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/tg/ - Traditional Games


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

Leaping off of the support girder you'd grabbed hold off your shield is struck by a plasma 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. Maybe you should start investing in cheaper more disposable shields if you're going to keep losing them like this?

Suit thrusters burning hard you aim for the far side of the bay and ready your Lightning gauntlet. You're pretty sure you know how this works now.

It's too far for a single jump but you're building up enough speed to help you towards it. Still a few meters off the deck you rotate in mid air and fire off the phased plasma weapon. A wide beam sweeps across the area, bolts of lightning arcing out through it. Where it connects with targets and pieces of cover things seem to be ripped apart by the bolts.

Enemy solders in power cell armor are thrown when hit and a few suffer critical suit failures. You soon figure out why. A Marine that tries to shield himself with his phase rifle learns the hard way that he made thw wrong choice. The weapon's power cell, once struck, explodes like a high yield grenade.

Your suit kicks in its repulsor skates as you hit the deck, skimming backwards towards the other side of the bay.

"Behind you sir!"

Roll 1d20
>>
Rolled 13 (1d20)

>>42029954
FOR HOUSE AND DOMINION

Does the Lightning Gauntlet merge with our cybernetic arm if we roll a 100?
>>
Rolled 9 (1d20)

>>42029954
>Roll 1d20
For House and Dice!
>>
Rolled 20 (1d20)

>>42029954
ded?
>>
>>42030104
You did good anon, you did good.

For House and Dominion: Weshouldhavepreparedbetter edition!
>>
You are Sonia Reynard, a General in the Factions Alliance Fleet and a Knight Commander of the House of Jerik-Dremine!

Dreminth's manufacturing platforms responsible for producing the majority of DHI's high output fusion reactors and engines were recently torpedoed. 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 is right now trying 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.

Instead you've chosen to strike at another target with a limited timetable; a facility where a stolen prototype starship was moved. If it isn't retaken it will hurt the House and it's allies in the long run, and give your enemies the ability to construct almost undetectable cloaked ships.

Taking all of the House special forces available your team replaced a House Erid transport ship with one of your own and captured its escort, getting you past the heavy external defenses. Rob Ecord's team has now located the ship and you're in a race to reach and retake it before enemy troops swarm the bay.
>>
>>42030394
A little mixup there or?
>>
>>42029975
>Does the Lightning Gauntlet merge with our cybernetic arm if we roll a 100?
No.
It's on your still natural arm or it wouldn't work properly.

>>42030537
No, I just knew It was going to take me forever to reword sections of it so I started the action off instead.

Still typing.
>>
File: Base Assault8.gif (26 KB, 1280x896)
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Spinning while on the move you catch sight of the nearby enemy. Swinging your arm blade into line you deflect an incoming HF-blade strike that would have struck your weaker mid section armor.
With that done you jab him in the throat, followed with a blade slash that nealy cuts his head off. Leaping over the tumbling body you hit your thrusters again and immediately change your mind about jumping as fire fills the air above you.

Skimming above the deck you jink back and forth to make it harder for anyone still trying to land a shot on you.

One of your bodyguards appears from the edge of the nearest partition walls and puts down supressing fire followed by a pair of 20mm shots with his Reynard rifle. Once around the corver you're finally clear of the incessant fire the Erid marines are filling the bay with.

"I believe they're quite angry we destroyed their ship sir."

"No kidding." you reply.

Checking in Ecord still hasn't finished taking the ship but they've stopped it from launching for the time being. Friendlies are closing in and the lack of recent shaking and glowing dents in the ceiling above indicates that the captured attack cruiser is getting ready to take on the other marines via the upper gate.

Do you want to leave one or both of your bodyguards behind to help delay enemy reinforcements or will the three of you get to the ship ASAP?
>>
>>42031030
Can we try demanding their surrender in exchange for not blasting them with the lightning gun any more?
>>
>>42031030

Would it be possible to prevent the enemy troops from following us by destroyer a corridor or something like that?
>>
>>42031030
Stay as a group. Not a good idea to split up right now with lot's of hostiles in the area. Especially with a newer enemy Heavy roaming around. Let's all of us remain to hold bank and harass the Erid forces.
>>
>>42031073
It did seem to slow down a good number of those not hit by it. You want to try?

>>42031080
It will take a minute or two to get enough of them. Did you want to have your bodyguards take care of that quickly or help them?

[ ] Get to the ship ASAP
[ ] Bodyguards collapse/block corridors then catch up, Sonia continues on
[ ] Sonia's squad collapse/block corridors then get to the ship.
[ ] Sonia's squad stays to hold off enemies
>>
>>42031320
>[ ] Sonia's squad collapse/block corridors then get to the ship.
>>
>>42031030

Are there any refueling lines or other 'do not damage' items we could blast with our plasma pistol or an AT gun near the enemy forces?

Otherwise, we'll need to delay these guys at least until other friendlies can set up a line for us to fall back on.
>>
>>42031320
>[ ] Sonia's squad collapse/block corridors then get to the ship.

And inform Ecord we'll be with him shortly, just so he doesn't try anything stupid because he thinks help will take a while to get there.
>>
>>42031320
>It did seem to slow down a good number of those not hit by it. You want to try?
It's worth a try. It gives us some breathing room to set up.
>>
>>42031636
>>42031073

If we do this, no names, no JD.

"A Knight of the Dominion."

We can't risk giving Aries/Pocket Baron reason to mobilize their own allies by painting a JD flag on this operation and potentially having a reason to strike at JD first.
>>
>>42031397
>Are there any refueling lines or other 'do not damage' items we could blast with our plasma pistol or an AT gun near the enemy forces?
Nothing that's close to them. Most are closer to lifts on the far side of the bay. In fact most cargo has been moved away from your side of the bay. Probably to prevent anything from happening to the prototype.

>>42031636
"Anyone that doesn't want to get struck by lightning again should put down their weapons and proceed to the north end of the bay! A House Erid transport will be dispatched to pick up survivors in a few days time. If you still want to be alive when they get here do what I've said and surrender."

Roll 3d100 (Surrender order / combat engineers).
>>
Rolled 79 (1d100)

>>42031830
>Roll 3d100
1
>>
Rolled 91 (1d100)

>>42031862
2
>>
Rolled 67, 32, 98 = 197 (3d100)

>>42031830
>Roll 3d100
BONES
>>
Rolled 99 (1d100)

>>42031886
3
>>
Rolled 70, 55, 93 = 218 (3d100)

>>42031830
Holy shit these rolls.
>>
Wow, seems like the lightning gun is the perfect terror weapon.
>>
>>42031991
Now is the time when they are all running in terror to the far side of the compound. When they bunch up there we could have the silos fire at that area and remove as many witnesses as possible.
>>
>>42032245
Shooting people who have surrendered is bad form.

Bad form!
>>
File: Holes in this plan.gif (4 KB, 602x314)
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Sorry was on the phone. There will be a game disruption tomorrow afternoon due to a job interview. I have no way of knowing when games will be held after that should I actually be hired.

>>42032245
So you want to use the missile silos to first destroy the upper docks, which has a friendly attack cruiser currently evacuating your own special forces in it. Then you want them to keep hitting it until they punch through the armored bulkhead making up the ceiling (shown to withstand torpedo detonations) in the hopes of killing those enemy marines. Before they can flee somewhere else in the base?

Am I getting that right?
>>
>>42032585
I like SPACE!
>>
>>42032245
We'd be much better off nuking the remaining silos, silencing them.

... then using our ships to push a local asteroid into a KKV to destroy the site.
>>
>>42032585
>Am I getting that right?
Well when you put it like it sounds bad.
>>
Your speech seems to have given some of the opposition pause as some of the fire against your position slackens somewhat. With luck you'll be able to have a ship sent at a later time to pick up the survivors if Baron Ukalah doesn't do so first.

Firing off a few more shots, you split up and set about planting high explosives to block most of the passages through to the next dock. For good measure you cut off stairs in a few places to make it harder to simply climb to another deck.

Enemy troops don't advance quickly enough or in enough numbers to notice and disarm the explosives before they're set off.

"Charges set." You announce.
Both bodyguards respond that they're clear and you each hit your detonators.

A few marines managed to get through in time but they not a serious threat at this point. A quick warning is sent to the incoming friendly platoon before you turn towards the ship. It's suspended in the middle of the bay by docking clamps. With the artificial gravity on it's high enough up in the air that if anyone were knocked from the ship the fall would be fatal.

Most of your people have enough repulsor systems on their suits to avoid that but not everyone.

Sonar readings show that there is some fighting taking place on top of the ship or near open docking ports near the top.

[ ] Get to the top and help whoever is there
[ ] Enter from below, secure the ship
>>
>>42033557
Ask the ones up top if they can handle it. If they can then
[X] Enter from below, secure the ship
I am wondering what kind of enemies wait inside? It's probably safer to help our teams up top but I don't really dare wait to enter the ship until that fight is finished. Need to be on the offense.
>>
>>42033557
>[x] Get to the top and help whoever is there
>>
>>42033557
Those without the repulsors begin to secure the ship from below, while everybody else helps out with the fight?
>>
>>42033557
[x] Get to the top and help whoever is there

We've got RSS rifles and at least 1 plasma/fusion weapon, plus the plasma pistol.

On top of that, 2 of our people are sporting holographic camo.

Something up there is hostile and about to have a horrible day.
>>
>>42033650
>Ask the ones up top if they can handle it.
"Ecord, that you up there?"

Your old heavy marine commander responds, sounding out of breath.
"Most of my team is up top yes. We're trying to keep the toughest opposition occupied. I don't know how the others inside are faring."

>>42033693
You and your bodyguards are set for flight but the incoming marine platoon are equipped with basic power cell armor for the most part.

[ ] Get to the top and help Ecord
[ ] Enter from below, secure the ship
>>
>>42033951
>[ ] Get to the top and help Ecord
and direct the marines towards the ship itself.
>>
So, we are going to load everyone into the stealth ship and then launch, cloak and board the Baron's Flagship?

Do we have intel if the cloak, stealth system and propulsion as well as navigation works on the stealthship?
>>
>>42034133
>we are going to load everyone into the stealth ship and then launch, cloak and board the Baron's Flagship?

I'm pretty sure House intel would choke Sonia if she did that.
>>
>>42033951
X Eccord
>>
>>42034181
Why?

Would it not accomplish all our objectives in the mission of boarding and stealing or incapacitating and denying both ships to the enemy?
>>
>>42034753

The mission was to recover the prototype. Destroying it was considered a vastly worse outcome.
>>
>>42034753
Too many unknowns.

Did they hide a beacon or otherwise compromise the vessel with a back door?
Does it have a functioning cloak? Did we damage the cloak during the recovery operation?
Is the vessel damaged due to enemy taking apart anything or otherwise attempting to cripple it during recapture?
What will happen around that Heavy Cruiser once this base is found to be silenced or under jamming?

And most importantly >>42034835
>>
>>42034133
Any intel on the operational status of the ship has been flagged as out of date.

"We're on our way."

You begin leap frogging between the support columns and sections of the docking arms until you're in a position to jump onto the top of the ship.

It's clear they built it off the hull of a newer EC-K but there are enough additional banks of repulsors that you doubt it would need it's fusion drives in order to move. Other than that and a very basic stealth coating in places hull is little different from a normal starship. This thing is going to need a cloaking shield, not like those weird new Aries ships.

Sections of the Repulsor banks and outer hull have been detached, for analysis or perhaps for repairs, you're not sure. What you do know is that the additional repair arms holding these hull sections open provide plenty of cover.

As you advance from the tail section you catch sight of stray weapons fire. Plasma, missiles and the projectiles from repulsor rifles. One of Ecord's people in a Medium jump jet suit swings into view, using a smart grapple to loop around a docking arm and then back into the action.

Rounding an opened hull section you spot what has to be one of the heavy power armor Ecord mentioned. It's the size of a power loader but far more agile and with multiple layers of armor. It's clear some have been blown off this suit judging by its somewhat patchwork appearance. One arm is fitted with a 20mm repulsor mass driver while the other carries a Gatling phase rifle setup like you've seen on some turrets. A small back mounted laser turret is probably designed to shoot down missiles.

There are other enemies around though you've yet to spot them. Power cell troops fitted with repulsors for better movement but not on par with your military's light power cell armor in terms of mobility.

Sonia's Current weapons in no particular order:
Reynard Rifle
Republic Plasma Pistol
Lightning Gauntlet
Plasma Blaster
2x shard missiles
>Your orders?
>>
>>42035013
>>Your orders?
Try to take out that the turret on the back with our rifle.
>>
>>42035013
Flank the enemy from a position of cover. Target the heavy trooper first with our plasma pistol.

Have our bodyguards follow our lea.
>>
Zap the heavy suit and make it's arm explode!
>>
>>42035013
Plasma Blaster, center mass.

If it is sporting multiple armor layers, we'll hopefully start causing serious issues as heat bleeds into vital things or even starts to cook the pilot.

Ideally, we draw attention while our bodyguards position to either hit weakened areas of the armor or take out weapons systems.
>>
>>42035013
>multiple layers of armor
>One arm is fitted with a 20mm repulsor mass
>the other carries a Gatling phase rifle
>A small back mounted laser turret

It seems like it should be easier to disarm the suit first than going straight for the kill. Maybe we can even convince the guy to surrender afterwards, so we might even loot a nice suit of PA.
>>
>>42035013
Plasma Pistol it!

It'll be the Pistol's first shot since being repaired!
>>
For people who care about that sort of thing you have ammo for 36 plasma pistol shots on your person.

[ ] Plink the PD turret
[ ] Flank & Plasma Pistol
[ ] Lightning Gauntlet
[ ] Flank & Plasma Blaster
[ ] Attempt to disarm with ( Beam, Mass driver, Melee? )
>>
[ ] Lightning Gauntlet
Being shot by plasma multiple times is probably how it got that patchwork appearance. Shooting it with more plasma may not hit a critical area. That's why I suggested the lightning, it would cause his phase hand to explode at minimum and ideally rip him to shreds.

Not saying we should do this, but would it be possible to smart grapple onto the back of that suit and shank him with our sword? If it works on Neeran it should work on these guys, that PD laser turret complicates things of course.
>>
>>42035433
>[X] Attempt to disarm with ( Beam, Mass driver, Melee? )

I think the mass driver should work fine for this.
>>
>>42035433
[X] Lightning Gauntlet

Starshadow's sold me on it.

Would still like bodyguards to plasma it, though.
>>
>>42035476
>>42035433
Do we still have to roll 1d100 for the lightning?

If yes I'll go Flank and Plasma Pistol, if not, then Lightning time.
>>
>>42035738
>Do we still have to roll 1d100 for the lightning?
I think it would be fair since you've only used it twice now. If it works you won't have to roll 100's for it any more. You'll still have to worry about recharge time between shots though.

Roll 1d100
>>
Rolled 75 (1d100)

>>42035832
Oh boy, here we go.
>>
Rolled 81 (1d100)

>>42035832
they see me rollin'
>>
>>42035832
>recharge time between shots
How long is it? Can we improve it in any way?

Also can we try making it a really narrow, needle like beam? Being able to mentally adjust the beam would be super cool.
>>
Rolled 79 (1d100)

>>42035832
We still doing 3d100?

ZAP MOTHERFUCKER

>>42036024
I would imagine the result would get messy if we put our hand on someone before activating it.
>>
File: ZAP.jpg (17 KB, 197x291)
17 KB
17 KB JPG
>>42036024
>How long is it?
About a minute.
>Can we improve it in any way?
Not at present or not not safely.

Yes you can focus the beam to an extent, that's part of what your roll failed on the first time.
>>
Lightning Gauntlet, one more time. If you can reliably land another hit with it you'll know for certain that the last one wasn't a fluke.

As soon as you rise from cover and begin to fire the laser turret swivles towards and shoots. Your armor is heavy enough to take it for a second or two. Bolts of lightning strike the other suit's armor, running along the surface, tearing at it and causing patches to explode outwards. Secondary blasts chain across the surface of the suit, throwing out clouds of smoke and sparks, obsuring it. The laser fire stops and though you can barely make it out you see the left arm fall, the gatling weapon gone silent.

Two small canisters shoot up out of the cloud and explode, casting even more smoke over a wide area.

[ ] Fire plasma pistol
[ ] Fire 20mm
[ ] Dodge

Roll 1d20
>>
Rolled 3 (1d20)

>>42036788
>[ ] Dodge
>>
Rolled 14 (1d20)

>>42036788
[X] Dodge
>>
Rolled 6 (1d20)

>>42036788
>[X] Dodge
Remember, we can dodge in 3 dimensions.
>>
Now all we need is a red plasma lightsaber and we can go full Darth Reynard.
>>
>>42036788
[X] Dodge
>>
>>42036959
I think Sonia may lack the class and composure to pull this off at present.
https://www.youtube.com/watch?v=uHH6YVHGh90


>DODGE!
You dive to the side, leaping while hitting your thrusters. 20mm fire rips through your former cover as though it were made of paper, while a couple of the rounds explode on impact.

The stream of fire continues to track towards you after you move. Swinging behind a repair arm, you're surprised to find that some of the fire is still able to punch clean through it in places. A few stray rounds take chunks out of your suit's right forearm, forcing you to let go of your current position and drop, sliding down down the back side of the construction equipment.

Your bodyguards flank the enemy heavy trooper and open up with their rifles and blasters, trying to draw his attention.

Decrypted intercepts begin streaming across your HUD as programs try to make sense of enemy coms.
{You okay? That was a lot of smoke?}
{Bitch got my left arm. Rebooting. I may need a help here, there's more Jumpers. Pulling back towards you.}

"You alright sir?" Asks one of your bodyguards. "Their suit sensors seem to be good quality. They can track you more easily when moving, but they still takes them a second to counter."

You still have a few seconds before the one you hit finishes "Rebooting." Will you try to attack before then? If so will you stay at range or try to get in close?

>Your orders?
>>
>>42037433
Their anti-missile laser is down, so let's throw a bunch of grenades at them.
>>
>>42037433
>>Your orders?
Inform our troops of the conversation we managed to listen in on.

If the suit is currently rebooting, using grenades and missiles is probably a good idea.
>>
>>42037433

Have they shown the ability to detect our bodyguards under holographic camo when they're not firing?

If not, our recon people need to flank the smoke, and we should be able to get a solid shot with a plasma weapon using information from them.

Fire some missiles and plasma AT into the smoke if he isn't retreating.

Sonia should stay at range due to lack of holographic camo.

Our bodyguards can attempt to move closer, hoping to take out that 20mm or get a crippling shot into a leg or something.

Is it possible to estimate the effectiveness of that 'death or glory' smart grapple + HF blade anti-Neeran maneuver we encountered? Against this armor, that is.
>>
>>42037433
Shard missiles @ the heavy whilst it's down, lay down fire with the plasma pistol at the same time.
>>
>>42037487
Most of your remaining grenades are stun pulse and half moons. The others were used to block passages.

>>42037683
>Have they shown the ability to detect our bodyguards under holographic camo when they're not firing?
Not that you know of because none of your teams three jump jet suits are using holographic camouflage.

>If not, our recon people need to flank the smoke
Do you want Sonia to bail out of her jump jet armor to sneak around? All other Recon assets are elsewhere.
Sonia led her 3 man medium jump jet equipped team into the base at high speed, choosing speed over stealth.
Ecord has camo but he's busy and jetting around invalidates it's use.

>'death or glory' smart grapple + HF blade anti-Neeran maneuver we encountered? Against this armor, that is.
Unknown. Given the thickness of the armor and lack of any visible "neck" sections it would take time to force a HF-blade through the layers. Time for the operator to throw the attacker.

Looks like 3 people want to use Missiles.

Once missiles are away what weapon are you switching to?
>lay down fire with the plasma pistol at the same time.
1 vote for plasma

Roll 4d20
>>
Rolled 47, 109, 120, 70 = 346 (4d120)

>>42037916
>>
>>42037916
Err... where are our Recon assets, out of curiosity?
>>
Rolled 5, 3, 4, 7 = 19 (4d20)

>>42037916
>>
Rolled 8, 17, 14, 5 = 44 (4d20)

>>42037916
>rolled 120

We're doing really well today!
>>
Rolled 14, 20, 18, 15 = 67 (4d20)

>>42037916
and dice
>>
>>42037916
>Once missiles are away what weapon are you switching to?
Reynard rifle. If these things were designed to counter Neeran PA on equal terms, I'd guess their armor would be designed with fusion and plasma weaponry in mind.
>>
>>42037990
They split up to go do sneaky things, like stealing data from the base computers.

>>42037703
>>42038110
1 for Reynard rifle, 1 for plasma pistol, anyone else
>>
>>42038335
Reynard Rifle

But have one of our bodyguards stick to plasma, aiming for his last gun/leg joints.
>>
>>42038335
Plasma Pistol.
>>
>>42038110
Plasma pistol
>>
Now that the guy has compromised armour we should double down on the plasma.
>>
"Try to pin him." You order before launching yourself into the air again. Both bodyguards open up, distracting the heavy power armor from your movements, or at least you hope so.

The remaining two missiles lock into place above the air intakes ready to fire. Once high enough above the ship and in a good position, you link in telemetry from your bodyguards and fire off the missiles.

Laser fire from farther forward attempts to shoot them down but there isn't enough time. The suit's pilot tries to evade at the last minute. One of the missiles narrowly misses but the other strikes an upraised arm. The twin blasts momentarily cover the area in a fireball but you're already diving down from your former cover.

A beam leaps from the plasma pistol the moment you have line of sight, then another, and another. Each shot lands on target, punching into the shattered side of the suit. Around the fourth shot your suit sensors warn of a radiation spike.

Ducking behind an open hull panel you manage to avoid the worst of the explosion from the Fusion reactors going super critical.

Picking yourself up you begin scanning for other enemy forces.

"This is Ecord, the rest are disengaging and heading inside. Watch yourself, it'll be tight quarters and the interiors are a bit different in places."

Down below the platoon of friendly marines has arrives and has begun to commandeer lifts and other equipment to get up to the ship more quickly.

[ ] Head for the bridge
[ ] Head for engineering
[ ] Hunt down other heavy suit
[ ] Help Marines breach from below
[ ] Other
>>
>>42039326
>[ ] Help Marines breach from below
>>
>>42039326
>>[X] Help Marines breach from below
>>
>>42039326
>[x] Head for the bridge
I really like the Lightning gun, although it's not at all what I thought it would be. I still love the plasma pistol though, it's our perfect hard-hitter.
>>
>[ ] Help Marines breach from below
If it sounds like they need help inside we can go in. Otherwise us and out lightning gun might be better used hunting down the other heavy suit.

>>42039442
If only we could unlock the secrets of this thing and apply it to the Devourer. It seems like the device fires a relatively harmless stream of plasma, which is then used as a conductor for very high voltage lightning bolts. It just dumps so much energy onto the target that metal flash vapourizes and shatters and electronics burn out/explode.

This isn't the best time to try but we may be able to sync the device to our plasma pistol and fire them in tandem. Carrier plasma + damaging plasma + fricken sith lightning bolts. What could go wrong all over their melted faces?
>>
>>42039722
>sync the device to our plasma pistol and fire them in tandem
I actually thought of that as we were blasting away. Then I realised the electricity is just as likely to travel back up the stream and fuck up our freshly repaired pistol.
>>
>>42039420
>>42039437
>>42039442
"Ecord do what you can from up here, I'm going to help out the Marines."
"Understood. We may need to join you soon to get ammo."

You and your bodyguards split up and look for control stations for the repair arms that haven't been shot up. The numbers are woefully small. Maybe that will help out when you blast out of here and don't want them hampering you.

A few adjustments help provide additional approaches for the marines or in a few cases allow you to move platforms carrying several at a time. Soon most of the fifty marines are boarding the ship, either through the docking connections House Erid set up, or gaps in the hull that had been opened.

"We may have to worry about pressure loss through most of the ship when we depart sir." One of the officers point out.

As long as everyone remains inside the hull when you leave and more importantly jump out, everyone should be fine in their suits.

The rest of the conversation is cut off as enemy troops begin to enter the bay near ground level and four decks up, having found ways past the various obstructions you created.

[ ] Get everyone aboard then begin to detach the arms
[ ] Sonia and squad delay the new arrivals
[ ] Send a team of marines to delay the new arrivals

The last option will almost certainly result in the death of a squad but could buy you the time needed to get the ship ready and escape.
>>
>>42040299
>[x] Sonia and squad delay the new arrivals
>>
>>42040299
>[ ] Sonia and squad delay the new arrivals
Everybody with jump jets fights to delay the enemy units. If possible, take as many grenades from the units already on the ship as possible. They can't risk using them on the damaged prototype anyway.
>>
They probably have the heavy suit with them. Time for lightning!
>>
Has Ecord's team gotten a solid count on the number of enemy heavies?

And can these power-lifter sized things fit in normal ship corridors or mostly the larger engineering/cargo spaces?

We may need to go Recon mode and attempt to just cripple the suits in locations where FTL radiation will be fatal. Flank and target leg joints that can't be fully armored. The enemy is then forced to either group up and defend their crippled ally, reducing their threat to us, or can remain independent and vulnerable to more knee-capping and isolation.
>>
>>42040299
>[x] Sonia and squad delay the new arrivals

Leave no man behind
>>
>>42040299
If the hull has been torn open in places, would our marines be able to provide some cover fire from the ship to our squad?
>>
File: WOLVvsTERMI.jpg (32 KB, 490x293)
32 KB
32 KB JPG
And lost my post.

>>42040714
>Has Ecord's team gotten a solid count on the number of enemy heavies?
They've only encountered 2. Given how new they are it's unusual to see that many.

>And can these power-lifter sized things fit in normal ship corridors [...]?
Yes, if only just. It helps that they have no real head. Think a cross between a space marine Terminator and a GDI Wolverine. (Though not as big as the latter.)

>>42040894
If or when they're done with sweeping the interior, unless you want some of them to help cover you. Sharpshooters or maybe people with armor damage?

>>42040553
Using the lightning gauntlet seems to be a given.

Do you want to engage from range staying closer to the ship?
Or use your mobility to engage at closer range, possibly setting up situations were your people might be able to inflict more losses at once?

[ ] Stay at Range
[ ] Closer range / herding
[ ] Other
>>
>>42041073
>[ ] Closer range / herding
>>
>>42041073
>Sharpshooters or maybe people with armor damage?
Yeah, that sounds good. People specializing in long range combat are probably wasted fighting inside a ship of that size, and people with patched up armor probably have a better chance engaging at range and from cover too.

>[ ] Other
Try to skirmish.Use our superior mobility to keep hitting them from different angles while staying as much in cover as possible.

We don't need to kill them all, we just need need to keep them busy.
>>
>>42041073
Decide on your course of action. I'll see you in the morning.
>>
If we have any missile spam left we should dump it on them and any cover in that area before we wide-beam the lightning gun into them again. Once they have no cover to advance behind we can just keep up the suppressive fire until it's time to lift off.
>>
>>42041073
Close range. Anyone caught out we hf fast and hard, and fly the fuck away.

Otherwise try to keep the enemy from spreading to much, we want them concentrated so when we bring point defence and other weapons online we can just blast them.
>>
Did the second heavy go inside the ship? If it did we may want to rethink our plan of sending comparatively lightly armed and armored marines to go up against him in narrow long almost unflankable corridors.
>>
>>42041073
>[ ] Closer range / herding
It's worked so far and we get to use the Lightning gun more!
>>
>>42041073
>[ ] Closer range / herding
>>
>>42044147
>Did the second heavy go inside the ship?
Yes sorry confirmation of that was in part of my post that got lost.

Close range engagement outside the ship.

Roll 1d100 for herding followed by 3d20 for combat.
Please link this post.
>>
Rolled 87 (1d100)

>>42046121
>Roll 1d100
>>
Rolled 8 (1d20)

>>42046142
>>42046142

>by 3d20 for combat.
1
>>
Rolled 14 (1d20)

>>42046200
>>42046121
2
>>
Rolled 4 (1d20)

>>42046121
>>42046211
3
>>
Rolled 6, 3, 17 = 26 (3d20)

>>42046121
>>
Rolled 9, 20, 17 = 46 (3d20)

Obviously I used the correct dice the first time. This is not a new post and I did not delete the old one.
>>
Rolled 2, 18, 8 = 28 (3d20)

>>42046481
Not linked,

>>42046121
>Please link this post.
>>
Anyone else having trouble editing the wiki? I've been trying to update a few things but when I go to save the edits it just idles the saving animation forever.
>>
>>42046616
>>Please link this post.
Taking these rolls into account, we're probably fortunate it didn't read
>>You must link this post.
>>
>>42046651
First I've heard of it. I've been busy this week so I can't say I've spent much time on it.

>>42046654
>we're probably fortunate it didn't read
>>You must link this post.
If it did we'd have been here for a month.

You give the order to try and get the enemy to bunch up.

Getting in closer, you soon figure out the best way of doing that. Several enemies are equipped with boarding shields and soon the three of you are putting down enough small arms fire with your rifles that some of the squads have little choice but to use them for cover.

With the jumps jet's you're able to leap out of the way before any of them can seriously threaten you with overwhelming fire. Still, you would prefer to have your own shield for this kind of work. Phase rifles leave burned spots on the armor but fail to penetrate, while bullets from older carbines bounce off. At this rate it's going to be the quantity not the quality of fire managing to hit you that may cause your suit to fail.

A near miss from an anti-tank gun convinces you that this group is bunched up enough. Using the next flight of stairs as a ramp you fly clear of the section and land on a repair arm. One of your people fires a remaining missile into the section you just vacated and the marines that had begun to group up. The entire column of stairs is thrown clear of the wall with the blast, plummeting to the bay floor.

Another attempt with the remaining missile is less successful.
"They're catching on and beginning to split up sir."

As you ready the lightning gauntlet you admit that picking up another shield would have just gotten in the way.
Lightning sweeps across another stairwell and platform causing more damage and dropping a dozen marines.
>>
Approximately 10 levels up a new group of friendlies appear, showing up on your IFF as one of the light power cell teams Intel provided.

With their help you're able to force the remaining enemy squads back into corridors on their respective levels, pinning them there.

"What's your status?" You ask them as they head for the ship during a momentary lull in the fighting.

"We've sabotaged most of the base computers they would have kept data on the ship sir."
"Commander, I estimate we have less than 5 minutes before an additional thousand plus hostiles reach our position."

"A thousand?"

[ ] Get to the bridge
[ ] Tell one of the Commandos to get to the bridge
[ ] Other
>>
>>42047386
>[x] Get to the bridge
Time to get out of here.
>>
>>42047386
>[x] Get to the bridge
How many do you reckon we could cook off with the Lightning gun? 100? 200? 500?
>>
>>42047386
[x] Get to the bridge

Can we contact the cloaked battleship and have them conduct SP strikes against any remaining enemy silos? If we can eliminate any remaining defenses, we can conduct bombardment to cover the retreat of our people.
>>
>>42047544
I think our troops have actually managed to either disable or capture all silos.
>>
>>42047386
>[ ] Get to the bridge
We can probably fly better than most people on this entire base. Does the ship have any point defense that we could fire at hostile targets without killing everything and everyone or bringing the roof down upon us?
>>
>>42047544
>Can we contact the cloaked battleship and have them conduct SP strikes against any remaining enemy silos?
"Reynard to docks, can you still read me?"
"We read you sir." answers one of the Knights commanding forces near the docking port.

"Call in the Battleship and have them SP any of the remaining missile silos that could complicate our escape. We're getting out of here as soon as we can get this ship online."

"Understood. Be advised, some of our teams were forced back by superior numbers before they could reach their objectives. They may be heading for you now."

"We know but thanks for the warning."

Next an unfamiliar officer's voice reports in.
"This is Ecord's team, the second Heavy power armor is out of action."

"Where's Ecord?" you ask.
"Wounded. We put him in stasis."

You head for the bridge as quickly as possible. The interior of this ship is a bit different compared to most older ones you've been on. Maybe they were trying to optimise it?

Marines are still clearing out the area immediately outside the bridge when you arrive, a few enemies in power cell armor staging a fighting retreat. You get to one of the doors while the others cover you and soon the controls recognise your access. Apparently they hadn't finished wiping the computers yet.

In the center of the room stands an officer clad in modified power cell armor wielding a HF-blade.

"I went to considerable trouble to steal this ship. I challenge you to a duel."

[ ] Shoot
[ ] Ready HF-Blade
[ ] Other
>>
>>42047901
[x] Shoot to cripple (legs, arms)

[x] Capture
>>
>>42047901
>[ ] Shoot
"Aint got time for it! Later!"

Shoot to wound and take him prisoner, we can duel him later.
>>
>>42047901
>[ ] Shoot
request denied
>>
>>42047901
[ ] Other
"Sure, as the one who has been challenged, I get to pick time and date of the duel.

Once this is over, a sim of EX-Ks on random terrain.

Now stand down, you'll be treated fairly etc. Please, this is going to get unpleasant if you don't."

If he doesn't listen, shoot to wound.
>>
>>42047901
>[ ] Shoot
Plasma Pistol him.

Acknowledging his duel would be acknowledging that we're of the Dominion.
>>
>>42047984
>>42048104

We are not dueling some asshole from Erid that stole a JD prototype in an act of war, even after this.

Declare him KIA and hand him over to Intel to slavechip for secrets and bank account information, then throw his corpse into a fusion reactor.

He's a traitor to the Dominion by violating the war decree and a sell-out to the Terran Aries Corporation. Any standing he has as a knight of the Dominion is gone.
>>
"Let me think about-" You start to say then pull the trigger, firing a bust into his chest.

Or where his chest should have been. Instead the bullet's impact the far wall, ruining a console.

Your sensors go off warning of something behind you.

[ ] Dive forward, switch to 20mm
[ ] Spin and block

Roll 1d20
>>
Rolled 7 (1d20)

>>42048267
>[X] Dive forward, switch to 20mm
>Roll 1d20
DODGE!
>>
Rolled 17 (1d20)

>>42048267
>[ ] Dive forward, switch to 20mm
>>
Rolled 2 (1d20)

>>42048267
>[X] Dive forward, switch to 20mm
>>
>>42048267

Holographic Camo decoy?

Or is he just stupidly fast?

We may need to make use of that converter/detector thing, or our arm sensor, if we're not actually seeing movement.
>>
>>42048476
I am 95% sure he used a hologram on us just to distract us for that one second so he could backstab us.

[ ] Spin and block
>>
>>42048579
That suggests that he has -two- camo systems, as we couldn't detect him to begin with.

And I don't recall camo systems being able to both hide a person and project a decoy at the same time.
>>
https://www.youtube.com/watch?v=l7QXWkimA0A

You dive forward, hitting the deck and using your engines to give an additional push. You couldn't hear the distinctive sound of a HF-blade swinging through the air behind you over the suit noise but you know it was there.

Grabbing a console you flip yourself over top of it, bringing up your rifle up and firing a pair of 20mm shots into the area you just vacated. You can't tell if you hit anything or not, he must be using holographic camouflage.

>>42048476
You crank up the output on your arm sensor until it's nearly blinding your suit instruments. The form of a body becomes visible as it vaults the console towards you. You throw up your rifle to deflect a descending sword swing that slices several centimeters off the top side of the weapon.

Shoving it away from yourself, and pushing your assailant with it, you have enough time to extend your arm blade and catch the next attack on it.

[ ] Twist and elbow strike
[ ] Grapple and knee strike
[ ] Grapple and tell bodyguards to fire
>>
>>42048720
>[ ] Twist and elbow strike
Don't get bogged down.
>>
>>42048720
[x] Grapple and knee strike

We've got the power advantage due to being in both Recon and the Medium armor, iirc.

[x] Bodyguard fires a fusion shot in the corridor while door is open to bridge

The fusion shot will ignite the atmosphere, which should cause the atmosphere in the bridge to burn off as well, overwhelming this guy's camo. Then he can be shot easier.

Thank you, Lat'tham coup combat experience.
>>
>>42048909
This is a fast paced fight. Select one of the above or something that can be completed in the order of 1-2 seconds.

If you want to give your bodyguards time to switch weapons you'll have to grapple and hold your opponent which means the following.

[ ] Grapple and tell bodyguards to fire
>>
>>42048720
>[x] Twist and elbow strike

Could we try grappling with the lighning gauntlet and electrocuting him?
>>
>>42049052
We don't want to risk damaging the bridge of the ship we want to steal.
>>
>>42048720
>[ ] Twist and elbow strike
HF blades are dangerous to Sonias health when she is not the one using it. Disarm him.
>>
>Twist and elbow strike

You twist your arm blade to the side and strike with your left elbow, slamming him in the face. That would have been enough to break someone's neck but, this guy has armor.

Even as you strike the House Erid officer twists his blade around yours, the weapon's tip piercing through a weaker section of your armor below the shoulder and driving into it. Damage alerts go off as it penetrates both your medium and recon armor before severing what would normally be the nerves for the right arm in most people.

You have a cybernetic arm.

A twist on your part causes the blade to jam in place for a second.

[ ] Retract your arm blade, extend into his throat
[ ] Retract your arm blade, Plasma pistol to center of mass
[ ] Crush windpipe
[ ] Lightning Gauntlet (requires Roll of 1d20)
>>
>>42049219
Do the materials HV blades are made out of conduct
electricity?
>>
>>42049219
>[x] Retract your arm blade, Plasma pistol to center of mass
>>
Rolled 8 (1d20)

>>42049219
>[ ] Lightning Gauntlet (requires Roll of 1d20)
>>
>>42049219
[x] Retract arm blade, extend into his throat

May as well kill him in a way that we can loot his equipment.
>>
>>42049219
[ ] Retract your arm blade, extend into his throat
Fatality!
>>
>>42049219
>[X] Retract your arm blade, extend into his throat
>>
>>42049286
Just asking because I'd love to use the lightning gauntlet but I'd hate to fry Sonia in the process.
>>
>>42049286
It depends on the brand and what they're made out of. Some of them would be.

You retract your blade and use your off hand to grab hold of his arm still trying to free his own weapon. Reaching over, you press the blade assembly on your fight forearm into the front of his throat armor and extend it.

The moment your blade punches through the thinner throat armor the other soldier stops struggling, though it's clear he's not quite dead yet.

Once drop him a hand reaches for a device on his belt. A medical stasis unit. It seems you weren't the only one to have that idea.

You detect a wide band com transmission, a text message that reads "Ransom."

[ ] Activate the stasis field
[ ] Let him die
>>
>>42049219
>[x] Retract your arm blade, extend into his center of mass.

I’d like to capture this one.
>>
>>42049962
>[ ] Activate the stasis field
If we have a stasis field of our own, use that instead. Just in case it’s actually a last attempt to take use with him.

We can kill him later if needed.
>>
>>42049962
>[X] Activate the stasis field
Don't see a reason not to.
>>
>>42049962
>[ ] Activate the stasis field
He may have stolen from us, lied to us and tried to kill us. But man does he have style.
>>
>>42049962

[x] Activate the stasis field

Can't let him die before he is specifically named as having violated the 'no internal wars' decree and executed.

And I'd rather not have him bleed on our new holographic camo system and power cell armor more than he need to.
>>
>>42049962
>[x] Activate the stasis field

I'd like to save him only so we can hand him over to intel, to find out how they knew where the research base was.
>>
Since we've been able to head any coms recently, does that mean they can hear ours to?

It makes going on blackops a bit more difficult to deny if they can hear our coms every now and then, since we are using real names and not code names, as well as the fact our elite teams all seem to be carrying Reynald Rifles. It makes denial sorta hard.
>>
>>42050244
I believe we had partial or old Erid codes from Knight X (I can't remember his name for the life of me, just that it is X-something)

which in turn allowed us to have a starting point for decryption.
>>
You check the stasis unit to make sure it's not a bomb first then activate it.

>Lord Caratacus Friduman Vanderwal captured!

"Bridge secured."

Your bodyguards are apollogetic that they were unable to assist, fearing they might hit you with weapons fire.
"It's fine, guard the bridge or help with system checks, we need to get out of here."

The helm is slightly damaged from your initial bust of rifle fire but you're able to work around it. It's probably a good thing you didn't start firing off your lightning gauntlet in here. Most of the terminals are for systems monitoring and for analysis of the ship during it's test flights. It seems it wasn't quite ready yet when it was stolen but most of the key systems are operational, or nearly so.

"Oh shit the fusion reactors aren't offline."

Without those you have no fusion drives, FTL, and no power beyond the backups to work the repulsors. It looks like the power umbilicals from the dock have been shut down, either by the officer or the teams now flooding into the area.

This thing is a repulsor craft, it doesn't technically need engines but you might not have enough power to raise shields once outside.

[ ] Try and get into space as is
[ ] Divert all power to attempt a Fusion reactor restart
[ ] Have a team try to reconnect an umbilical

Have to start getting ready for that interview. See you in a few hours!
>>
>>42050664
Could the cloaked battleship pick us up?

Best of luck with your interview TSTG!
>>
>>42050741
>Could the cloaked battleship pick us up?
Yes, but not until you clear the docking bays.
>>
>>42050664

If the enemy-held silos are silenced,

[x] Try and get into space as it is

We should be able to link up with the attack cruiser and battleship for shield coverage and general towing.

if the silos are not silenced we can have the LSTs on the battleship act as tow vessels and shields for this ship, if the battleship/attack cruiser need to suppress a remaining silo or two.
>>
>>42050664
Can we fire the lightning gun into the reactors to help?
>>
>>42050664
>[x] Divert all power to attempt a Fusion reactor restart.
No use it getting shot down.

I wish you success.
>>
>>42050664
>"Oh shit the fusion reactors aren't offline."
Well, no problem then!

[ ] Divert all power to attempt a Fusion reactor restart

Good luck with the interview!
>>
>>42050664
[ ] Try and get into space as is
Battleship and Crusier can tow us away with little danger to us since the silos should be take care of by now.
>>
>>42050664
>[ ] Try and get into space as is

Go quick!
>>
Bump.
>>
Heh now I'm reminded of the time we offered to put out that Shallan supply warehouse fire by "quickly" pulsing the fusion engines on our ship.
>>
>>25405446
>>Wonder how many of the "Just in case this exact thing happens" sleeper ships have been retrieved.
>This was just one of about ten things they were put under for. Most have been recovered by now, though a few remain.

Is Sonia's FA clearance high enough at this point to know about the other 9 reasons?
>>
"We don't have time to mess around with the reactors." You change channels to broadcast to all friendlies in the area. You hope the enemy doesn't crack the encryption quickly enough to do anything about it.
"Reynard to all forces, prepare to cast off. Detach or blow any worker arms holding the ship."

You do what you can to preflight the experimental starship without wasting much in the way of power. Basic repulsors to keep the ship from dropping once the arms are gone are the first step.

A series of impacts shake the ship and you risk burning excess power by bringing up minimal sensors. Most of the repair and work arms have had joints destroyed causing them to drop. A couple of them are still hanging on but are no longer connected to the walls of the base.


One is still stubbornly refusing to break and small arms fire from enemy troops entering the bay is making it difficult for your people to land additional heavy weapon hits.

"Commander, enemy snipers have most of our entry points covered."


https://www.youtube.com/watch?v=IQ1zBBDNMrs

On one of the upper levels a set of smaller cargo bay doors open allowing a pair of medium tanks through. Particle beam fire from their main guns begin to punch holes in the upper hull near the reactors.

"Okay time to go!"

Screw the remaining arm, you push the repulsors forward and the connected structure strains at the joints to keep the ship in place. You hear that old familiar sound of hull beginning to buckle and tear before several sections rip free.

The ship surges ahead inside the cramped bay and you barely have time to turn the nose before it impacts the partition wall. You have just enough angle that the bow drags along the surface as you heel over to port, aiming for the slight gap where two of the walls meet. There isn't enough room obviously, but you know how sturdy these ships are compared to most bases.

Wait they changed the internal design slightly, will that make it weaker against collision?
>>
"All hands brace for impact!"

How turned ninety degrees to the plane of the floor, the sharp angular bow of the ship jams into the narrow gap, forcing it wider. The entire length of the ship scrapes it's way through, probably causing millions in damage to the prototypes exterior.

"Containers!" someone warns once you're clear of the walls. There isn't much room to maneuver in here with your current orientation, and the port wing tip smashes through several cargo containers on the bay floor before you level out.

"Launch the covering missile barrage, we're almost out." Do you have to do everything around here?

"We're working on that sir, stand by."

"For what?"
"We've been having difficulties."
"Wh-"
A large warhead explodes just outside the bay, destroying the doors and the containment forcefields. All remaining air in the bay rushes outwards, helping to drag the ship out into space along with it.

Most of your sensors having been rigged for cloak testing go blind the moment you clear the bay. From the sharp spikes in radiation outside you would guess that the nuclear barrage you ordered is going on.

Ten seconds after clearing the bay a strong jolt shakes the ship and then you're accelerating.

"Commander Reynard, we have your ship tractored and are towing it out of the fire zone."
You copy then explain that your inertial compensators are only at minimum power.

The battleship soon arrives, sending over LST's to transfer off the wounded and get the ship set to be jumped out of the system.

"Did everyone make it out?"

"All of our ships are away and any of our people still alive are out of the base. Our jamming ship is preparing to jettison its array along with fuel stores to remain operational for two days."
>>
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Soon you're back on a ship that still has reliable gravity and atmosphere taking an opportunity to catch your breath. Your suit and arm are going to need repairs but that can wait. Or it seems that way until you look at the repair estimates that is. Basic field repairs will take a few hours. Full repairs just to the right arm of your jump jet suit could take a day unless they swap out a section from one of the other suits that were shot up in the fighting.

Looking at the state of Ecord's team that might be the best option. Only three of his people will be back in action quickly.

Your special forces teams took approximately 32% casualties, most of those are wounded and will ideally need a couple of weeks down time. Suit damage was higher and will take a week oor longer to repair all of them. Understandably some are write offs from anti-tank gun hits.

Currently your group is headed back to friendly territory where the recaptured ship will be locked away in a much more secure station above Loran. It will delay research on it, but keep it safe.

The flight will take a couple of hours due to avoiding contact with potentially hostile forces. That means you're going to have very little time once you get back to organize your remaining forces if you plan to go after the Heavy Cruiser before it launches.

Or you could hide the prototype in deep space and go with your current forces.

More info in the next post.
>>
Forces you have available right now:

1x Cloaked Fast Battleship (Lightly damaged)
1x Cloaked Fast Battleship (Minelayer)
1x Modified Y-Type transport (Jamming system disabled)

1x Aries Attack Cruiser with House Erid markings (damaged)
1x Disguised transport (Lightly damaged)

16x LST

Troops
Sonia's Command squad (And personal forces)
3x Med jump jet (Damaged but operational)
2-3x Light Recon
48/50x Power Cell

Ecord Special Forces Team
3/7x Med jump jet
0/1x Light jump jet

Misc Knights
8/12x Med power armor

Other House Special Forces
2x Light Recon

20/30x Light power cell jump jet

500/800x Power Cell

RESERVES:
400x Power Cell


If you return to House space you will have time to repair some of your equipment. You will also be able to requisition additional Marine regulars and ships.

What are your plans?
>>
>>42058242
>What are your plans?
Return to House space.

Send a message to our House to buy those PA suits that were available within a few hours.
Hire those mercenaries unless they have a terrible track record.
Can a ship with PA repair technicians and spare parts meet up with our small fleet on our way back to J-D territory?
How much damage has the second heavy Erid PA suit sustained?
We need a new jamming ship prepared.
Do J-D have any stealth torpedoes?

>That heavy cruiser
I think we have to go for sabotage instead of capture when it comes to that ship. I just don't think it's possible to make it out of Erid space in that cruiser, so doing enough damage to keep it under repairs for the duration of this campaign seems the best course of action to me.
>>
>>42058404

Sneak a stealth guy into the main reactor room with a suit case nuke and put it in a duct somewhere, if it detects reactor build up or tampering have it explode. Hopefully the explosion will rip through power conduits and other maintenance bulkheads and cause a catastrophic chain reaction like what happened to the Executor.
>>
I have literally no clue how to deal with this thing since getting on-board seems even less likely now.

But, something interesting (for containing plasma weapons and repulsors maybe?): https://www.scientificamerican.com/article/magnetic-wormhole-created-in-lab/
>>
>>42058242
We need to get our wounded back to JD, and get this objective secured, along with our prisoner.

Sonia is keeping the prisoner's equipment, though. Power Cell Armor rigged for camo? Score.

>>42058404
Seconding these questions.

>>42058485
I suspect we might be able to cripple the ship by causing some torpedo magazines to detonate, since they seem to be producing bottled fusion warheads rather than conventional nukes.

Say what you want about nukes, but they should be nearly (if not completely) possible to sympathetically detonate.

Stasis-contained fusion or anti-matter warheads should be much, much easier to cause sympathetic detonations with. It should simply be a matter of timing a few blasts so that you can overwhelm stasis fields with one and damage/destroy the physical containment with another.

An emergency teleporter may be required to ensure your own survival, though.
>>
File: resource_controller1.jpg (95 KB, 1024x768)
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>>42058404
>Can a ship with PA repair technicians and spare parts meet up with our small fleet on our way back to J-D territory?
This is a no go, it would take too long to organize enough and quickly. It's easier to just return to friendly space where there are facilities.

>How much damage has the second heavy Erid PA suit sustained?
It's unrecoverable at this time.
>We need a new jamming ship prepared.
Easy enough.
>Do J-D have any stealth torpedoes?
You have a small stockpile set aside for use as probes. Logistics noticed this and made sure there are around 100 in the House stockpiles.


>like what happened to the Executor.
I thought that was a classic case of dead helmsmen syndrome?

https://www.youtube.com/watch?v=RW_hGOFukMQ
https://www.youtube.com/watch?v=0e8mkHL7gK0
If there is a tv trope on this I won't even be the least bit surprised.

>>42058661
I see a james bond/mission impossible super weapon in the near future.
>>
>>42058918
How badly is Ecord injured?
Are there factors that make people more resistant to teleporter related complications?
Does our House have teleporter capsules that can be set to teleport to a previously selected planet?
Are smaller ships harder to detect while cloaked?
Do we have shuttle or LST sized cloaking devices available?
>>
>>42058918
Official explanation of the Executor going down is that the A wing caused a catastrophic chain reaction with the power conduits carrying detonations along it. Those secondary explosions also had the effect of locking controls, and by the time the secondary bridges got access the Executor was already stuck in the death stars grav well.
>>
>>42058918
Can we ask the Rovinar really nicely if they'll Veckron strike the heavy for us?
>>
>>42058918
Are Rufaro and Fusaro okay?
>>
>>42059131
>How badly is Ecord injured?
As long as he stays in stasis until reaching a medical facility he'll be fine. If he's brought out early he'll probably die.

>Are there factors that make people more resistant to teleporter related complications?
Much of the time it's by chance. It varies and it's not always known why but some people can take it better than others. Some times people that were fine previously can't take it as well at other times. The (human) body changes over time and teleporter shock is unhealthy for it.

>Does our House have teleporter capsules that can be set to teleport to a previously selected planet?
The options can be restricted until as few as one safe destination is left listed. This is generally a bad idea because it's not always possible for the system to establish a connection in a timely manner. This is what leads to capsules being scattered across several worlds some times but it increases the survival rate.
The only guarantee is having a linked receiver. The Terrans are only selling them directly to the Alliance right now for obvious reasons, they need them the most.

>Are smaller ships harder to detect while cloaked?
Generally yes. Their engine and power output is easier to conceal. It's why the Rovinar prefer to equip their smaller ships with them rather than Light Cruisers and Battleships.

>Do we have shuttle or LST sized cloaking devices available?
You do not. Once your black project finishes you'll be able to build a cloak small enough that it could probably be crammed into a modified LST. Would be cramped though.

>>42059233
>Official explanation
>Star Wars
I've seen enough official things change over the past 16 years with Star Wars that I just don't pay attention to it anymore.
Remember when the SSD was 8km?

>>42059234
>Can we ask the Rovinar really nicely if they'll Veckron strike the heavy for us?
They will not.

>>42059293
They're fine, they spent the mission sneaking around.
>>
>>42059683
What do the house analysts think about the heavy cruiser situation? Would striking it with up to 80 cold launched stealth SP torps have a realisitic chance of disabling the ship for a few weeks?
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>>42058918
I was going to make a remark about wormholes and resource controllers if anyone was wonder about the pic.

>>42058812
Please note that live warheads would normally be stored in a suitable magazine. Also not all missile warheads of that type are immediately filled. Some are loaded before launch.

Most of the warheads used by the Zeus are conventional Torpedoes. It probably does have missile launchers as well but they would be less in number.

It looks like you're headed back to House space to get your teams looked after, people and equipment patched up and a cybernetic arm quickly swapped out. That attack did do damage but it wasn't an immediate concern.

On to looking at your next target. Here's the rough drawing I've been trying to finish in CAD. I've thrown on things like the sublight drives, torpedo magazines and the like.

The main gun and the engines both need plenty of fuel. There are four main docking points for armored refueling ships. They can also be used for cargo ships to dock and transfer over warheads and other goods but usually not at the same time. There are shuttle bays scattered about and docking connections along the spine for LSTs and HLV's. So far intel hasn't seen any HLV's in use, but there are LST's and HAG's present.

Knight Captain Xisoth believes that Baron Ukalah possesses approximately 2000 suits of power cell armor. Some of those will be guarding his key holdings and estate. Expect a good number of them to be on the heavy cruiser.

It's unknown if power cell equipped troops you fought on the previous base belonged to his regular forces or if they were from elsewhere in the House Erid military.
>>
>>42060022
>It's unknown if power cell equipped troops you fought on the previous base belonged to his regular forces or if they were from elsewhere in the House Erid military.

Well, are any of then enemy soldiers that were on the prototype in any condition to answer questions?

>Expect a good number of them to be on the heavy cruiser.

What kind of defences does that shipyard have?

How close is the nearest Erid fleet base or planet?

How quickly can the engines on that ship be replaced? How hard would it be to cause significant damage to the drives from outside the ship while they're inactive?
>>
>>42060022
... HAGs, you say?

Our HAGs?

With the back doors?
>>
>>42059862
Basically we need to do a Pearl Barbour style strike and make sure that ship isn't going anywhere for the next few months at least.
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>>42060217
Harbor....damn auto correct
>>
>>42060022
>HAG's present

...how many are there?

And can they be remotely controlled, or perhaps even set to overload their reactors?
>>
>>42059862
>What do the house analysts think about the heavy cruiser situation? Would striking it with up to 80 cold launched stealth SP torps have a realisitic chance of disabling the ship for a few weeks?

Assuming they weren't watching for such an attack after performing one themselves, it would depend very much on how accurate the torpedo fire was and where they hit. If you used only the newest most powerful SP's you got from the Terrans, and if the vast majority of them hit the mark, then yes you could knock out enough of its engines to cripple it.

That would probably buy a few weeks.

It would still be capable of maneuvering and using most of its weaponry, turning it into one of the most dangerous orbital defense platforms in service.

>>42060200
>With the back doors?
The program back door you specifically ordered removed after that incident?

At any rate only some of the HAGs are yours. A few of them are a less powerful Aries knock off that are different enough that your legal team couldn't touch them.

>>42060366
>...how many are there?
9-10 hags, 3 of them are yours.

>>42060217
>Pearl Barbour
Apparently that's a Women's fashion line. Did not know that.
>>
>>42060396
>back door removed

I could have sworn we went with that suggestion of unique, ship-specific back door keys secreted away, just in case. Or did a survey screw up that plan?
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>>42060396
>The program back door you specifically ordered removed after that incident?
I guess it depends on when they bought their HAGs.

>one of the most dangerous orbital defense platforms in service
What kind of system is that shipyard in anyway?

>Apparently that's a Women's fashion line
Wax jackets now available in sage, noko, and dice+1d20.
>>
>>42060485
I hate surveymonkey ever since they changed the sorting system end of last year. It's a pain to find stuff.
I'll start looking.

>The design team lead apparently did include a back door program code unique to each ship though it's not in the official record.

>Why would we put those in a piece military hardware we're selling as an independant company? Nobody would ever buy from us again once people know about them.

After searching it was not put to a survey. It was agreed upon by anons in the thread that any program backdoor keys would be provided to the buyer, who could then change them as needed.
If you could reset the computers to their factory default it would probably accept the "Admin" codes RSS has on record.

>>42060590
>What kind of system is that shipyard in anyway?
Alaior is the only habitable world in the system of the same name. It has three small moons which cause just enough gravity well disruption to be bothersome for traders. It is located very near to the main trade lane that passes through House Erid space.
Alaior was the capital of House Erid for several years after it's expansion before the capital was moved to a more central and developed location.

It looks like we'll be picking this up in the morning. See you them hopefully!
>>
Since it seems we've depleted our house commando assets, a strike at the Cruiser while still in dock might be our best bet.

However its position near a prime trade lane and deep in enemy territory means sending a fleet there is easier said then done.

With that said, how many stealth ships do we have available to us that can get there, do a deep strike, take out the defenses, jam the area (doubtful) so that our faster elements (after burners, fast cruisers/battleships) waiting further back can jump in and do the heavy work.

At the same time our limited regular forces should then begin strikes at enemy border concentrations and staging points, hopefully disrupting enemy forces in dock before they can mobolize or even destroy or cripple infrastructure that can be used by the enemy in their offensive on us, while we wait for the bulk of our reinforcements to return home.
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>>42062774
Jamming the system will most likely raise a red flag triggering qrf elements to mobilize and head straight to the system. I doubt any force we can muster in 3 days can fight offf both the local Garrison and any qrf elements that come to reinforce. Don't forget the 3 moons which project gravity wells where our fleet elements could get stuck in.

I'm against sending a fleet in, at least a conventional one that is likely to get cut of massacred.
I agree about hitting key front line infrastructure and fighting a delaying action until our elite units return homw though.

Dealing with the Zeus... I think the one anon further up had the right idea trying to sneak an operative or small team aboard to place explosives near critical components. That is our best bet taking this guy out. Could we insert them via a small stealth yacht or something similar like a Seals Special Operations Craft. Extraction might be a problem though, but I don't see why they can't get on to the planets surface and laylow until they can get smuggled out by friendly forces.

Failing that, we could shadow the Zeus and avoid a traditional confrontation with it for as long as possible and cut it off from its supply lines by targeting support Craft meant to keep it afield and any convoys coming to resupply it.

Anyone else have any thoughts? The location of the Zeus and its heavy firepower means engaging it head on could in a pyrrhic victory for us or worse.
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>>42063958
Do we need to capture the Zeus or anything like that? Because at this point I'm tempted to take a few old frigates/light cruisers, stuff them all full of the biggest boom we can possibly find, and just kamikaze the whole thing.
>>
>>42064413
If we capture it, it could be another house asset, though AFAIK the house is still having issues staffing larger vessals without mothballing several ships.

But no, we don't have to capture it.
>>
I think the stealth torpedo attack would be the most viable here. It's such a large target that a frontal fleet assault won't work without our elite fleets and even with pristine commando forces we wouldn't be able to capture it.

If we do that we should go all in. 80 torpedoes wouldn't be enough, use more like 200. We brought back hundreds from our operations over the years so we can afford it. Target 25 torpedoes onto each torpedo magazine, target another 50 on the refueling docks/fuel tanks, and put the remaining 100 into the starboard engines. These targets are designed to maximize the repair times. Damaged torpedo magazines and fuel tanks have to be fixed before they can be refilled and have the greatest potential for secondary explosions. Aiming for the right side engines instead of disabling all engines would mean that they wouldn't be able to simply fix the outside damage. They would first have to fill in the gaping hole where the right engines used to be and find a whole set of replacements somewhere or else the ship would only be able to spin in circles at combat speeds.

Even if they decide to launch the ship in a crippled state it would be a bit of a white elephant and drag a long tail of repair and support vessels behind it wherever it goes. We could use the gravwell generator and our raiding fleets to pick them off and or salvage them.
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>>42060977
Could a surrender of House Erid be expected without taking Alaior?
Because if we only disable its engines and it becomes a giant defence platform, and we have to take Alaior, we are rightly fucked.

Oh and one more thing, because it was not 100% percent clear to me in the previous threads: the planned invasion of House Erid and the takeover of their defectors is to swallow House Erid and incorporate it into J-D, not to reestablish it free of Aries influence right?
>>
Way I see it we can approach the problem of the Heavy from two different ways.

*We send in any and all of our cloaking capable ships and alpha strike the Sublight engines and possibly the torpedo batteries with our best SP torpedoes. Rendering the ship incapable of moving for those important first weeks of battle during which we can hunt down Erid forces to the point that we tip the scale in our favor. This is thinking in the short term as TSTG pointed out it will then become a fixed strong point in the area but that's not all that dangerous.

Option two, which is a more long term way of thinking, involves us loading up a stealth ship with the Recon guys and as many other stealth projectors/systems/etc that we can get and have these people sneak aboard the ship. From there we could do a number of things.

*Capture
*Cripple
*Destroy
*Sabotage

Capture would be the absolutely most favorable outcome as turning the enemies own weapon against them would be invaluable. Especially when it is a Heavy Cruiser that could put up a fight against a Super.

Crippling the ship should be easily achievable by overloading the ships reactor or blowing them up or planting a virus into the ships computer system and fucking everything up.

Bombs and blowing the reactor could also work in with destroying the ship.

Sabotage however would be more like sneaking people aboard and have them stay there for a longer time of several days. During which they could plant timed or triggered bombs at key locations. Hock in gas canisters to the ships ventilation system. And try to implant viruses/hacking the computer for control. With that done they could then unleash gas on the unaware crew, make bombs go boom and take over the bridge. All the while the ships is trying to fight.

On that I feel like I should add my desire for us to create a secret power armor factory that makes Recon Armor or something similar. They are incredibly useful for our black ops teams and we could benefit from more of them
>>
Maybe we can knock the ship and it's yard out of orbit with some disposable engine block missiles or something.
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>>42064824
>stealth torpedo attack
>80 torpedoes wouldn't be enough, use more like 200.

We only have 100 stealth torpedoes available, unless we can more very quickly.
>>
bump
>>
err... wait.

Do we have any intel on what kind of siege gun this thing has?

If the siege gun is the main threat of this vessel, with the rest of the weapons being conventional... how do we damage the siege gun to force station-only repairs or possibly remove the weapon for the duration of a short conflict?

Would a Recon Team be able to sabotage the weapon using planted explosives?
>>
>>42064882
>the planned invasion of House Erid and the takeover of their defectors is to swallow House Erid and incorporate it into J-D, not to reestablish it free of Aries influence right

I don't think that's feasible considering the size of Erid and how much political instability such a move could cause in the area.

I'd aim for 1 or 2 systems close to the current border, reparations for the damaged caused in the conflict, removal of the Baron and all important nobles wo were directly responsible for the whole Aries situation, restructuring of the Erid military, a NAP, and maybe extend protection to Erid for some time so they aren't immediately absorbed by a different House.

Maybe redeploy Erid's remaining Aries ships to the Neeran front, so they'd get the Ruling House off their ass for not actively contributing to the war effort. That's after all the major reason why they're in this situation in the first place, if I understand things correctly.
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>>42062774
>how many stealth ships do we have available to us
You have the 2 cloaked battleships. None of the others will make it here in time.
The prototype attack cruiser is damaged and does not have access to a working cloak that would fit it right now.


>>42063958
>I agree about hitting key front line infrastructure and fighting a delaying action until our elite units return home though.
Keep in mind they will need to disengage from fighting the Neeran before the flight back, which by itself will take a month.

>Could we insert them via a small stealth yacht or something similar like a Seals Special Operations Craft.
A small craft could probably be readied that could dock to the outer hull of a transport heading in system.

>>42064413
>Do we need to capture the Zeus or anything like that?
Baron Archivald said you could: "Destroy, cripple or capture it however you see fit but put it out of action."

>old frigates/light cruisers
You could probably get hold of Frigates for a kamikaze plan but light cruisers are currently needed for planetary defense.

>>42064735
>though AFAIK the house is still having issues staffing larger vessals without mothballing several ships.
Manpower wise you've caught up thanks to minimal losses.

>>42064824
>Target 25 torpedoes onto each torpedo magazine
There are 44 Torpedo magazines on that ship.

>>42064882
>Could a surrender of House Erid be expected without taking Alaior?
Not while the Heavy Cruiser is operational. It needs to be countered to break their morale. With it gone then yes it could be done without capturing the planet.
>>
SURVEY at the bottom.

>>42066727
>Do we have any intel on what kind of siege gun this thing has?
It's a fusion plasma based weapon.

>Would a Recon Team be able to sabotage the weapon using planted explosives?
They could certainly cause some damage, maybe a few days worth, but the only way to cause serious damage would be to overload the weapon.


>>42064882
>the planned invasion of House Erid and the takeover of their defectors is to swallow House Erid and incorporate it into J-D, not to reestablish it free of Aries influence right?
That is correct.
>>42067342
>I don't think that's feasible considering the size of Erid and how much political instability such a move could cause in the area.
House Erid's poor morale means that you won't have a better opportunity.

Sonia may not have a say in that matter but there are things you could do to disrupt the plan. Talking to some of the Erid nobles who have switched to your side, you could convince them to ask that their worlds be made special administrative regions. (Think Hong Kong.)

SURVEY is up!
Link is also on the wiki.

surveymonkey com/r/ DLGHWGP
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>>42068106

Have we collected enough evidence that we could use our past actions during Lat'tham Coup, Isolationist City Ship, Decoy Gauntlet Mission, Stealing Neeran production data and so on, in order to get the Ruling House to formally threaten Erid with being declared 'open season'?

We could easily argue that it is in the interest of the Dominion to do so, as that threat could very well crush what morale is left in Erid military and basically force the House to surrender to avoid being Balkanized by neighboring Houses.

At the very least, we could ask the Ruling House to word such a threat in a way that delays any launch of the Heavy, or even demands that all Aries vessels remain in docks while a hearing is held. Any Aries ship leaving dock before then would be grounds for being declared open season. If they could summon the Baron outside of Erid space, that would be even more helpful, and a back channel order to say Knight X or the Ruler of Erid to detain any Aries Corp officers might also be crippling.

Reasons to argue would be that any conflict must be short, to avoid it spreading. That any lingering conflict may cripple the ability of JD to both support the Neeran war effort and support other Houses in that same war. And that we must attempt to minimize Erid's casualties where possible in order to return that House into the Neeran War.
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>>42068330
There's a long rant post I've typed but probably shouldn't post. It's summed up with the following: The Ruling House and your Bosses are greedy bastards. They want to take everything for themselves and don't want to share.

If or when the conflict spreads to Houses not currently involved it will not stop there.

The Ruling House does not want to act right now because they are not ready. If one "Minor" House gets wiped off the map because of their delay, they won't really care.

>If they could summon the Baron outside of Erid space, that would be even more helpful
Do you want to attempt this?
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>>42068686
>There's a long rant post I've typed but probably shouldn't post
Post it anyways.
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>>42068686
>Do you want to attempt this?
I think having the guy stuck in Erid space is a preferably alternative. Who knows what kind of support he'll be able to drum up away from his home.
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>>42068686
I probably deserve the rant for that question, but that summary is both laughable and tragic. Even in space feudalism both are shooting their own foot.


Which is a shame, as now I'll have to consider how we can bring JD and Erid into a healthy future alliance and into Ber'hulem influence

>>42068831
This is true.

>>42068686
Could they instead attempt to call him to somewhere outside his holdings in Erid space or just away from his little stronghold and the Heavy?
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>>42068686
>If or when the conflict spreads to Houses not currently involved it will not stop there.

I think this is the right time to spend a couple million future dollars on investments in Watcher and Norune space.

Slightly related to that: What's east and west of known space? To the North is the Neeran Empire, and to the south the Watchers. To the east there's Norune territory but we don't know what's beyond that, and to the west known space ends wiht Terran space?
>>
We're swallowing Erid whole, bone and all. We can recover several planets lost to JD for generations now and could grow extensively in power due to it. All those planets will also help with our manpower problem and financial problems we have due to our sizable military. So yeah, not taking all of Erid's territories would be a bad idea.
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>>42068686
>The Ruling House and your Bosses are greedy bastards. They want to take everything for themselves and don't want to share.

How does our House's government think this will work? Erid citizens have probably had centuries of anti J-D propaganda instilled, and their population larger than ours as well.

Unless Dominioni populace is a lot less resentful in these situations than people have tended to be for most of human history this is a recipe for disaster.

Absorbing the entire House is also going the wreak havok on the surrounding geopolitical (astropolitical?) landscape and could tempt other Houses to make a move against Erid allies who have weakened by the loss of that House.

It's like holding a match into a barrel of gun powder because you've heard somebody dropped their wallet in it.
>>
>>42069115
>Erid citizens have probably had centuries of anti J-D propaganda instilled, and their population larger than ours as well.

Our allies wishing to defect to our house will probably see to that personally: if a large portion of their house nobility is going so far as to defect to previous rivals, the general populace is going to wonder what exactly is happening.

>Unless Dominioni populace is a lot less resentful in these situations than people have tended to be for most of human history this is a recipe for disaster.

You've got remember that unlike our House military, the overwhelming majority of the Dominion is Dro'all. They may have a different perspective on these things than we do.

>Absorbing the entire House is also going the wreak havok on the surrounding geopolitical (astropolitical?) landscape and could tempt other Houses to make a move against Erid allies who have weakened by the loss of that House.

This is the Dominion, son. If it isn't us it WILL be someone else, and that someone else may or may not be friendly to us, better to have it be us.

>It's like holding a match into a barrel of gun powder because you've heard somebody dropped their wallet in it.

That's just the Dominion in general.
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>>42069115
I think you are being a bit dramatic there. Occupation should not be too hard with a couple of mechanized divisions. The abundant amount of Erid nobles who have defected. The low moral on Erids side. And the fact that we have one of the most elite fighting force in the Dominion. Heck, in some of these cases we are liberating planets who once belonged to House Dremith before the merger with Jerik so it's more of a Reconquesta in that aspect.

As for the larger picture, yes, there will be ripples. But they will be there as a result of full scale war between Erid and JD and not specifically for us taking over Erid space.

There is also more to gain from this in both the long and short term if we capture all of the territory as we can not effectively make use of a vassal the size of Erid as things stand now.
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>>42069115
Meh, existing Erid nobles are on our side remember. Aries is trying to turn an entire nation state into a giant company town, and if that's not a vision of hell I don't know what is.
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>>42068892
>Could they instead attempt to call him to somewhere outside his holdings in Erid space or just away from his little stronghold and the Heavy?
It would be suspicious enough for them to call him to the capital right now. Even more so if they told him to head for a meeting outside his House space for a bit.

Survey status, seeing a lot of special forces.


>Put the special forces aboard, then attack the supporting infrastructure/defenses/fleet with bombs/stealth SP torps, THEN attack with the fleet
That might be bad for any of your people on the ship.
>>
>>42069460
Would it be possible for stealth troops to hide instead of escaping after sabotaging the ship? It depends on what kind of location that ship is even at, but it might be safer than putting the whole place on alert and then using a ship.

It would also allow us to stuff the ship with explosives and use it as a plan b. Maybe have it autopilot near something important once the stealthies are done. This might also deceive the enemy into thinking it was a suicide mission.
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>>42069460
While we're waiting for the survey, can we have the House engineers begin to tape mass driver PD to the local ships?
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>>42069460
>Survey status, seeing a lot of special forces.
And here I was for voting for the safe card and just SPing it for a bit.
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>>42070155
We're all greedy in secret.
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>>42070155
The main issue I see with the SP plan is that Knight X specifically mentioned the ship has layers of anti-torp armor installed, and with our sacking of the other base, they're going to be on alert for an incoming ship attack.

There seems to be little point in conducting a stealth SP torp attack from long range against a target sporting thick anti-torp armor. And the alternative of a close-up SP strike to ensure we hit weak spots basically ensures we'll lose ships from defenses, escorting ships, and the target itself.


It might be interesting if we could sneak a transport converted into an improvised macross torpedo spam massacre fire ship under the station shield, but that would without a doubt be a suicide mission. Possibly a decoy?
>>
Put Special forces aboard (Sabotage)

>>42069784
>an we have the House engineers begin to tape mass driver PD to the local ships?
Yes that's doable. The numbers of them are limited but they'll fit what guns they have. Some of the Knights that served in the Warlords campaign have some in their personal stockpiles and are having them fitted as well.

The former 1st and 3rd Wings are largely operational using a mix of ships bought by Knights and pilots over the years.

>Tanker bomb AND SF sabotage. Have one tanker deposit SF while the fire ship hooks up slightly later and complains of docking/fuel pump issues.
Thought on this?
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>>42070492
>Thought on this?
Really depends on how things are handled in the area around the heavy cruiser.
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>>42070492
>tanker bomb and SF

It couldn't hurt, so long as we have time to get into parts of the vessel that aren't being targetted by the bomb.


Also, is it possible to snag high-level codes/credentials from that Lord's power cell armor?

I'd consider asking Intel for a 6th man to use it on the mission, but I can't help but feel that we really need to study that (presumed Aries-type) power cell armor to gain any advantages we can from it. And then form a power-cell armor Reynard Intel team.
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>>42070687
I sure as hell don't want Sonia anywhere near that cruiser on some poorly conceived suicide mission nobody will bother to plan or pick equipment for.
>>
>>42070740
I do kind of agree. It may be one of those times we have to send others while we see to the fleet.

Bonus points if we can send just the two Intel Recon guys.
>>
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Intel reports on the shipyard.

All of the cargo ships that dock with the heavy cruiser use the same approach corridor. The yard itself has shields but they're maintained at lower levels or are opened to allow ships through most of the time. They'll immediately go to full power if it looks like anything out of the ordinary is going on.

The smaller support station nearby has similar shield operations but has more traffic due to the presence of manufacturing centers onboard. This station seems to provide most of the finished materials for the yard.

Escorts include 6 Athena class Battleships and one carrier stationed within a few hundred km of the yard. There is a modular station in orbit as well but it's far enough away that it would be difficult to use it as a launch point for insertion. There is some traffic between that station and the smaller support station.

>>42070567
>>42070687
>>42070740
>>42070829
So either hold off on the tanker bomb, or make sure Sonia won't be present.

>is it possible to snag high-level codes/credentials from that Lord's power cell armor?

Roll 1d100
>>
Rolled 51 (1d100)

>>42070982
ha-ha! Recovering Information!
>>
Rolled 62 (1d100)

>>42070982
Two-prong approaches are better if you have enough people, right? I also vote for using the tanker as well as the infiltration.
>>
Rolled 50 (1d100)

>>42070982
>Roll 1d100
Rolling.

>Intel reports on the shipyard.
I can't really see any kind of ship making it out of there in one piece. Even getting in is going to be a complete nightmare.
>>
Rolled 83 (1d100)

>>42070982
Rollin thunder
>>
>>42070982
>Lord's power cell armor
We should probably implement his stasis field idea across J-D's forces.
>>
>>42070982
Wait, the Zeus slip and the station with the stealth ships are different?


... what if we used SF teams to steal the two stealth attack cruisers, and a tanker bomb to cause a distraction against the Zeus?

If we can lure the escorts or even the Zeus itself out-of-system and into a JD ambush, we could cripple it while denying them any defensive multipliers from the stations, and if crippled away from repair facilities, it is basically screwed.
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>>42071048
>Rolled 62

There are access codes but not ones that will be especially useful for getting into the yard. It could come in handy once aboard the ship though.

>>42071119
>I can't really see any kind of ship making it out of there in one piece. Even getting in is going to be a complete nightmare.

Emergency teleporters could. Someone earlier asked about restricting their destinations. In your case it would be easiest to simply exclude worlds that are under the Baron's control. That would give you numerous J-D worlds and House Erid worlds your people could end up on. Yes they might be scattered but it is a way out.

What are you guys thinking for insertion method? And how large of a team?
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>>42071513
>And how large of a team?
A small team to place explosives in the engine exhausts and then get the fuck out of there.

4 people?

>What are you guys thinking for insertion method?
Would the cloaked battleship be able to drop them and a camo'd teleporter capsule on the hull of the heavy?
>>
Just busting the nozzles wouldn't do much damage to the ship. You would have to hit the fuel injectors or some other vital part that would require hull surgery to fix in order to delay the ship a useful number of days. The focusing system would be another good bet because without them the engine is useless and to fix them you would have to take apart the entire engine.
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>>42071462
>... what if we used SF teams to steal the two stealth attack cruisers, and a tanker bomb to cause a distraction against the Zeus?

One of the new kids, an intrusion specialist by the name of Slavěna, suggests that whatever your course of action her teams could hijack the Aries stealth ships parked near the Heavy Cruiser in the confusion.

>If we can lure the escorts or even the Zeus itself out-of-system and into a JD ambush, we could cripple it while denying them any defensive multipliers from the stations, and if crippled away from repair facilities, it is basically screwed.

Keep in mind that will require a straight up fight. Unless you suitably prepared the battlefield.

>>42071595
>A small team to place explosives in the engine exhausts and then get the fuck out of there.
That's not going to be a small team. The sublight drives on that heavy are quite extensive. If you're blowing them up with explosives you'll need to smuggle in or steal enough warheads to disable 40 attack cruisers.
Fortunately, the ship has extensive magazines to steal from. Moving and planting them without being noticed will take some work.
With a small team your best bet would be sabotaging the main gun. Even that will take some work as engineering crews will tend to notice the main gun starting to overload.

>teleporter capsule on the hull of the heavy?
The capsules would need to be hooked into the ships existing emergency teleporters in order to work. It might be easier to make use of what is already there.

Looks like we may be planning the sabotage type, then the team size and insertion method.

>Cont.
>>
Sabotage targets.

The main gun. This will take some work but could potentially be done with a small team. The downside is that it's unlikely to damage the torpedo launchers or enough of the sublight engines to keep it from moving. In theory your team could then move on to target other areas of the ship.

Sublight engines. With multiple large engine banks it will be a pain in the ass to cripple enough of them, but it will keep the ship for moving anywhere. This will need two large teams, either to plant explosives, overload the engines or steal and move warheads.
Smuggling in explosives could get the team detected by the escorts unless done right.
Overloading the drives would be noticed by security the engineers.
Moving warheads through the ship runs the risk of encountering more patrols or security systems.

Torpedo magazines. Destroying these won't knock out the main gun or disable the engines, but it could cause extensive damage to the secondary weapons.

Computer systems. The most technically challenging, there is no way of knowing how long this will take. Teams will have to secure each of the main processors. Expect a minimum level of redundancy if they're simply turned off or destroyed. Your cyber warfare specialists will need to use the hijacked cores to attack and disrupt the secondary processors.
Specialists experienced enough to do this are generally rear line personnel. Duncan is your best bet but he won't be able to do it alone.
>>
>>42072080
>One of the new kids, an intrusion specialist by the name of Slavěna
>Slavěna
Decent idea, more of these and maybe Sonia will consider not bullying her for dragging Bekka with her on that army base adventure.

>Smuggling in explosives could get the team detected by the escorts unless done right.

Well, how would it be done right?

>Explosives
Did we manage to secure any of these antimatter torpedoes? Maybe even part of the production process or data?
>>
>>42072301
>Well, how would it be done right?
In b4 Crazy has-anne.

They would need to be shielded against sensors. Stasis warheads would actually be the best bet as they would need the least shielding.

>Did we manage to secure any of these antimatter torpedoes?
Oh hell no. Those are only loaded just before launch or a deployment generally. That base was only producing missile warheads.
>>
>>42072527
>Stasis warheads would actually be the best bet as they would need the least shielding.

Can we get some within the time frame we have?
>>
>>42072151
Primary Objective: Main gun

reasoning: The siege cannon on this thing is the biggest single threat, and it can eat our heavy warships without worrying about point defense or anti-torpedo armor.

secondary objectives: torpedo magazines

If they can blow up even one or two before making their exit, it is further damage that could lead to this vessel being a lame duck for combat.

tertiary objective: Slaughter as many crew as possible.

If the enemy is on alert, the insertion team may have to go after soft targets. Crew quarters, mess areas, recreation areas. A single grenade into a group of unprepared crewmen could allow more secondary objectives to be hit by forcing security forces to be spread across more areas. Or it could simply kill the crew's morale and weaken the ship's combat ability further.


If the ship's main armament can be knocked out and the secondary armaments weakened, the ship's potential impact against our forces can be mitigated to the highest possible degree. Use tertiary objective to weaken security at secondary objectives.
>>
>>42072576
>Can we get some within the time frame we have?
Yes, your House has been acquiring some.
More than half the House stockpile is still made up of older warheads.

>>42072652
One vote for going after the main gun as the primary objective.

Anyone else?
>>
>>42072971
>Yes, your House has been acquiring some.
Does that mean the GP production license we got is already obsolete, or are these stasis warheads?

>Anyone else?
I'm okay with the main gun as I only wanted to send a small team in the first place.
>>
>>42072151
Can we just load a shielded briefcase with a stasis unit and fill it with Antimatter? Put it somewhere in the middle of the ship or near the power generation systems and kaboomboom.
>>
>>42072971
Voting for main gun as primary target and computer systems as secondary.
>>
>>42073056
>Does that mean the GP production license we got is already obsolete, or are these stasis warheads?
No, stasis warheads are most replacing nukes not regular torpedoes at the moment. Your newer torpedo license is still really good for non-SP torps.

>>42073120
>Can we just load a shielded briefcase with a stasis unit and fill it with Antimatter?
No.

Looks like 2 more votes for targeting the main gun. Possibly with a small team.
Team could get bigger depending on the secondary objectives.
Should I put this to another survey just in case? I really don't want to.
>>
>>42073278
>Your newer torpedo license is still really good for non-SP torps
I'm glad to hear that.

>Teams
Is the idea to take the stealth cruisers afterwards, or at the same time?

I doubt that is necessary. I didn't even vote for SF infiltration and like a third of the posts about this are from me...
>>
>>42073278
>No.
???
>>
>>42073315

I think any attempt to take the stealth cruisers should be a separate operation, if it even happens.

If we go with the multiple objective plan I posted >>42072652
There would be no real chance to take the stealth cruisers with that insertion team, and I was envisioning a small, possibly only 5 man Recon team.
>>
>>42073315
>Is the idea to take the stealth cruisers afterwards, or at the same time?
>>42073426
>I think any attempt to take the stealth cruisers should be a separate operation, if it even happens.
It would have to be done by another team. Unless you planned to crash them into the heavy cruiser to board it.
>>
It seems we're going to be disabling the main gun. This will be noticed so secondary objectives will be harder.

Lord Vanderwal's suit needs minor repairs but it will take too long to check all of it's security measures to risk using it right away.

Fortunately if you still want to take Duncan along he could be given a suit of light power cell armor with some modifications. He'll also need to borrow Ecord's camo system. Ecord hardly used it when he wasn't bedridden so I'm sure he won't mind.

Available Troops / Equipment

2x Alliance Heavy Power Armor

6x Med jump jet
4-5x Light Recon
48/50x Power Cell

8/12x Med power armor (Misc Knights)

1x Light power cell jump jet (Duncan Recon Mod)
19/30x Light power cell jump jet
948/1250x Power Cell

What sized team do you want to take or send in?
>>
I can support the siege gun as primary target. The siege gun is what makes it more dangerous than just a heavy cruiser right? We could handle one of those, but the siege gun can overwhelm our planetary shields.

Team size depends on how we extract. Our options aren't very good, best thing I can think of is to reprogram some of the emergency teleporters to JD worlds. Escaping by ship is probably going to be impossible without a major fleet action or a lot of cloaked ships.

Overloading the cannon shouldn't be too hard. Use the prisoner's codes to hack into root access, lock the ship controls out and overload the cannon. Set some traps and or sabotage areas that could be used to stop the overload manually and then run like hell to the teleporters.
>>
>>42074051
>What sized team do you want to take or send in?
I don't think taking the stealth ship is a realistic option unless we strike with our fleet to create a diversion.

Erid has the station defences, the escorting battleships, and whatever weaponry is active on the heavy cruiser to shoot it down on the way out. The chances to make it out on that ship are probably around zero if we only send SF teams.

>send

4 people, recon armor. 2 disable the main gun, 2 secure a teleporter to get off the ship.
>>
>>42074051
4-5 Light Recon team

I'm up for sending Sonia in, making it 5. (Reynard, Rufario, Valeri, x2 Intel guys)

While I'd like to take Duncan, maybe that Intrusion person that thinks they could take the stealth ships would make better use of that camo system, if Intel thinks they can pull it off.
>>
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>>42068106
>Sonia may not have a say in that matter
Sonia's still doesn't have a seat on J-D's shadow government?

>>42074327
>I'm up for sending Sonia in
I think Sonia is way more useful conducting one of the opening strikes of this campaign instead of trying not to die on that heavy cruiser.
>>
Will be back tomorrow. Hope this goes well...
>>
>>42074169
>>42074215
>>42074327
4 or 5 person all Recon team.

That gives you some options for insertion.

Knight Captain Xisoth can get your team onto a tanker headed to the shipyard. Easy enough given the small size of the team and your ability to stay hidden once aboard.

You could also use a cloaked Battleship to get aboard just before final approach to the yard. This would have been more difficult for a large force to pull off quickly.

LST's occasionally make runs to and from the Baron's home town on the surface of Alaior. You could stow away or even hijack the ship.
>>
>>42074794
>tanker headed to the shipyard
>LST's
I think it mostly depends on which is subject to the lighter security measures.
>>
>>42074835
The tanker is the faster way in but you'd be running through tighter security on docking.

The LST would be harder to get to and take longer but would likely be subject to less checks on docking with the ship.
>>
>>42075144
I'd favor the LST in that case. I'd rather have the greater risk on planet where our recon team has a better chance to hide and retreat, instead of a higher chance of running into trouble in space.
>>
>>42075144
gonna have to second the LST.

Any chance our target Baron might cross our path in his home town?
>>
When the cloaked battleship and others return to friendly territory you know that there is very little time to move out and deal with the heavy cruiser. Most of your people from the mission are going to be transferring back to their respective commands and awaiting deployment of the main fleet.

Mike is put on alert and told to stand by to begin performing hit and run attacks to harry the Erid fleet if they launch the Zeus. Others will be helping him but he'll be one of the first units on scene.

Baron Archivald is not pleased that the team going aboard will be such a small force.

"With your reputation Reynard I expected a full blown capture attempt."

You tell him it might be best if all available troops are ready just in case that option becomes viable again.

"I intend to hold most of our forces back until we see what happes, especially our Medium cruisers. If it becomes necessary to take on that ship we'll need all of them striking as one.
Speaking of which, were will you be? With the Recon troops or on your new command ship?"

>Where will Sonia be commanding operations from?

[ ] With the Recon team
[ ] On the Bridge of your command ship
[ ] On one of the cloaked Battleships
[ ] Other?
>>
>>42075791

"We can salvage the target after crippling it away from a strong defensive position and a powerful escort. I don't believe my reputation for salvage includes throwing away my command like Scarab pilots."

[x] with the Recon team

Just in case we get that chance to take our target Baron out... or secure his family.
>>
>>42075791
>[ ] With the Recon team
With Ecord out of action we should lead it.
>>
>>42075791
>"With your reputation Reynard I expected a full blown capture attempt."
ಠ_ಠ They should be thanking Dro'all Jesus Sonia decided to sit out her house arrest instead of going for the FA exile....

Anyway, with Eldal around in a few days, we probably have a decent chance to keep the ship disabled if we need to.

That reminds me, make sure to have enough fresh fruit for him. We can at least make that part of his visit pleasant.

>>Where will Sonia be commanding operations from?
>[X] On the Bridge of your command ship

>Stuff regarding Ops team
Would it be possible to have them evacuate the heavy cruiser and get picked up in space by our cloaked battleship if securing a teleporter doesn't work out?
>>
>>42076091
>Would it be possible to have them evacuate the heavy cruiser and get picked up in space by our cloaked battleship if securing a teleporter doesn't work out?
It would be difficult to pull off but not impossible. They just need to make sure to be carrying a rescue beacon with a long enough range. It will have to be configured in such a way that House Erid forces don't investigate it before your people do.
>>
>>42075791
I can't come up with a single sensible reason to go with the recon team, on a mission where even a perfect getaway can get us killed or stranded in the middle of nowhere while our House is in desperate need for fleet commanders because we'll have to fight an enemy with superior ships.

So I'm sure everybody is going to vote for the recon team because.

>Just in case we get that chance to take our target Baron out... or secure his family.
I don't even
>>
>>42075791
[ ] On one of the cloaked Battleships
That way we have a good command position and if needed can sneakily insert where needed if the situation calls for our boots on the ground.
>>
>>42076299
Point taken.

>>42075961
samefag here, I'd like to change vote to
[x] On the bridge of your command ship
>>
>>42076185
>They just need to make sure to be carrying a rescue beacon with a long enough range. It will have to be configured in such a way that House Erid forces don't investigate it before your people do.

It probably wouldn't hurt to have an alternative way to get off that ship.
>>
>>42075791
>[X] With the Recon team
>>
>>42076299
Have you actually voted? Or are both of these you? >>42076091
>>
>>42076418
I'll change my vote here to
>[ ] On the Bridge of your command ship
>>
>>42076828
Both posts are mine, that's why I didn't vote in the second one. Sorry if that lead to any confusion.
>>
I wouldn't mind switching our POV to the infiltration team if you had already written stuff for that operation...
>>
As the last teams are offloaded, intel starts bringing aboard additional gear for the Recon team to look through. Duncan will be helping to brief them on what they'll need to do should they get the opportunity to disable the computer systems after taking out the main gun.
You wish them luck before departing for your command ship.

At the last minute an intel officer leading a squad of the light power cell charges past and onto the ship.
"Where are they going?"

"Additional special operations." Explains one of the other intel officers. "They'll be dropped elsewhere to help the House Erid people helping us. We don't exactly have many cloaked ships to work with at the moment."

The Battleship departs and before long you're walking up to the command platform of your Medium cruiser. With everything else going on you haven't had a chance to give it a proper name. Right now it still has it's Alliance designation NM5-490, just with a few extra Jerik-Dremine identifiers tacked on. Maybe you'll be struck by inspiration during this campaign.

You spot a familiar face while inspecting the command crew.
"Kaz, you finally made Gunnery Chief!"
"Yes sir. It wasn't easy with all of that money from the different tours making the recruiters think I should go to OCS."
"What? Why didn't you become an officer?"
"It would have been impossible to retire early once the war ends."

After giving your former gunner hell for a bit you ask about the new weapon systems.
"Are they working properly?"

"We tested the lightning guns briefly. They don't have the same burnout rate as older ones so we should get some use out of them. Everything else seems to work well. Some minor system problems because of modified neeran tech but we're good to go."

There are plenty of reports to look through before your group heads out.

>Cont.
>>
Knight Captain Xisoth has swayed enough commanders that 6 wings of attack corvettes, 2 squadrons of light cruisers, and a battlecruiser squadron. He's working on more but those are all that will be immediately ready to aid you.

Mercenaries have arrived and have been formed up into a mixed squadron. It's a situation neither of the two bands are pleased with. Vaughn has been reassigned to keep them out of trouble since he's flown most of their ships.

Katherine Drake nearly scares the hell out of everyone when she jumps into Dreminth orbit with a bunch of modified Vengeance types and older model attack corvettes. It's not quite a wing's worth but it's being pressed into the role of one, for now designated as 9th Wing.

You've been given 3rd wing, your command squad, and the option to take a carrier group. You can also get 1 other unit placed under your command. Mike's squadron once things kick off, an all attack cruiser squadron made up of newer ships or the mercenary squadron.

1) Take the Carrier group Y/N?

2)
[ ] Dragoons
[ ] Attack Cruisers
[ ] Mercenaries
[ ] Take attack cruisers then give them to Drake
>>
>>42078042
>1) Take the Carrier group Y/N?
I think we aren't particularly good at making carriers work as we tend to focus on hit and run tactics in most situations.

Give them to somebody who's a better track record using fighters.

>[X] Take attack cruisers then give them to Drake
>>
>>42078042
>1)Y
>2) Mercenaries, Assign them to Drake. It'll give her wing flexibility with the different types, plus her wing will likely be used to pick up whatever slack there is, given the older corvettes incline themselves to being held in reserve.
>>
>>42078146
Actually you make a good point, I change my vote to no for the carrier group.
>>42078217
>>
>>42078042
>1) Take the Carrier group Y/N?

>>42078146 here. How figher heavy is Erid's military, and which of their ships could deploy Aries drones?
>>
>>42078042
>1. No
>2. Give the attack cruisers to Drake
>>
>>42077928
Planned yes, written no.

>>42078269
I just got their newsletter email about that. I was thinking last month that I would really like one of their games set in space.

>>42078279
>How figher heavy is Erid's military,
Average for their regular forces. Their House should have 7 carrier groups, minimal escort carriers. They had more but lost them.

>and which of their ships could deploy Aries drones?
Any of the regular carriers or converted Frigates could. The Athena class can fit drone modules but intel doesnt know what the 6 escorts around the Zeus are fitted with.
>>
>>42078042
question before I vote on the carrier group and other unit.

What Ber'hulem units are on the way, and I assume they'll fall under Sonia's command?
>>
>>42078437
I'd hate to be caught with our pants down by drones and bombers. Did we ever buy some of those alliance escort carriers? I don't think we need many bombers but a decent figher and interceptor complement would be nice.
>>
>>42078475
A Gravity Well Generator and a Carrier group with newer model fighters.

They don't necessarily have to be assigned to you, they can be asked to help your House either defend or where their commanders feel they can do the most damage.

>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.

>>42078535
The House did. They are unfortunately assigned to the Expeditionary fleet along with their associated fighter wings.

J-D has 5 carrier groups in the homeworlds + the LTSC's 2 fighter groups. Most of your pilots in the operational groups have combat experience.
Some of the old escort carriers are available if you wanted to pull starfighters from the PDF of a particular world. They're less experienced but have had plenty of time to train.
>>
>>42078042
>Carrier group

Will we be focusing on hit and run, rear line raids or will we be another force assigned to defend the homeworlds?

If defending homeworlds, take carriers

If allowed to operate independently, leave the carrier groups to those tasked with holding the line.

2)
>[x] Take attack cruisers then give them to Drake
>>
>>42078646
I think we used drones still equipped with torpedoes as a rather effective SP torp defence on our last FA deployment. Wouldn't this be a good use for part our stockpile of older regular torpedoes.

>Some of the old escort carriers are available if you wanted to pull starfighters from the PDF of a particular world.

I'd suggest we take some from the world with the largest amount of PDF fighter squads.
>>
>>42078042
>>42078689

Gonna vote to pull some fighters from the PDF and put them on Escort Carriers. Preferably with a heavy bias toward fighters and any heavier ones prepared to act as missile boats for anti-fighter focus.

and 2:
[x] take attack cruiser then give them to Drake
>>
A message comes in from Archivald.
"Reynard, is your fleet ready? I want the 1st, 3rd and 9th Wings ready near the border. Keep your command ships close enough to support each other should the enemy main force appear. Link up with Alexander, I'll be sending my command ship and the Battlecruisers out to that system soon. I'll be remaining with the second line Carrier groups and the LTSC to coordinate.

Baron Dremine has been sent to help escort the gravity well generator and the Ber'helum carrier group on it's way into our space."

"What about the House Erid forces joining us?" you ask.

"They're to jump to your rally point after the Zeus has been disabled or if it launches. At least that way Ukalah won't be able to take out our heavier ships piecemeal."

[ ] Point out that the Baron didn't use Alex's last name.
[ ] Don't annoy the boss.

>Anything else you want to ask?
>>
>>42079055
>[ ] Point out that the Baron didn't use Alex's last name.
phh, at this point i don't think we care about annoying our bosses that much
>>
>>42079055

... damn it, now I'm wondering if Drake is Winifred/Archibald kid raised by someone else and dating Alex

or if Alex is really Archibald's kid.

[x] Point out that the Baron didn't use Alex's last name

>anything else to ask?

Any chance we've been given some of those new Terran SP torps we secured?
>>
>>42079268
Oh, and we should field promote Tes'us and any others on Devourer who are far below what would normally be the rank for the station they hold. I imagine this will directly impact their pay grades?

Is there any chance we can call in some last minute reinforcements from a House like Aeon or Sulos, in exchange for some promises to supply them with attack corvettes or Type-6s?
>>
>>42079055
>[ ] Don't annoy the boss.
Nobles will be nobles. Alex would probably like us to not make trouble on his behalf.
>>
Thread archived.

>>42076299
>ohffs
>I can't come up with a single sensible reason to go with the recon team, on a mission where even a perfect getaway can get us killed or stranded in the middle of nowhere while our House is in desperate need for fleet commanders because we'll have to fight an enemy with superior ships.

I had fun with the fight scenes, I hope you guys did.

>>42079490
>Oh, and we should field promote Tes'us and any others on Devourer who are far below what would normally be the rank for the station they hold. I imagine this will directly impact their pay grades?

Yes it would. Also respect from the officers and crew of other ships.
>>
>>42079632
>I had fun with the fight scenes, I hope you guys did.
I appreciated them a lot.

We even got to git gud with the lightning gun, which was fun.

Gotta figure out how to use the rest of the artifacts now.
>>
>Point out that the Baron didn't use Alex's last name
Archivald gives you the "Really, you're asking this now?" look.

"If you really must know I have difficulty pronouncing the family's name. It's been difficult enough with his father working for the Governor of Dreminth. I would appreciate it if you kept that to yourself."

You'll have to give that some thought.

>>42079490
>Is there any chance we can call in some last minute reinforcements from a House like Aeon or Sulos
Not now, but I suspect that gravity well generator will help out quite a bit provided you keep it alive. Long term payoffs for the win?

>>42079268
>Any chance we've been given some of those new Terran SP torps we secured?
>Oprah giving away torpedoes.avi
Yes you'll get some of them. Archivald with his preference for starfighter combat will be holding many of them back, but you should have enough.

We'll be starting off next time with a glimpse at what the Recon team is up to. Next game is probably Saturday but I can't guarantee it. I'll update the wiki with the time of the next game should it change.
>>
http://www.youtube.com/watch?v=MKH6umUgetQ

we should set up a research lab that looks into alternative weapons since I bet eventually there will be anti-plasma/torp/phase armor.
>>
>>42079632
I hope you had fun, considering you had to act out a scene a while back.
>>
>>42079632
>I had fun with the fight scenes, I hope you guys did.
S-Sorry. Yes, it was fun. There's always the alternative PoV option.
And thanks for the thread TSTG, I hope your interview worked out and it'll turn out to be a great job.
>>
>>42079906
thanks for the t h r e a d, tstg.
>>
>>42079906

thanks for running TSTG.

Fights were fun, and I do hope to cultivate some nice long term payoffs from that guy's power cell armor.

Or at least figure out a 'standard' customized baseline for a future Reynard Commando group.



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