upper docks throwing around phase cannon fire. If it's still pressurized it'll be a nightmare to go through it.

"We're continuing through near the barracks, get ready."
You toss down your last com relay and let your bodyguards take over placing them.

The first people to cross your path are a group of marines jogging in the general direction of the docks. They're mostly armed with phase rifles and carbines, weapons that won't seriously threaten your armor, let alone the heavy duty shield you're carrying.

You put down small caliber fire with your rifle, dropping or wounding several and forcing the rest into cover. Both bodyguards quickly move up, one using a blaster to help you provide cover, the other switches to an older Shallan Fusion Gun. Two shots replaces most of the air around the Erid marines with burning plasma.

By the time the inferno has cleared enough for you to pass there is no opposition remaining.

You're surprised they weren't carrying just blasters, Reynard rifles or anti-tank weapons.
"I believed some area effect weapons might come in handy sir."

You're likely to encounter many more hostiles. Do you want to try and engage them at range, or charge through as quickly as possible with shield and sword?
>>
>>41934135
>charge through as quickly as possible with shield and sword?
Until we start runing into heavier weapons this seems to be the best course of action.
>>
>>41934135
Juggernaut mode. Shoot and move and if they get into melee range then shoot them with the shield gun and use melee weapon.
>>
>>41934330
>Juggernaut mode.
Emphasis on moving over shooting?
>>
>>41934510
Preferably while broadcasting those Neeran recordings across Erid transmission bands. The ones from when we stabbed telekinesis Neeran.

Keep moving, break formations with crushing/cutting force. Give the follow-up forces nice shots at enemies focused upon the big, noisy, bloody jump jet armor.

ARE YOU READY, ERID TROOPERS?
>>
>>41934135
Sword and Shield, arnt we pissed at being set up by the house. Lets let loose and vent some
>>
>>41934510
Movement, we aint got time to wreak all to much ass and it is not the main objective much as I'd like it to be.
>>
>>41934135
BIG LIGHTNING TEST TIME
>>
Oh right, Roll 3d20
>>
Rolled 1 (1d20)

>>41934929
>Roll 3d20
1
>>
Rolled 2, 17, 19 = 38 (3d20)

>>41934929
DICE
>>
Rolled 3, 12 = 15 (2d20)

>>41934942
Oh ffs.
2,3
>>
Rolled 20, 14, 5 = 39 (3d20)

>>41934929
go again!
>>
>>41934997
Good anon, you deserve a medal for that one.

>20, 17, 19
Sonia wreaks everything and everyone.
>>
https://www.youtube.com/watch?v=DSx_N18TWjs

Extending your HF-Blade you raise your shield once more and head out, picking up speed as you go. There are enough twists and turns in this section that you cant go full out, but still you're going quite fast. You'll have to ask if these things have inertial compensators after, you've never checked.

Even with all the disturbances caused by your engine output your suit is still able to provide some sensor data. It's how you know ahead of time to expect a squad of marines when you round a corner going full out.

You don't slow down when your shield slams into four of them, the extended HF-blade catches any of them to the right of you, bisecting three others. Anyone else left in front of you tries to dive out of the way and you flash past them quickly enough you're not sure you landed any more hits.

Both Bodyguards are keeping up with you, firing on the move, with the last filling the corridor behind your squad with flames to discourage pursuit.

Down another hallway you have enough time to put down fire before smashing through another squad, for the most part repeating the success against the last one. Anyone you don't wound or kill is struck down by those behind you.

The only thing to really pose a challenge is a Power Cell trooper that appears to your left. You're able to slam him against the wall as you pass but couldn't get your HF-blade around to hit him.

"On the left!" you hurriedly shout, resulting in anti-tank and blaster fire hitting the stunned enemy trooper.

"We're nearly there!"

That much is made obvious to you when you spot an entire squad of Erid troops in power cell armor.

[ ] Duck into cover
[ ] Jet stream attack
[ ] Jet Stream Attack!
[ ] JET STREAM ATTACK!
>>
>>41935358
There is only one true choice here... We must release our inner beast. It is time for the glorious return of PSYCO SONIA!

[ ] JET STREAM ATTACK!
PSYCO SONIA SMASH!
>>
>>41935358

[x] Char kick

It even applies 'The Enemy Gate is Down'
>>
>>41935358
FIRE ZE MISSILES!

>[ ] Jet stream attack
>[ ] Jet Stream Attack!
>[ ] JET STREAM ATTACK!
I'm not really sure which of these I want.
>>
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46 KB JPG
>>41935358
Do any of them look like this? If no then

[ ] JET STREAM ATTACK!
>>
>>41935358
lightning gun pls
>>
>>41935358
[ ] Jet stream attack
[ ] Jet Stream Attack!
[ ] JET STREAM ATTACK!
>>
>>41935458
>[x] Char kick
I'm sorry it looked like you posted "Make sure both our body guards die."

>>41935465
>FIRE ZE MISSILES!
Yes that's an option too.

>>41935497
>lightning gun pls
You'll need to drop your shield or awkwardly switch hands while at high speed.

I'll try to work these in a bit if possible. Writing.
>>
>>41935358
>[X] Jet stream attack
>[X] Jet Stream Attack!
>[X] JET STREAM ATTACK!
>>
Got so writers blocked all of a sudden I had to go act out the scene.

No point in slowing down. You slam into the closest troops with your shield, HF-Blade stabbing into the throat of one to your right. The shield slam bowls over not just the first one you hit but three more as well. Each subsequent impact kills your speed and once you've slowed down enough you cut your repulsors and stab the trooper currently at your feet.

Swinging back to hit the next you're just in time to see one of your bodyguards slam into the remainder with a flying kick. As the heavily armored body impacts with the others weapons are knocked off target and small arms fire is scattered in all directions. The second bodyguard knees one trooper in the head and and puts rifle fire into enemies that are clear.

Finishing off your next target you register weapon impacts on your shield. A survivor fires what looks like a repulsor based pistol at you while readying a grenade. Lunging at him you cut off the hand at the weaker wrist armor. After hitting him in the face with your shield you kick the grenade and hand once it hits the floor.

Your opponent isnt down though, grabbing the top of your shield he yanks it forward and head buts you, buying enough time to bring his left leg around to kick your sword arm wide. A power cell assisted arm slap hits you upside the head.

Roll for Lightning gun effectiveness.
1d100

If that fails you can use your shield gun.
>>
Rolled 9 (1d100)

>>41936469
DONT FAIL US NOW DAVE
>>
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Rolled 33 (1d100)

>>41936469
Zap
>>
Rolled 34 (1d100)

>>41936469
>1d100
>>
>>41936565
shit on my face

best of four when.
>>
File: Base Assault6.gif (26 KB, 1280x896)
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>>41936565
Ouch
>>41936505
You're rolling for your effectiveness at controlling it.

It's time you gave this new gauntlet a test. Mentally activating it much like the converter you roll your arm to point the device at the soldier trying to beat you into submission. A bright beam of light fills the space between you... then lightning bolts fly out in every direction, striking you, your opponent, and anything it has a clear line of sight with.

Both of your are thrown apart before you can get it under control, limbs twitching and HUD flickering.

It's at this point the previously kicked grenade explodes, blowing open an airlock door. Air rushes down the corridor propelling you towards the breach.

"Not this shit again."

Your cybernetics with their extra shielding only takes a second to reset. Even with signals to the suit's right arm still scrambled you have enough strength to drive your fingers into the deck plating to halt your slip. Soon the section is locked down and air flow tapers off, letting you climb to your feet and help with the remaining enemies.

It turns out to not be needed. Once the three of you have sorted things out you head for the damaged airlock and pry it open the rest of the way. You've made it into a depressurized cargo hanger beneath the upper docks. It's easy to see why there's not atmosphere in here, the ceiling of the wide bay is dimpled in places from weapon detonations above. It's also glowing in more than a few.
The hanger shakes from another explosion up above.

You're currently on a platform a few decks up from the bottom of the hanger. Down below you can see two platoons of marines and a third equipped with power cell armor double timing it towards the west side of the bay.

"-cord, is anyone reading me? We've fo--- -he ship. Over."

"This is Reynard, go ahead."
"Sending data now."

>Cont.
>>
>>41937578
Position data for the ship pops up on your HUD. It's in a docking bay that's been partitioned off from the lower docks and the cargo hangers at this level. It's clear the enemy troops are headed for the ship to secure it, or perhaps a way out of the base. Ecord's team is good but some of the people below have anti tank guns. It would just a matter of numbers.

The rest of your marines in power cell armor might not be able to get to the ship in time.

What are your orders?
>>
>>41937606
>What are your orders?
Regardless of what we decide to do we should immediately forward data on these guys back to ecord.

What kind of equipment does the rest of our squad have?
>>
>>41937606

Lightning death ball attack from above/behind?

Or did we replace the shoulder 20mm weapon with something else? A burst from that should slaughter some marines and power cell armor, especially if they're double-timing it and we move behind them.
>>
>>41937606
Eccord prepare an ambush for those oncoming troops. We'll hit them from the side.

Teams closest to the cloak ship get onboard, the rest make it to the attack cruiser that slipped in. Maybe the transport we arrived in as well.

Use the captured silos to knock iut the remaining defences/silos too.
>>
>>41937660
>What kind of equipment does the rest of our squad have?

In no particular order:
Reynard Rifle
Republic anti-tank gun
Shallan Fusion gun
Plasma Blaster (x2?)

>>41937843
>Eccord prepare an ambush for those oncoming troops. We'll hit them from the side.
"We haven't secured the ship yet, we're trying to keep it from taking off and may need some help. There are troops with power armor protecting it."
>>
>>41937606
Have Ecord secure the ship. We flank the power cell squad hard with heavy weapons. The marines behind us are to head straight for the ship.

If the transport we used to get to the ship can escape we high tail it out. Otherwise continue to disable the silos until the transport is safe to clear the base. If our battleships can handle the silos I think they should alpha the silos one at a time until they are no longer a threat.

We found our objective, we just need to hightail it out and go fuck up the Zeus.
>>
>>41937938
>Shallan Fusion gun
Launch two missiles at the group moving towards Ecords location.

Have the team close to the ship fight defensively.

Do we have any other friendly troops inbound?
>>
>>41938018
if our battleship (we send the mine-layer to the other site to monitor) fires, it will give away it's location and get torp spammed by the silos. We're playing with minimal toys, here.

>>41937938
>Eccord

Looks like we're dropping down to flank those marines. How nice that they're running in what amounts to a straight line and minimal cover!

Shard missiles, most everything shooty we have, and finish with HF blade?
>>
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>>41937843
>Use the captured silos to knock out the remaining defences/silos too.
They're working on it.

>>41938018
Only 1 of your battleships are present, the other left to go keep an eye on the Zeus class Heavy Cruiser and its shipyard.

>>41938140
>Do we have any other friendly troops inbound?
Yes, three platoons. Two closer to you but there may be more enemies in the barracks section you just passed through.

>Launch two missiles at the group moving towards Ecords location.
Your bodyguards also have a couple of missiles. Did you want to keep any in reserve or use them all?

[ ] Redirect all nearby marines to Ecords location, launch a Shard missile attack on the troops currently in the bay.
[ ] Have Marines start headed towards recovery ships, Sonia bombards troops, runs to help Ecord.
>>
>>41938383
'former barracks'

did someone cart certain objects there?

And is there another cart headed to other locations? Please tell me the Industrial Sector is about to explode violently.

>>41938383
[x] Redirect (Nearest) Marines to Eccord, Shard Missile attack + help Eccord

We can't begin to withdraw until we've got more silos knocked out, and we need to ensure no more ships are going to launch.

Plus, we have to get the kills on those power armor troops so we can keep them.
>>
>>41938478
>Please tell me the Industrial Sector is about to explode violently.
We should probably wait with that if they're really producing antimatter in there.

>[X] Have Marines start headed towards recovery ships, Sonia bombards troops, runs to help Ecord.

Have the marines close to the lower gate head towards Ecord's location.

>Did you want to keep any in reserve or use them all?
Let's keep half of them in reserve.
>>
>>41938383
4 silos on 4. Can we set them to autofire on the other silos and booby trap the control rooms.

Have marines begin to retreat.
>>
>>41938736
We're far too close to having 5 on 3 or better.

And the more we control, the easier extraction will be using the cloaked battleship to get in and send the shielded LSTs (and the 400 marines on them) to extract other groups.

We can also turn more silos against any enemy garrison ships that manage to clear the docks.
>>
>>41938478
>did someone cart certain objects there?
Possibly?

>>41938736
>Can we set them to autofire on the other silos and booby trap the control rooms.
For a bit.

Nearest marines to Ecord go help him. Bombard enemy troops.

Are you launching the missiles at the Power Cell platoon, or the other two? Power cell troops will be harder to fight but they might be more resistant to the missiles.
Maybe you should use all of the missile in an attempt to mess up this entire outfit. Then again you might need the extra missiles if Ecord still needs a hand...

[ ] Target Power Cell Troops (Roll 5d20)
[ ] Target Marines for maximum casualties (Roll 5d20)
[ ] Use all of your missiles and target both Roll (Roll 7d20)
>>
>>41938978
[x] All of the missiles!

If Eccord needs a hand, we have 2 Camo-equipped Recon folks with Reynard Rifles and anti-tank weapons.

plasma and 20mm of 'fuck your power armor, I'm designed to down Neeran'
>>
Rolled 2 (1d20)

>>41938978
>[X] Target Marines for maximum casualties (Roll 5d20)

Minimize the number of enemies we have to fight. That way the marines will be able to focus on using heavier weapons against the remaining enemies, instead of having to bring both and switching around.

>(Roll 5d20)
1
>>
Rolled 6, 17, 4, 17, 3 = 47 (5d20)

>>41938978
Fuck up the power cell troops
>>
>>41939033
2

We're also in autosage.
>>
Rolled 14, 15, 17, 18, 8 = 72 (5d20)

>>41938978
>[x] Target Power Cell Troops (Roll 5d20)
>>
Rolled 14, 10, 17, 11, 8, 3, 3 = 66 (7d20)

>>41938978
Use all missiles and target power cell troops
>>
Rolled 19 (1d20)

>>41939054
2
>>
Rolled 5 (1d20)

>>41939075
3
>>
Rolled 4, 5, 5, 7, 1, 6, 2 = 30 (7d20)

>>41939010
and 7 rolls

Didn't Winifred kill less people than we have at times to earn her nickname?
>>
Rolled 19 (1d20)

>>41939089
4
>>
Rolled 9 (1d20)

>>41939102
5
>>
>14, 19, 17, 19, 9
Not bad.
>>
And waiting for 1 more vote.
[ ] Target Power Cell Troops
[ ] Use all of your missiles and target both

>>41939054
>We're also in autosage.
Already archived.
>>
>>41939201
Changing my vote here: >>41939033
to power cell troops.
>>
>>41939201
GG tstg thanks for running this week
>>
Even with the base artificial gravity the suits have enough power to give you an impressive arc.

"Launch half the missiles. Target the power cell troops." You hope that will help disable their most experienced fighters while discouraging the marines. The first two missiles land near the front of the formation while the other two hit denser concentrations. Each of the small starfighter grade explosives detonate creating fireballs that scatter anyone nearby.

The other marines don't panic or perhaps haven't had time to as one hundred of them raise their weapons and fill the hanger with small arms fire. A good number are aiming towards you.

"Break for cover!"

The enemy seems to have the same thing in mind as the majority are soon spread out too thin to kill more than maybe two with a missile.

Rolling in mid air and hitting the thrusters to duck behind nearby girders you lament the loss of the smart grapple. It's not easy to fit with the shield and the forearm blade. More than a dozen phase rifle and carbine shots strike your legs an more hit your shield before you're out of their line of fire.

Grabbing hold of the supports on a partition wall, you get set to jump off again.

Two Marines with anti-tank guns sprint into view and immediately turn to fire on you. Leaping off your shield is struck by one beam, HUD alarms immediately lighting up. You're barely able to throw it clear before a glowing patch eats through it. A belated second beam strikes the shield and it explodes from the excess heat.

Burning hard for the far side of the bay you ready your Lightning gauntlet while evading, picking out Power Cell troops below.

Roll 1d100
>>
Next game will be Saturday at 3 PM EST, will try to start on time if not earlier.

Also you'll be getting to test some of those Alliance Heavy Power Armor you had the option of buying earlier in the thread.

And by test I mean get shot at by. Enjoy those weapons your company produced some of.
>>
Rolled 38 (1d100)

>>41939972
Zap!
>>
Rolled 96 (1d100)

>>41939972
>Roll 1d100
>>
Rolled 53 (1d100)

>>41939972
Roll
>>
Rolled 74 (1d100)

>>41939972
BECOME THE LIGHTNING

LET IT FLOW
>>
>>41940010
I've been thinking, could we make something equivalent to an armored core? A really agile mech with repulsors that let it zap around a battle, along with some hard-hitting weapons?
>>
>>41940010
>you had the option of buying earlier in the thread
Can we put that stuff in surveys from now on? I have no idea which mercenaries we actually hired, if anybody wanted to buy the additional PA, or if we shifted those assault corvettes back from the alliance base.

Surveys tend to avoid that.
>>
Thanks for the thread TSTG.
>>
>>41940097
have we become the lightning lord
>>
>>41940342
Darth Reynard
>>
See you next week!



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