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For House & Dominion: Civil War

http://houseanddominion.wikia.com/wiki/House_%26_Dominion_Complete_Archive
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Dominion+quest

https://twitter.com/ThatSlowTypingG


You are Sonia Reynard, Viscount of Rioja and a member of House Jerik-Dremine. You and your House continue to gain in power and prestige thanks to recent victories. While still small numerically the other Houses of the greater Dominion have begun to take notice of your strength and influence.

The civil war that has consumed the Dominion continues to rage as the Major Houses struggle for position and dominance. While an ally of the current Ruling House you have increasingly voiced support for House Ber'helum as their replacement.
If things go according to plan they may be able to stage a peaceful transition of power at a later time. For now the two are allies of convenience against more pressing threats.

Houses Nasidum, Xygen and Bonrah form the core of the opposition. The two sides are roughly in a stalemate at the moment but both continue to look for ways to increase their strength.

Rioja is secure and recovering now that the passage connecting the Centri Cluster to South Reach is restored. Civilian trade has begun to flow again and the Major Houses are continuing to evaluate how to take advantage of this. Your side and the remaining neutral Houses can openly send convoys through, but there are undoubtedly smugglers moving supplies and resources for the enemy as well.

Forces in South Reach continue to face off in skirmishes and other low intensity regional conflicts. In the Centri cluster the fighting remains more severe though its intensity continues to diminish.

Given the overall situation and the need to defend what heavy warship assets the House has you've decided to strike out on raiding missions in the Centri Cluster. By raiding logistics and sticking to tactics you're best at you can have a greater impact with less forces.
>>
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Reminder: Suptg link in OP has been changed. Old link will allow people to vote on /tg/ threads but not /qst/ threads. New link is the other way around.

With you away from Rioja your advisors and key commanders are looking after your holdings.

Knight Captain Katherine Drake is your fleet's Wing Commander and is the acting commander of Rioja's fleet. You'll be hard pressed to find a better replacement when the House eventually promotes her.

Knight Captain Kim Yu Chung is seeing to defense and recovery efforts across the rest of the Relay.

Uyi Rna is the General of your Army and is growing increasingly popular among the troops thanks to your support. Consequently this has strengthened your relations with the General and his Knights. The troops know you're looking out for them.

Wiremu Tama is the Admiral of your Fleet. He's been busy helping to restore the Fleet's starfighter losses and those of the PDF. He is continuing efforts to develop combined arms tactics for manned and drone starfighters.

Fadila Saqqaf is your leading diplomatic adviser. She has wisely sent a small diplomatic team to support you which were picked up after your stop in the capital.

C.F. Vanderwal is a former House Erid noble now serving with your intelligence division as part of his parole. He's probably up to something sneaky and/or sinister that will help you out.

Chide Dlam'ard, the Governor of Rioja is continuing work on expansion of the cities.
>>
Determined to have as much impact as possible with your raiding mission you've set out with a fleet for the Jerboa dwarf galaxy. A trio of dwarfs are located between yours and Helios' home galaxy and all but one have been captured by Nasidum and its allies. Disrupting enemy logistics may help give the local Helios fleets and chance and buy time for your allies to come to their aid.

Your fleet is based around the Qlippoth, a captured and modified Neeran heavy carrier. Fast, tough and heavily armed it should be able to keep you in the fight. Two modified Lance Class medium cruisers will be acting as escort for the carrier and support ships.
The Outer Heaven, a Neeran Fast Medium Cruiser will be acting as your command ship.

One wing of attack cruisers, two mixed wings and an assault corvette wing will fill out the main forces. A Battleship squadron will give you some extra punch when you need it while a drone carrier and escort carriers provide flexibility.

Intel forces include at least 1 new Nocturn class cloaked ship and a new mobile jammer. The jammer should be powerful enough to keep any call for help from getting out and can disrupt long range sensors to some extent.

Helping you will be Lyas Cinayk, your acting second in command. Having gained plenty of experience leading raiding groups the past few years, they can keep units in the field with minimal logistics support.
>>
>>1133270
FOR HOUSE AND DOMINION


Hope you're feeling better TSTG.
Does Sonia suffer from headaches? Do the Neeran artifacts make them worse?
>>
>>1133270
awwwe yeee caught it live!
>>
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Approach and entry to the targeted galaxy can be handled a number of ways. As sensor arrays at the edge of the galaxy will detect your approach you're going to want to lose pursuers. The brighter star forming nebulae create plenty of signatures a fleet moving at FTL could hide in. As usual these also pose difficulties to navigation but the danger of getting shot at tends to outweigh that.

Heading in off the trade lanes will get you into the denser areas more slowly. You'll also be harder to detect moving at slow FTL speeds. Of course this will also give the enemy more time to search the region you might be in.

Or you could go in fast, using trade lanes to get deeper into the dwarf galaxy as quickly as possible and thus reach areas where you can lose pursuit. In the process there's a very high chance you'll be shot at by enemy forces patrolling the main routes.

Plans proposed by anons in the last game were as follows:

A. Head for the nearest dark nebula(e). It will give the enemy a wide area to search for you in. Playing hide and seek could draw defenders away from other areas.
B. Use one of the main trade lanes and try to find convoys near the major colonies to hit ASAP. If you're quick you might catch a few before they can be reinforced in response to your presence.
C. Use a main trade lanes to get as deep inside the galaxy as possible. Going off-roading through bright nebulae to lose pursuers.
D. None of the above / Other

It should be noted that this side of the galaxy is your best approach into enemy territory. Swinging around to the "east" side would make your fleet more vulnerable to interception.
>>
>>1133362
>B. Use one of the main trade lanes and try to find convoys near the major colonies to hit ASAP. If you're quick you might catch a few before they can be reinforced in response to your presence.
>>
>>1133317
>Hope you're feeling better TSTG.
I've cut back on eating a lot of stuff that might contain MSG and am going to be working on compiling a list of stuff I can safely eat. This has been enough to get rid of 90% of my headaches!
My attention span has been shit the past couple weeks though so I've probably cut out something vital.

>Does Sonia suffer from headaches?
That's a good question. The stupidity shown by parts of the Dominion probably gives her a headache.
>>
>>1133362
>B. Use one of the main trade lanes and try to find convoys near the major colonies to hit ASAP. If you're quick you might catch a few before they can be reinforced in response to your presence.
>>
>>1133362
>B. Use one of the main trade lanes and try to find convoys near the major colonies to hit ASAP. If you're quick you might catch a few before they can be reinforced in response to your presence.
Huzzah for House and Dominion!
>>
It has just occurred to me that the Superbowl is on today and that may result in just a few less players.

>>1133386
>>1133571
>>1133658

It looks like we're going in.

Attack ships spread out slightly so that they'll have room to maneuver but still be close enough to cover each other. The battleships form up around the support craft and position themselves where they'll be better protected by the heavy carrier and other escorts.

Drone starfighters are prepped to be quickly launched. If necessary you an throw a wave of them at enemy craft while the fleet jumps.

The navigators bring the fleet in towards the trade lanes as close as they can manage. Speed will be reduced once entering the edges of the galaxy but until then they keep it as high as they dare. Eight realignments are calculated for the best routes along the target lane. You'll want to get through them as quickly as possible to keep any intercept force from catching you.

Roll 8d100
>>
Rolled 24, 68, 80, 94, 29, 59, 59, 83 = 496 (8d100)

>>1133740

For House and Dominion! (please work dice)
>>
Rolled 22, 88, 86, 67, 6, 96, 25, 77 = 467 (8d100)

>>1133740
Aww shit son is this some good ol' H&D?
Good to have you back buddy.
>>
Rolled 43, 94, 84, 38, 21, 25, 7, 60 = 372 (8d100)

>>1133740
>>
https://www.youtube.com/watch?v=Blbr8APh36U

Command displays show signs of enemy ships moving to intercept your fleet. They're not fast enough to reach your initial reversion point in force thankfully but others are closing in on points farther along the lane. They may be planning to try and block it off.

"SIGINT reporting no signs of convoys in the outer trade lanes." Maybourne informs you.

"Reynard to all ships, stand by for reversion. You're cleared to fire at will."

The fleet drops out of FTL and within seconds everyone has opened fire on incoming enemy contacts. Phase cannon fire flashes out in all directions connecting with other ships just as often as not. Qlippoth unleashes a broadside into an incoming attack corvette squadron shredding it with phased plasma cannon fire.

A converted battleship armed with pulse cannons trades fire with with your Lance escorts. It's tough shields and armor let it shrug off hits from both ships for a few seconds. LD plasma cannon fire eventually gets through crippling its weapons and engines.

Navigators call out the last few seconds before the jump as the fleet finishes its course change. After that its back into FTL for a few seconds before the next course change.

"No losses, minimal damage. A few of our ships have had to restart their shields."

Farther ahead response forces are trying to gether in sufficient force to slow you down before the trade lane passes through the nebula. Sensors report at least one medium cruiser though you don't know what type.

"I know it's early sir but I'm not seeing any other medium or heavy cruisers close enough to catch us. Did you want to try and cripple the medium enough to capture it?"

While not dangerously lengthy it would still take time and potentially give convoys time to reach safety or get reinforcements.

[ ] We need to keep pushing through. Full speed ahead.
[ ] Maybe we could jump its hull into the nebula for later recovery?
>>
[ ] Maybe we could jump its hull into the nebula for later recovery?

Ahhh so glad you're back!
>>
>>1134007
>[ ] We need to keep pushing through. Full speed ahead.
Unless its something we really want, can we change plans if we see it and get dollar signs in our shark eyes? depending on its type it may be worth some effort. Also If we just keep going through can we render it "Pyrrhic to salvage" aka swiss cheese?
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>>1134007

[x] Maybe we could jump its hull into the nebula for later recovery?

Lets take a chance, for salvage.
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>>1134007
Going to need more detailed scans of what kind of ship it is and its armaments. Worst case we have to sacrifice some drone fighters to pull everyone back enough to jump.
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>>1134093
You won't know until you engage it.

>>1134036
>Unless its something we really want, can we change plans if we see it and get dollar signs in our shark eyes?
I don't see why not. Would everyone be ok if the reverse were also true?
Hold off until seeing if its worth the effort?
>>
There's also the possibility of setting it on a sublight course with a push so that we won't have to expend effort actually getting it inside our heavys jump envelope.
>>
>>1134117
Yeah that seems reasonable.
>>
>>1134117
agreed
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>>1134118
Would be easily spotted by subsequent ships traveling along the lane and any salvage parties sent to the battle site.

>>1134169
>>1134153
And since we haven't done a real combat roll,

Roll 8d20
>>
Rolled 70, 47, 8, 88, 79, 92, 76, 1 = 461 (8d100)

>>1134223
>>
>>1134247
>1
>>1
>>>1
ah it's good to be back.
>>
Rolled 2, 17, 4, 13, 1, 4, 2, 10 = 53 (8d20)

>>1134223
Rollin'
>>
Rolled 14, 15, 20, 6, 6, 9, 11, 6 = 87 (8d20)

>>1134223
>>
Rolled 16, 7, 16, 14, 13, 13, 14, 3 = 96 (8d20)

>>1134223
>>
Rolled 2, 3, 8, 2, 4, 7, 10, 7 = 43 (8d20)

>>1134223

rollin
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>>1134223
H&D doesn't run for so long and you finally run on my birthday. This is so awesome TSTG you don't even know.
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>>1134350
Cutebolds are always welcome.
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>>1134350
You're welcome.
Sorry I haven't run one sooner.


Watcing the displays it looks like you're going to need seventy seconds or more for the next realignment. That should give you enough time to figure out if you're going to salvage something or not.

"There's less ships moving to cut us off than I expected sir." reports sensors.

"Why would so small a force try to block us? Are they hoping to buy time for others to catch up?" Lyas speculates over the command frequency.

On reversion you're quick to note that you outnumber the enemy by a fair margin. The medium is a Norune model. Fairly small all things considered but it's flanked by four Athena class battleships. They and the Medium have all been upgraded with heavy torpedo launchers.

Then the display fills with small contacts. Mines.

"That's more than our PD can handle!"

The Medium and battleships sitting a safe distance back begin to volley fire their heavier warheads.

"Sensors, are those AM torps?!" you demand.
"Can't be sure. AM or Plasma warheads."

All stasis based warheads would look the same on sensors regardless of payload. The bigger ships don't seem to be carrying Antimatter generators which means it comes down to how crazy your enemies are. Crazy enough to haul around fully fueled AM warheads?

>1) Point Defense
1A) Focus PD on mines
1B) Focus PD on Heavy Torps

>2) Enemy Medium
2A) Cripple and capture
2B) Initiate GTFO maneuver
2C) Other
>>
>>1134534
>1B) Focus PD on Heavy Torps
Manned fighters stay docked while drones function as mobile PD and ablative armor. Before jump have their reactors detonate. No time to have them redock.

>2) Enemy Medium
2B) Initiate GTFO maneuver
They're probably ready to make this a chase.
>>
>>1134534
>1) Point Defense
1B) Focus PD on Heavy Torps

>2) Enemy Medium
2B) Initiate GTFO maneuver
This doesn't seem like a worthwhile fight.
>>
>>1134534

1B) Focus PD on Heavy Torps

and

2B) Initiate GTFO maneuver
>>
>>1134534
>1B) Focus PD on Heavy Torps
>2A) Cripple and capture
>>
>>1134534
>1B) Focus PD on Heavy Torps
>2B) Initiate GTFO maneuver
>>
>>1134534
1A) Focus PD on mines

2A) Cripple and capture
>>
>>1134534
>Crazy enough to haul around fully fueled AM warheads?

In an area they already mostly control?

Haha no.
>>
>>1134534
>1B) Focus PD on Mines

>2A) Cripple and capture

They're more likely to have AM mines, the torps are probably to draw our fire.
>>
>>1134534

>1) Point Defense
1B) Focus PD on Heavy Torps

>2) Enemy Medium
2A) Cripple and flee

Glad to see you back!
>>
"Target the Heavy Torps. We can't risk them being loaded with antimatter. Navigators jump once the fleet is ready."

Weapons fire from your fleet is a bit more reserved this time as gunnery crews split their attention between prioritising point defense and targeting starships. They soon get their act together and it isn't long before you start to hammer the shields of the larger enemy ships.

The point defense HAG's reposition themselves to better provide cover. Any guns that don't have a clear line on the heavy torps tries to help with the barrage of mines. Most are small warheads dumped by a pair of Vengeance types now rapidly withdrawing from the area.

Finding themselves penned in by the incoming mines Lyas Cinayk orders the attack wings to break formation. Squadron sized units punch holes in the field large enough for them to slip through before the other mines fill the gap. Fortunately the field isnt too deep or it wouldn't have worked.
The smaller numbers of enemy ships present try to block their escape but your people are too fast.

Heavy torpedoes detonate under the fire of your fleet before they can get within range but you're taking hits from dozens of the smaller mines.

"Sir, the support ships are taking a lot of hits."

"Cover them as best you can. We only need to hold on a few more seconds."

Watching the timer it counts down the seconds at an agonizing pace. Finally it reaches zero.

"Jump, everyone jump. Lyas meet us at the next alignment point."

The fleet gets back into FTL and continues its flight along the trade lane while assessing damage. Your salvage ships and a few other craft are going to need some time out of combat for repairs. They can keep up until you find a safe place to stop but it isn't going to be safe sending them out on salvage missions until they're patched up.

Luckily you're here to shoot at things not just salvage them. That aspect of your fleet hasn't been degraded and it looks like there are plenty of targets available.

Three convoys have been picked up that are on the move. Intel believes there is a fourth one but it's currently in orbit of a colony and protected by its orbital defenses. Not the greatest target.

What is your plan of attack and where do you plan to move your fleet and support elements to?
>>
>>1135055

I wanna say, lets try to get the two convoys to our south.
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>>1135055
Hit the colony now while they aren't expecting it.
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>>1135116
I uh. . . .

That's crazy.

I kind of like it. It's nice and spiteful after their trick with the medium.
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>>1135055
I'd like to have our stealth ship check out the colony (D) and the eastbound convoy (C) for priority targets (white line)
Focusing on the western convoys depending on how fast we can get there green line 2. would allow us to cut them off at reversion point while maintaining some cover.
green line 1. isn't as much in our favour but would just be a rush to convoy B and hopefully taking out A
The stars are places I'd put our supply and salvage ships though I'd recommed using only one of them.
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>>1135230
>>1135055

I'll back Mr. Thought out Plan here though.
>>
>>1135230
>>1135055

Let's go with this.
>>
I wish autocad came with an option to enable NLIPS on a layer. Would make its use for mapping at different scales a little easier. A combination or procrastination and forgetfulness means I didn't update the maps as I'd planned to.

>>1135230
Looks like we're going with a variation of this.
Arron will take his cloaked ship and scout the colony and the other convoy.

Do we try to rush to convoy B first? Simply overtake A? Or move to a position farther along their guessed route?

1) Convoy B then A
2) Convoy A then B
3) Intercept at realignment point
4) Split up. Send an Attack Wing after each convoy
5) Take all battle ready ships and hit the convoy at the colony

I will be stopping here for the night. Resuming when I can tomorrow. Depends how long I have to wait for a flu shot in the morning.
>>
>>1135443

I think A then B would be fine.
>>
>>1133270
For House and Dominion!

>>1133402
Wouldn't it be mostly about cutting processed foods from your diet?

>>1134534
>The medium is a Norune model.
Somebody has an excellent taste in medium cruisers. Same model Sonia salvaged, or is there more than one type of Norune medium?

>>1135443
2) Convoy A then B

TSTG, should I dump ship ideas in a post here, or on the wiki? I'm not sure what is more effective.
>>
>>1135443
>2) Convoy A then B
>>
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>>1135500
>Same model Sonia salvaged, or is there more than one type of Norune medium?
Same base hull yes. I was thinking that replacing the 2 smaller spinal mount weapons with medium plasma cannons might work but looking at it I think they're a bit too large.
Replacing the aft hangar bays with additional heavy torpedo launchers totally works though.

>TSTG, should I dump ship ideas in a post here, or on the wiki? I'm not sure what is more effective.
Probably some combination? I've been considering adding a player/fanmade ships section and tag to the wiki. There have been quite a few suggestions over the years, some more successful than others.

2 suggestions if posting it in the thread. Don't put it in the same post as planning player course of action/attacks and things. It'll get lost among all the other stuff as I've seen in the past.
Secondly, maybe link the OP to make it easier to find later?
>>
>>1135712
>medium plasma cannons might work but looking at it I think they're a bit too large
It seems the problem with medium plasma cannons is they're mostly too long, so what about those large bore fusion cannons? IIRC, they're supposed to be the size of a heavy cannon but much shorter. If you rip out all the spinal energy weapons in the area it might work. Those guns were pretty impressive the one time Sonia saw them in action.

Another idea would be to fill the sides with range boosted LDs, I'm sure you could shove 20 or 40 of them into that hull, and the bombard class seems effective enough.

Removing the missile launchers, their support equipment, the conventional hangers, and then reconfiguring everything for drone launch and storage facilities could make the ship a pretty impressive launch platform in addition to the conventional armament already in place.

>2 suggestions if posting it in the thread.
k, I'll do that. I'll post a brief overview per ship to see if the idea is feasible. I probably went into too much detail without knowing how important things work in H&D.
>>
>>1135792
If the idea is good and doesn't break fundamental physics too badly we'll just add the requirements to our long list of R&D
>>
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>>1135712
I'll do one ship per post, mostly because you can only post a single image. And because post limits aren't really relevant on this ded board.

>>1133270
So, one idea was a dedicated light interceptor with an AM booster pack for the dominion.

You'd try to keep the weight as low as possible, so no atmospheric capabilities, lower fuel stores, detachable missile pods, downsized engines to account for the smaller mass of the fighter, the particle beam could run almost entirely on a chemical battery if it helps to decrease reactor weight and size. Its an almost entirely defensive unit, although I guess you could replace the missle pods with a torpedo each if necessary .The interceptor would launch from a carrier, boost towards the enemy fighters, drop the expended AM pack, defeat the enemy ship in dogfighters by using superior maneuverability and speed, and then return to the carrier before the low endurance becomes a problem.

Given how specialized it is, I'd guess it would mostly make sense to deploy them as dedicated squads on on medium cruiser or larger ships, where having a few dozens of these doesn't significantly impact the capabilities the ship's starfighter loadout.
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>>1133270
This one is a multirole command and support based on the medium cruiser from the south reach guys.

You basically start with two of their medium cruiser hulls, if I remember correctly, these are supposed to be very versatile because of new construction processes, and then go from there.

One of the ideas was to give the ship resource processing and decent manufacturing capabilities, so it could act as a factory ship for smaller raiding fleets on longer deployments. Drones seem like something that would work well with this ship design.

Two large scrap cannons (marked red) would allow the ship to provide support fire against fortified positions, and to quickly deploy drones across the battleships. They could be fired in specialized containers, allowing them to quickly support ships across the battlefield further away from the command ship.

Once research has progressed far enough, the FA could provide a nanite fabricator module to allow for the construction of smaller ships up to the size of something like the vulture attack cruiser during deployments against the neeran.

The engines on the render model are way too large, but the basic shape of the ship might give an idea what it could look like.
>>
>>1135938
My only concern is the AM booster. It's going to be a stasis cell, and whilst they're less expensive than a starfighter sized reactor, it's been mentioned a few times they're not cheap either.

Fielding these will be a guaranteed 'You lose X amount in stasis cell cost', to the point where it might just be better to use regular fighters if they cost more in resupply after only a few missions. There's also the issue of having to pack in more varied supplies in a carrier with the need for fresh stasis cells.

I like the drawing though!
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>>1133270
Last one is a platform to deploy the fusion array that pretty well for Sonia during the last big campaign. This seems like something that would need r&d support from the current ruling house, so it might be best to wait until the civil war is over

J-D probably knows a lot about repairing, redesigning, and rebuilding ships of the Forbearance type, and there is a working outdated fusion array the have access to. So it might sense to combine these things to build a dedicated mobile version.

It would probably be unable to fire wide beam shots but with AM torps becoming more widely available and the neeran fielding large amounts of heavy cruiser and bigger ships, that shouldn't be too much of a drawback. And it would keep these ships from being too effecive against factions that like to spam smaller ships.
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>>1135938
Dammit, what game is that fighter from? It's from one of the wing commander games right?
Wasp! There we go. This is what I get for only playing Wing Commander 4 and with a borrowed game.

It's a good idea for a space fighter.
For beam weapons it probably wouldn't be able to power even a short barrel particle beam though so micro phase cannons are it. Might need an extra targeting module or space for sensors else it would be more vulnerable to ECM. Looks fine.

Do you use CAD or Paint?

Design note on the Z5Y and its afterburner. I never got around to posting about this. The engine and the fuel cell are made of 2 parts. The engine has a tendency to wear out more quickly due to heat and has to be replaced more often than the fuel cell. Either can be jettisoned on their own.
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>>1136039
That's a thing I was worried about that as well but I'd never know without asking and the last thread was a while ago. Another idea was to have these deployed from specialized launch bays, which are basically small scrap cannons that shoot these thing at the enemy at whatever are the highest speeds faction tech can keep pilots alive at.

>>1136055
>This is what I get for only playing Wing Commander 4 and with a borrowed game.
Yeah, I've been wanting to replay the wing commander games but I have no idea where I buried my joystick and throttle. The SRL design is heavily inspired by the Concordia. Thinking about it, the array super could probably be made to look like the midway carrier in wing commander 5 with the gap for the array in the middle.

>Do you use CAD or Paint?
Gimp, I'd guess it's pretty close to windows 10 paint? The design is mostly copy and paste from the Z5Y with stuff removed to make it smaller.

>For beam weapons it probably wouldn't be able to power even a short barrel particle beam
I was worried that could be a problem. That's why I suggested a chemical cartridge for a very limited number of shots instead of powering it with the main reactor.
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>>1136092
Assuming these would be utilized as a "static" station defense you could make the jettisoned AM booster reusable and have them be retrieved after battle. A simple pinger after detachment would be enough to find them and a bit of clever designing and extra robust engineering should allow a more economical usage of the more expensive stasis field emitters required to store AM.
>>
>>1136055
WC3 was the best one IMO.

If we're going to take inspiration from them, then can we make a heavy defensive fighter ball that is just a bunch of turrets?

Turrets were OP in Wing Commander.
>>
Micro-super construction program when.

Imagine a Dominion where every allied medium sized house had their own Forbearance. What a world that would be.
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>>1136024
I can see it now.
>SRL: All of my want!
>Other Factions: [Screams externally]
A ship that can act as a command, manufacturing and support vehicle for raiding fleets would certainly have some advantages. Advantages the other Factions would very much not want potential pirates to get their hands on.
At least the Mega class ships the SRL builds are slow enough to catch and are big targets. Everyone is going to want such a program to die before the Warlords can begin fielding them.

Approved.

>>1136050
The Forbearance hull isn't a great starting point for a weapon system like that. It does give me a few ideas for other faction counters to the Scorcher though. I'll see if I can expand off of it.
The way things are going other heavy plasma weapons could render the big array formations obsolete in the not so distant future.

Conceptually it's a good idea not one that'll work right now.

>>1136039
>>1136092
Stasis based tech is a bit on the expensive side. The costs are slowly going down but its use in warheads means demand remains high.
The AM interceptor because it uses conventional engines plus an AM engine would still be a little more expensive than the proposed drone fitted only with stasis based engines. Conventional engines are easier to maintain in the field though because lots of engineers have experience with them.

There are trade offs in cost but nothing that would block it from entering production.

>have these deployed from specialized launch bays, which are basically small scrap cannons that shoot these thing at the enemy at whatever are the highest speeds faction tech can keep pilots alive at.
Dedicated starfighter carriers can already be equipped with repulsor based launch tubes/catapults.

>>1136351
This would be easy enough to implement.
>>
>>1136585
>The way things are going other heavy plasma weapons could render the big array formations obsolete in the not so distant future.
Speaking of future plasma weapons, how is the Moon doing in Rioja? Will it be able to keep supply balanced for a while?

I was thinking we could offer to build a truly massive facility with the Run alliance all contributing in their own ways.
Smuggler's Run brand Plasma Weapons.
>>
>>1136596
The Governor has ensured enough funding is set aside for repairs and upgrades. For now it's able to keep up with demands.
Lunar defenses will remain compromised for some time but even in its weakened state it would require at least a heavy cruiser to threaten it.

>I was thinking we could offer to build a truly massive facility with the Run alliance all contributing in their own ways.
It'll have to wait until the new fleet base is finished.
>>
House and Dominion live at last. And here I am sitting. Hating life because my ISP is forever banned for unknown reasons. Life is suffering.
>>
>>1136585
>Everyone is going to want such a program to die before the Warlords can begin fielding them.

Well, it really doesn't need to be a warlord ship. They're most likely selling production licenses for their medium to anybody who can pay for it.

That ship could be PCCG project. They seem like a faction who could use something like this without everybody else trying to shut them down. Scrap cannons are basically freeware, and they also don't have a domestic medium or heavy cruiser design. So buying the cheapest modern medium they can mass produced with their largely substandard infrastructure and then developing other designs from it would make sense.

>A ship that can act as a command, manufacturing and support vehicle
An earlier idea was to place a drone hangar, EW systems, and munitions storage in the front hull, and resource processing, repair, and manufacturing facilities in the rear hull. I never came up with a good idea what to put in the part in the middle where the two hulls meet. Assorted crew facilities like barracks, hospitals, training rooms etc. maybe? Or you could make parts of the design modular, so you could swap out what's in the front and rear hull between missions.

>Conceptually it's a good idea not one that'll work right now.
It was mostly an idea for a relatively low tech siege option for people who couldn't get a hold on the republic, helios, or actual kavarian weapons.

>At least the Mega class ships the SRL builds are slow enough to catch and are big targets. Everyone is going to want such a program to die before the Warlords can begin fielding them.

>Approved.
Or it could be privately designed by ┼×ivan Berwari. He should have some decent pull in the alliance at this point. And that would keep the design largely away from the SRL, at least for now.
The easiest way to find the proper spelling on the wiki is to search for 'beard'.
>>
Anyone else having trouble with 4chan taking forever to load a or open images?

>>1136609
That sucks. Did you try contacting admin?

>>1135545
>>1135500
>>1135473
Looks like we're going with
>2) Convoy A then B

Qlippoth its escorts and support elements will split off and go for cover in the nearby nebula while the attack wings will go after the convoys.
Will the Outer Heaven be supporting the Carrier or the attack wings? Or did you have another plan in mind for it?

You could escort that jammer into a better position so that second convoy isn't spooked.

>Your orders?
>>
>>1136627
Make sure the jammer is where it will do the most good. Not the most glamorous job but very useful.
>>
>>1136627
>Anyone else having trouble with 4chan taking forever to load a or open images?
Yes.

>Your orders?
Outer Heaven joins the attack wings, half the BBs and a squad of assault corvettes escort the jammer.
>>
>>1136627
>That sucks. Did you try contacting admin?
Basically they told me I am fucked. Then again I am moving soon to a new apartment with a new ISP.

>Anyone else having trouble with 4chan taking forever to load a or open images?
Also yes.

>Orders?
Outer Haven assists the Attack Wings in their Alpha strike so we can cause as much damage in as short a time as possible then GTFO.
>>
>>1136618
>Well, it really doesn't need to be a warlord ship.

If you design something based off of something the Warlords already produce, the Warlords will copy it.

Hell, I suggested the Scrap Cannons half jokingly, launching entire obsolete Standard Corvettes at the Neeran because 'what else is the Dominion going to do with all the damned things?'

Some designs should never be committed to paper, so that they die with the mind that imagines them. For the greater good.

Not that I want Sonia to die, but dear god don't give the Warlords access to something like that.
>>
>BBs
Those would actually slow down the jammer since it's as fast as your attack ships. A corvette squadron will be assigned and help get it into position.

>>1136642
>>1136650
Looks like we're joining the attack.

Roll 5d20!
>>
Rolled 16, 7, 19, 9, 4 = 55 (5d20)

>>1136680
Rolling Bones
>>
Rolled 18, 4, 2, 8, 17 = 49 (5d20)

>>1136680
>Roll 5d20!
Now I'm curious if the dice roller can manage factorials.
>>
Rolled 4, 4, 15, 19, 12 = 54 (5d20)

>>1136680
>>
18, 7, 19, 19, 17

I believe in Sonia
>>
Rolled 2 (1d5)

>18, 7, 19, 19, 17
Not bad. Does outer heaven still mount Dominion plasma, or did we put republic guns on her?

Also trying to roll factorial dice.
>>
>>1136697
>Does outer heaven still mount Dominion plasma, or did we put republic guns on her?
Since I can't recall I'm going to say it still has the Dominion guns on it. Republic ones were prioritized for the Monitor class since they needed longer range to better escort Forbearance.


>>1136680
Catching up on the convoy you hit them in force. Half of the escorts go down in the opening attack and your ships begin to tear into the transports. Diving in among the cargo craft the assault corvettes make their way to the front of the formation, using the enemy's own ships for cover while going after the remaining escorts.

The more powerful weapons on the Outer Heaven tear through shields as though they weren't even there. This isn't so much a battle as a massacre.

"Watch those fuel tankers, they're older models." you warn.
A few of them break formation and try to reach minimum safe distance from the rest of the convoy. Two of your attack cruisers swing in a little too close on a strafing run and take heavy damage when the fuel tanks on one explode.

Shaking your head you have Maybourne flag both of the cruisers for recovery and nearby friendlies help them jump out of the area.

"Remind me to talk to those pilots later."

"Additional contacts aft!"

It looks like that Norune Medium cruiser and some of its group have followed you or guessed where you were heading. They're hanging far enough back that they can make a run for it if you decide to throw a unit at them.

Most enemy ships have given up on trying to hit your smaller Corvettes and Frigates. They're focusing fire on the attack cruisers. Your covering fire is preventing them from taking serious damage but they're going to need repairs after this unless you pull out now.

[ ] Stay and finish off the convoy
[ ] Retreat, you've done enough damage
>>
>>1136788
>Since I can't recall I'm going to say it still has the Dominion guns on it. Republic ones were prioritized for the Monitor class since they needed longer range to better escort Forbearance.
One of the Monitors got her engines shot off, and we decided to move the republic guns on the Shallan Medium we loaned to the local Ber'helum commander. I was mostly wondering if we put them elsewhere afterwards. Moving them to Outer Heaven would have made sense in that case.

>>[ ] Retreat, you've done enough damage
Recovery and rescue efforts will likely bind ships that could be used elsewhere, and we'll have more than enough chances to do additional damage in the future.
>>
>>1136788
>[x] Retreat, you've done enough damage

Can we try and bait that Norune medium in by pretending to split up?
>>
>>1136788
>[ ] Retreat, you've done enough damage
They'll be forced to conduct SAR on the convoy or abandon it for a chance to fight us outnumbered. Plug a decent amount of surviors will ensure that fear will spread more easily once words starts to get out that Sonia is in town and this is her new playground.
>>
"Reynard to all ships, break off the attack. Cover our damaged ships and make sure they're not followed back to the fleet."

You make sure the Outer Heaven continues to put fire on the hostile medium cruiser until everyone is clear to jump. Those ships too badly damaged to continue will head back for repairs. The rest of you have another convoy to hit.

"We're down one ship." reports Maybourne. "One of the EC-K's caught fire from those Athena battleships while trying to scramble their heavy torpedo locks."

The remains of the hull have been recovered but the crew were forced to abandon ship with the emergency teleporters. At least you know that they don't seem to be carrying antimatter weapons should you run into them again.

After losing your pursuit you swing near the position of the jammer and make a run on the second convoy. They're on the move and your initial arrival misses them. They may have spotted you but the jamming will mean they're unable to tell if you've continued to pursue them.

[ ] Continue pursuit, pick away at them
[ ] Loop around to intercept from ahead
[ ] Split your forces, attack from both directions
[ ] Other
>>
>>1136904
>[x] Loop around to intercept from ahead
>>
>>1136904
>[ ] Loop around to intercept from ahead
>>
>>1136904
>[ ] Loop around to intercept from ahead
Try to keep that Norune Medium accounted for even if it means we have to dedicate some ships to following its movements.
>>
>>1136904
>[x] Loop around to intercept from ahead


>>1136966
Maybe set the stealth ship on it?
>>
>>1136968
It's already checking out the two other convoys for priority targets.
>>
File: Convoy 02.gif (5 KB, 1113x638)
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Sorry, I turned off the music and lost my train of thought.


Looping around you move to cut off the convoy at one of the other realignment points. The jammer is informed that the enemy is on the move and relocates to a better position.

You're waiting in ambush positions when the convoy drops to real space.

At the front is a new Shukhant equipped with additional shield generators protecting much of the front of the convoy from fire. Two Sledge and one Kilo class medium are guarding the back of the convoy along with any battleships and battlecruisers present. Looks like they were expecting pursuit.

The flanks of the convoy are guarded by Knight class cruisers. Their sublight performance wont matter here and they still have just as much weaponry and shields as your attack cruisers.

Your plan of attack?
>>
>>1137055
Image not to scale.
>>
>>1137055
Try tomdisable as many transports as possible with long range fire from the sides before the enemy can shift their formation. Then get out of there.
>>
>>1137055
Please tell me we have SP torps available.
They're pretty much hoping we don't have the SP torps to disable/weaken the front medium since the mediums and ships at the back can't come up to assist without needing to navigate around the transports which will greatly slow them down.
Attacking from the side would cause the the mediums to move in a pincer to that side while frontal forces the main force to travel maximum distance.
>>
>>1137092
>Please tell me we have SP torps available.
You do but not very many.

The Outer Heaven has 40-ish SP's while each Wing has about 20. Some Knights may be hoarding additional ones but don't expect more than a dozen at best. If intel locates any convoys carrying more you can be sure they'll be well protected.

You have so few SP's that most have been refit with spare stealth torpedo casings to reduce the chances of interception.
>>
>>1137124
I'd say take the risk and use a few of the SP's to take out the extra shield gens and hammer down the front ship.
>>
>>1137069
[ ] Long range fire
>>1137127
[ ] SP Torpedo the lead escort
>>
>>1137176
>[x] Long range fire
Focusing on the Shukhant, perhaps?
>>
>>1137192
That's an option. Or you could shoot at the transports not protected by its tougher shield.
>>
While not an assault corvette specialist Lyas Cinayk suggests sending the more agile ships in close.
"They could strike at the convoy's flank then then cut through and escape out the other side. Using the transports for cover seemed to work for them in the last fight."

It's risky but would certainly disrupt the convoy.

[ ] SP Torpedo lead escort
[ ] Long range fire on lead escort/shield
[ ] Long range fire on less protected transports
[ ] Assault corvette close attack
[ ] Withdraw
[ ] Other
>>
>>1137218
>[ ] SP Torpedo lead escort
>>
>>1137218
Should probably announce thread continuing on twitter. Most people aren't like me and lurk constantly.
>>
>>1137361
Right, should probably post that when resuming in the morning, etc.
>>
>>1137218
>[x] Long range fire on lead escort/shield
>>
>>1137218
>[ ] Long range fire on lead escort/shield
>>
>>1137218
>[ ] Long range fire on lead escort/shield
>>
>>1137218
>[ ] Assault corvette close attack
>>
>>1137218
>[x] SP Torpedo lead escort
>>
Looks like Long range fire on lead escort/shield.

Roll 4d20
>>
Rolled 5, 16, 9, 11 = 41 (4d20)

>>1137497
Better hope they don't have too many shield generators.
>>
Rolled 11, 5, 9, 16 = 41 (4d20)

>>1137497
>>
Rolled 16, 19, 19, 12 = 66 (4d20)

>>1137497
I hope our short range LD plasma cannons work at long range.
>>
>>1137518
>16,19,19,16
Sure looks like they do.
>>
>>1137218
>[ ] SP Torpedo lead escort
>>
Wanting to stay well clear of the heavier ships at the aft of the formation you order everyone to open fire on the lead Shukhant. You're a little worried that the attack ships won't be able to penetrate the shield from this range. Certainly the assault corvettes won't be much help with their pulse cannons nor will the LD plasma cannons on the Outer Heaven.

Maybourne shakes her head. "It's no good sir, we can't penetrate the extra shields."

"Focus all fire on their port side. Punch through to their extra shield modules."

Twin linked phase cannon fire from your few older corvettes along with the Dusk II's all seem to stab into the same general area. Everyone else begins to shift their fire as well. Although not at the best range for them your gunners hit the same spot with your medium plasma cannons. It's enough to punch through two layers of shielding and knock out one generator.

Fire hammers the momentarily unshielded hull of the Shukhant. Although its new armor holds up quite well it's simply too much fire to withstand and soon much of their port side is in flames. The crew are forced to change course and retract the other shields to prevent crippling damage.

The other escorts are moving up as quickly as they can to help provide cover. Both Sledge class ships are beginning to rain Fusion cannon fire down on your fleet as they advance. The Knight class escorts are doing their best to block fire from reaching more valuable craft including what look to be troop transports.

Lyas contacts you. "Their Battleships are taking longer to move up but we're running out of time sir."

The escorts are forming up into stronger formations. You can still hit the less valuable transports they don't care about but you're going to start taking losses soon.

[ ] Fighting retreat
[ ] Use your long range ships kite them awhile longer
[ ] Continue full bombardment until they've finished forming up
[ ] Other
>>
>>1137653
>[ ] Use your long range ships kite them awhile longer
Have the ships that are too short ranged do a double microjump to ambush the transports from behind. ships that can't outrun the battleships and the sledges will return to a meeting point.
Hopefully we can draw the escort away enough to make them pay for focus so much of their effort on the frontal assault.
>>
>>1137653
[x] Fighting retreat

We can't afford to keep accumulating damage this early, and giving the enemy forces a 'victory' will hopefully cause them to underestimate us.
>>
>>1137653

[x] Fighting retreat

lets regroup
>>
>>1137758
Considering there are going to be survivors we're not going to be able to play our usual game of hide the numbers. This is almost certainly going to be a chase style campaign much like our defense of the relay except this time we're the opposing force and we're not going to take over planets... for very long anways.
>>1137773
I think this can still be salvaged by changing our angle of attack and forcing them to chase us.
>>
>>1137653
>ATTACK.
>RETREAT.
>REGROUP.
>REPEAT.
>>
>>1137803

Make them over extend their reach and pick them off when they are far away from support?
>>
>>1137817
I was thinking in the more immediate by making the relatively slow mediums and battleships to chase our longer ranged ships while our corvettes can flank them using microjumps to wreak havoc among the transports and whatever quicker combat ships they have.
>>
>>1137653
>[x] Fighting retreat
>>
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>>1137803
>Considering there are going to be survivors we're not going to be able to play our usual game of hide the numbers.
That Norune Medium and its escort have seen the full strength of your fleet which is more than this convoy has. They just haven't been able to tell anyone yet.

>>1137804
I think this post is supporting retreat at this time (since attack have been done) which would be 3 votes.

"Fighting retreat." you order.

More enemy ships form up into better positions to protect the transports from your group but don't advance far beyond that. The remaining shields on the Shukhant continue to offer some protection, though they're going to need the assistance of another Medium in order to jump out.

Their flanks are a bit weakened. You have the assault corvettes micro jump out a few million kilometers. Still close enough to be detected and put the fear of additional strikes into the convoy while you make your getaway.

Firing off one more volley the Outer Heaven jumps out with the mixed wings.

"No sign of pursuit."

Using the jamming ship to full advantage you retreat into one of the nearby nebula and link up with the Carrier and support ships. Assault Corvettes are quickly cycled through the bays for repairs since they require the least turnaround time. Repair pads on Qlippoth and the other ships get to work on the others. Forward bays meant for support craft even manage to find room for work on a couple attack corvettes.

While you're waiting Aron reports back from his recon run of the other convoy.

"When they lost communications they must have figured something was up. That convoy in dock above the colony world isn't going anywhere until reinforcements arrive."

"What about the farther one?" you ask.

"They're mostly empty. Headed back to pick up more supplies and ferrying wounded. By now they've moved far enough that I don't think we'd be able to catch them."

Fair enough.

Intel is currently working on linking into local covert networks Helios and its allies have in the region. It could take them a few days to come up with good targets to hit but when they do they'll probably be important.

1) Did you want your fleet to hold its position while repairs are underway or keep moving?
1A) Hold. They need to spot FTL flares to track you.
1B) Keep on the move. Try to clear their search area.

2) Did you want small units to stage hit and run attacks on targets of opportunity?
Y/N?
>>
>>1138120
>1A) Hold. They need to spot FTL flares to track you.
>2) Y
>>
>>1138120

1) Did you want your fleet to hold its position while repairs are underway or keep moving?

Repair our shit

2) Did you want small units to stage hit and run attacks on targets of opportunity?

Yes keep the enemy chasing after false leads
>>
>>1138120
>1A) Hold. They need to spot FTL flares to track you.

>2)
Y.
Let one of our commanders take charge for a bit.
>>
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>>1138120
Here's my suggestion.
Damaged support ships stay at the home base.
Two mixed wings take the east and west green triangles.
Assault wing with battleship support will handle the farthest position.
Carrier group is split up evenly among these three wings to act as the wing commander wishes.
Attack Cruisers along with the Outer Heaven will stay with the supply fleet to provide protection while the two lance classes and Qlippoth function as raiding command ships.
>>
>>1138275
supporting, but I wonder if we could use the battleships mixed in as well. or would they be too slow?
>>
>>1138275
Mixed wings will take time to finish repairs before they can deploy at full strength.

>Carrier group is split up evenly among these three wings to act as the wing commander wishes.
So make use of Escort Carriers. You only have 1 fleet carrier and it's primarily for drones.

You've decided to hold position for now while most repairs are completed.

Did you want to send out larger multi-squadron units for raiding like: >>1138275
Or keep them at squadron strength?

Larger forces can do more damage and take on more heavily armed targets, but smaller units can potentially escape notice more easily.

[ ] Larger units
[ ] Smaller units
[ ] Send out Wing Commanders. Let them decide on deployment
>>
>>1138458
>[ ] Send out Wing Commanders. Let them decide on deployment
From our experience the Dominion has a well trained officer class so better make use of it. They know their people and the ships they fly better than we do.
>>
>>1138458
>[x] Send out Wing Commanders. Let them decide on deployment
>>
>>1138458

[x] Send out Wing Commanders. Let them decide on deployment

It's their job to put their people to use.
>>
>>1138458
>[x] Send out Wing Commanders. Let them decide on deployment.

Later on, when the forces in the region have started hardening their defenses, we'll have to move in larger groups. For now I think we can leave it to a situational call.
>>
>>1138458
>[ ] Send out Wing Commanders. Let them decide on deployment
Rip and tear my children, rip and tear!
>>
>>1138543
>>1138505
>>1138483
>>1138476

Are you guys okay with sending them out to points near those green triangles?
>>1138275

Or would you rather they focus on the space around the nearby major colonies?

You'll need to know roughly where they're operating in case they need help.
>>
>>1138615
Yes
>>
>>1138615
The triangles work.
>>
Sorry guys I'm having a really hard time focusing. Resuming in the morning! Targets and potential plot hooks aplenty, I just can't get it all straight in my head right now.

Regarding progress on a better map: space is big and complicated. It'd probably be best just to stick with what I've already got and expand upon it.
>>
>>1136024
You're like a non-autistic ShadowSword.

Let's fund this.

. . . . . secretely. Can we do this with the cold world Aliens?
>>
>>1138952
>>1138952
We're really playing it cautious this time around hey?

Wish I had been able to convince people to take out the first ships we ran into, the Athena & Friend.

Remember - Some people ARE as crazy as us, most aren't though.
>>
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>>1133270
>>1136585
>The Forbearance hull isn't a great starting point for a weapon system like that
In that case, why don't we basically repeat what we did to the standard frigate with the bombard class but this time we take the ascendancy hull? Throw out all non-vital systems, move around what remains to make room for the containment fields and acceleration mechanism, and make it possible for the engines to channel plasma into the hull. Maybe keep a few of the phase cannons on the hull to provide rudimentary protection against smaller sneaky ships. Oh, and put a big barrier in front to keep this thing from being too fragile.

>The way things are going other heavy plasma weapons could render the big array formations obsolete in the not so distant future.
There are currently 3 factions who can produce good siege weapons. The republic, house helios, and iratar. The terrans could probably just glue together hundreds of those relatively weak long range phase cannons we have on the decis and end up with something that's kinda effective but horribly inefficient. The warlords' siege cannons are probably in the same league. So even if the republic manages to come up with something better than the array, developing their own mobile version of it would still allow J-D and the current ruling house to enter a highly profitable market, even if their weapon is obsolete compared to the new high tech stuff. It's still better than what the terrans and SRL have.

>>1138615
>Are you guys okay with sending them out to points near those green triangles?
Yeah. We should stay away from the planets for now. If the enemy has to form large convoys protected by at least multiple medium cruisers and lots of supporting ships, we're already helping our allies elsewhere by keeping these ships from reinforcing the front lines.

>>1138952
>Sorry guys I'm having a really hard time focusing
Can you get somebody to help you with your diet now that the doctors' have a theory what's causing you trouble? It would make sense to get some help if you have your eating habits so drastically.

>potential plot hooks aplenty
Creating and establishing a universe wide tiny robot death arena league with baron dante.
We sell scale replica model kits of ground vehicles, people us the corvettes mind link interface or holo booths to control them while fighting battles in scaled down holo arenas like the life size one we tested the gunship in. Maybe some would even bother with actual scale model arenas if they're enthusiastic about the whole thing. The audience gets to have fun watching matches, players get hours and hours of early training with the interfaces of modern hardware years before they can join the military, and more technically minded people build and maintain the models, already learning valuable skills as mechanics or engineers. On top of that licensing fees for accurate military models are funneled to the various governments to help fund the war effort.
>>
>>1139798
> Creating and establishing a universe wide tiny robot death arena league with baron dante.

You had me at tiny robot death arena league.

> We sell scale replica model kits of ground vehicles,

AS WELL, we sell "kit-bash" parts so people can make their own tiny death bots. The only catch is they have to register their builds to participate in official matches, and we own the proprietary rights to anything that happens in them.

As a courtesy, we'll buy out anyone who can prove we used a concept pioneered by them in commercial endeavours down the road. Say, 1% of the profits which honestly should be more than enough to make them fucking rich.

10% if it's something we can implement into production within one year of registration.
>>
>>1139798
>ascendancy modification
If that setup has any chance of working, you probably want to add blow-out panels and either turn the crewed areas inside the ship into gigantic teleport capsules, or move as much as possible of them to the exterior of the hull.
>>
>>1139798
>but this time we take the ascendancy hull?
You're going to want to start with one of these. The one on the left is a test platform for large scale laser weaponry. While lasers aren't the greatest against shields Helios was hoping they might be more effective against Neeran Supers.

It could be used as a platform to test other weapons easily enough.
>>
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>>1139798
>a universe wide tiny robot death arena league
>We sell scale replica model kits of ground vehicles,
>>1139937
>AS WELL, we sell "kit-bash" parts so people can make their own tiny death bots.
mfw

>Can you get somebody to help you with your diet now?
Probably a good idea. Flu shot may also be messing with my head a bit right now.

Not resuming just yet. Have to pick up some gear from my parents place and then I'll get right back to it.
>>
>>1139798
>Let's try to out-Helios House Helios, the ship design

Aren't there already several bombard style Ascendancy variants?
>>
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Three of your Wing Commanders are sent out with nearly full strength units and an escort carrier each. In the time that they're gone the rest of the fleet finishes repairs, though the one attack cruiser that was mostly destroyed will need days of work. Engineers want to simply scrap it and use the parts as a reserve to repair other ships.

After a day in the field the wing commanders report back.

The farthest deployed unit to the south has targeted numerous transports along with some smaller patrol units and convoys. They've also harassed one larger convoy with torpedo attacks. This drew the attention of numerous patrols, pulling them out of position while searching. Given their proximity to the front lines this may have helped Helios skirmishers.

The closer wing hit several targets at near full strength, crippling local infrastructure a short distance off the trade lane. A fuel refinery and some mining operations have been put out of action. They also captured a pair of transports operating solo but neither of them were carrying any cargo.

Those deployed to the east flank haven't had as much success as the others but have managed to scout out positions that could be vulnerable in the future. Com relays, sensor stations and a few small garrison bases have been found.

You've acquired transports that are not suited to surviving combat or supporting your fleet operations. Current position is too far behind enemy lines to send them out. What do you want to do with them?
>>
>>1140097
Either use for a commando raid or scavenge for parts.
>>
>>1140097
Would it be worthwhile to use the transports as sacrifical ramming crafts or as decoys?

If not just scavenge them for parts or hide them.
>>
>>1140030
Sssshhhhh. Nobody can know we're secretly Evil.
>>
>>1140097

>>1140116

Fire boats. Anti-matter fire boats.
>>
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>>1140103
>>1140116
>>1140120
Lots of options, all viable.

You've managed to get in contact with the local intel network of House Helios. Some of them are wary about how much info they can safely give you without tipping the enemy to their operations.

What they can get you is a list of targets for your current oversector. They'll only provide data for operations in 1 oversector at a time. It's a bit arbitrary but they're the one with intel operatives at risk. That doesn't mean you're restricted to convoy raiding or other actions over a wider area, just high value targets.

Types of high value targets.

>Emergency Teleport Receivers
These ships and facilities are expensive to produce, and with constant fleet actions in high demand. The Dominion as a whole faces a shortage of them so capture rather than destruction would be ideal. If you could capture one it would make it easier to recover your own pilots.
Dominion Receiver platforms are configured to make it easier to recover capsules used by pilots, Knights and command crews. These personnel are extremely valuable for ransom and prisoner exchange.

>Ransom/Kidnapping Targets
Disrupting enemy leadership can severely impact enemy operations in their area. Generals commanding occupation garrisons. Barons and commanders of fleets. Key logistics personnel. Getting hold of these people would strike a blow against enemy organisation, secure more intel and provide ransom options.
This can offset the operations cost of the fleet or allow you to perform prisoner exchanges for captured personnel.

>Troop Convoys
Vitally needed in order to occuply worlds, troop convoy are well protected. Their loss will greatly slow advance of enemy forces. Troops ships and HLVs can not be equipped with emergency teleporters due to the number of personnel aboard.
Disabling transports might be better for the Dominion long term and require the enemy to divert ships to their recovery. It should be pointed out that these troops could still be used against you or your allies later in the current war.
Even threatening these convoys would help pull ships away from the front lines and buy time.

>Intel Operations
Helios intel may have need of your cloaked ship or other resources to insert or extract personnel and equipment. You could also provide them with captured ships to help them complete their missions.

Did you want to request intel on targets in your current oversector, or relocate to another one?
>>
>>1140168
Ransom/Kidnapping!

Sneak around in our stealth armor and steal people!
>>
>>1140168
>Emergency Teleport Receivers
Highest priority. Two wings should be allocated.

>Ransom/Kidnapping Targets
Our cloaked ship should be enough for this combined with several of our infiltration teams.

>Troop Convoys
Low priority for now since this doesn't directly help with long term raiding

>Intel Operations
Let them give requests for types of captured ships as required and we can assign ships as needed to fulfill requests

I believe at minimum one wing should be harassing trade routes at any one moment while the others fulfill Intel assigned targets.
>>
>>1140168
>>Emergency Teleport Receivers

This is highest priorities. Two wings AND our infiltration teams. Can we INTENTIONALLY teleport them into their facilities?

>Intel Operations

Helios intel may have need of your cloaked ship or other resources to insert or extract personnel and equipment. You could also provide them with captured ships to help them complete their missions.

I GUESS we could give them the ships we captured, instead of using them as fire ships. Also letting them use the cloaked ship.

>Troop Convoys

Take these guys out after crippling their ETR capabilities. First we reduce the effectiveness of the Convoy's escorts. Then we go after the troops.

>Ransom/Kidnapping Targets
Resolved by first taking out Emergency Teleporters, and then capturing ships. We have a pretty good rep for treating prisoners of war, and playing hardball negotiations by now I would assume.
>>
>>1140198
>>1140207
>>1140211
Well you guys seem to have an idea of what to go after once you get intel on them.

The Oversector you're currently in is not on the front lines. It's more likely to have support infrastructure and convoys headed through it to areas of fighting. Enemy forces are by now aware that a raiding fleet may be operating in the region.

If you're set on finding an ETR Ship you may have better luck in a sector closer to the front lines.

Do you want to request intel on your current oversector, or relocate to another one?
>>
>>1140225
This oversector is fine.
It has several trade lanes that supply front lines on this side, plenty of major industry and enough cover to functino unimpeded.
>>
>>1140225
No, remain here and cause as much mayhem as we possibly can. With any luck we can force the enemy to draw away forces from the frontlines to deal with us. At which point we in turn move to them and snag a Teleporter Reciver.

For now we should focus on making things as painful as we can for their logistics as possible. Destroy fuel stations, supply depots and the like
>>
>>1140225
Stay in the sector and create as much mayhem as possible. Let them think we have twice the ships we really do, force them to increase convoy escorts. Then we can relocate and attack them where they're weak.
>>
>>1140225
Let's set up a fake base with "captured" troops on ships that are actually filled with anti-matter.
>>
>>1140288
I was thinking we could perhaps fill one of the transports with anti matter and then leave it to drift for someone to find with a stealthed ship nearby. Once they bring the Transport back to a dock the stealthed ship then triggers the anti matter and takes out the Transport, the station it's docked to and any ship docked to the station as well.

The honor of such an action is questionable however but I don't know how important such a thing is in a civil war
>>
Contacting the resistance.

...Targets found within Oversector.

>ETR: 0
>Ransom Targets: 1
>Troop Convoys: 0
>Intel Operations: 4


>Ransom
A relatively minor Lord from a wealthy House and family. He's proving effective at keeping local logistics functioning better than his prospective replacements would. Recon team required.
This target is on the same planet as an intel operation. Hitting one of these will prevent the completion of the other mission.

>Intel Ops
1. East Trade Lane
Insert agents to better keep us informed of convoy movements.

2. Distant sector
Very little intel is available. Agents must be inserted to rebuild local network.

3. Counter Intel
A minor colony far from the trade lanes. You haven't been given details about why they need agents here.

4. Diverting funds
A team is to be inserted to transfer funding from a local trade hub. This may disrupt enemy trade negotiations.
Recon team required
This target is on the same planet as a Ransom operation. Hitting one of these will prevent the completion of the other mission.

Covert assets
You have 1 cloaked ship, 2 stealth LSTs and 2 captured transports.
You also have 2 Recon teams in addition to other special forces.

Which missions did you want to focus on?
>>
>>1140343
Honour in Civil War?

Nah man. Fuck them.

The trick is to make it seem like it's THEIR troops asking for assistance. In an area we aren't anywhere near.

Ooooh, I wonder if we can fill it full of flash bits so they think it's like a research thing or something valuable.

The trick is to get them to not start blowing up our dudes because they're scared of anti-matter bombs.

>>1140363

1. East Trade Lane

> Insert agents to better keep us informed of convoy movements.

Key point here. Use captured transports. Raise a ruckus to draw off attention while they insert.

>4. Diverting funds
>A team is to be inserted to transfer funding from a local trade hub. This may disrupt enemy trade negotiations.
> Recon team required
> This target is on the same planet as a Ransom operation. Hitting one of these will prevent the completion of the other mission.

Discrediting is better than kidnapping. Also gives us the possibility of turning the minor Lord.

> 3. Counter Intel
> A minor colony far from the trade lanes. You haven't been given details about why they need agents here.

And this. Fuck enemy intel. Since it's far away, send in the cloaked ship.
>>
>>1140363
Ransom to disrupt the enemy logistics takes priority if you ask me. That one gets the cloaked ship and a LST along with a recon team

Then Intel Op 2, rebuilding a network, seems like something we would want considering we've just gotten here and need to lay the foundation. Especially if we move from our current position
>>
>>1140363
Intel 1 and 3 can be done using stealth LSTs and the nocturn as FTL ferry. 2. can get a captured transport because it's a bit out of the way.
I'd say go for the Ransom.
Of course regular tradelane disruption will be maintained.
>>
>>1140380
> Especially if we move from our current position

The convoy movements would be more useful. We could have more security by hitting them after they leave as well so our agents can go undetected.

Might be useful to subtly help their career by raiding or embarrassing their competitors too.
>>
Looks like Intel targets 1, 2 & 3 are a go.

Arron heads out with the Nocturne to make the drop for the Counter intel operation while the two transports are prepped for potential use in the others.

>>1140377
>Use captured transports. Raise a ruckus to draw off attention while they insert.
The replacement captain respects your enthusiasm but is worried it may put the system on alert and increase the number of checks they'll be subjected to.

1. East Trade Lane
1A Use a captured transport
1B Use transport. Stage raid to get them below the shields
1C Use Stealth LST

2.Ransom vs Diverting funds
A) Ransom
B) Divert Funds
C) Be difficult and try to do both (Requires personal deployment by Sonia)
>>
>>1139599
>Can we do this with the cold world Aliens?
You know who has experience redesigning the sledge and working with the FA, uses cargo frame construction for their main capital ships, has experience with mass drivers in the 2 to 4 km length range, AND doesn't like the SRL at all?

Veritas.

>>1140431
>1A) Use a captured transport
>2B) Divert Funds
>>
>>1140431
>1A Use a captured transport
>C) Be difficult and try to do both (Requires personal deployment by Sonia)
This is going to be fun.
>>
>>1140431
1A
2A
>>
>>1140431
1A
2C
>>
You wish the new crews of both transports good luck as they set out with the intel teams. If possible they may try to sell the ships for others or acquire better IFF codes.

Arron returns after making the intel drop and asks where you want him next. You're looking at trying to go after the ransom target and stealing the funds Helios intel wanted. So doing things the hard way.

"That's not going to be easy. Once we secure one planetary security will lock down the other." Rob Ecord informs you.

"So we'll have to do it fast." you reply.

Rufaro has a suggestion. "Can't we use our holocamo systems to make one of us look like our kidnapping target? If he's so important to the planet's logistics that should help us get near the money. Maybe we even make it look like he escaped off planet after stealing it all?"

"If we do that nobody will ever pay a ransom for him." Maybourne points out.

What's your plan?
>>
>>1140533
Good timing.
Backup plan with one team stuck on planet for an extended period.
I really wish we had two of those quantum communicators to securely maintain contact.
We can still use the holocamo to look like the target but no need to implicate him in the money scam.
Replace the target and then "kidnap" the fake along with the money.
>>
>>1140533
I'm assuming we have decent info on the two targets?

What does lockdown mean for the Ransom lord? Will they move him to a secure location?

In my opinion we should have a minimal team pull off the Trade Hub when the Lord is between locations, then when they're scrambling to move him to safety, we grab him and exfiltrate via Stealth LST.
>>
>>1140567
>Replace the target and then "kidnap" the fake along with the money.
Explain to me how the second part would work?

Two or more recon team people "kidnap" him then disappear around a corner and vanish with camouflage?

>>1140593
>What does lockdown mean for the Ransom lord? Will they move him to a secure location?
The buildings he tends to work in are already moderately secure. They'll lock down the building he's in with armored doors until the arrival of troops from the local garrison. If there is determined to be a serious enough threat they may relocate him and other personnel to one of the better fortified military bases.
>>
>>1140616
Thinking about it more the plan would require an even tighter time schedule than just timing the two operations to happen at the same time so discard that idea.
>>
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Going through the Helios intel Ecord manages to find out where the Lord, one Ecos Maharus is posted. It's an over glorified office building near one of the smaller space ports. The port itself is too secure to risk entry but the surrounding city could provide plenty of cover for your escape.

"Found our extraction point."

He brings up an image from the interior of the building. You're not sure how great it will be. Once the building goes on alert they'll probably block off the doors.

"The ceiling of the atrium is made of glass and steel. One of our shuttles or LST's should be able to go through it like paper."
>>
>>1140616
Eh, I'm sick at the moment and can't come up with any good ideas to let us do both at once so I'll swap to the Trade Hub mission alone instead.
>>
>>1140656
Alright so the trade hub job is going to have to be executed first if we want to exfiltrate both teams from the planet
>>
>>1140431
>>1140533
>>1140616

If people insist on C, why don't we just assassinate the ransom guy? Far easier for our people to exfil without an un-camo'ed hostage.
>>
>>1140662
>>1140693
Forget the 2 part plan and just send the team for diverting funds?

>>1140765
I suppose assassination could work too. That would be easier to pull off at the same time. It wasn't quite what Helios intel had in mind when they gave you the data but it's not like you're going against what they explicitly asked you to do.

Reynard team on the hit?
>>
>>1140765
It's a possibility. Unless the intel team has anything crucially important to tell us about this dude he's just as good dead as captured.
>>1140777
Nah doing both is still my vote.
>>
>>1140777
>Forget the 2 part plan and just send the team for diverting funds?
Y

>Reynard team on the hit?
Nah, we shouldn't kill off talent the Dominion will need once we have to go on the offensive against the Neeran unless there's no other way. If we need to remove him from the civil war, grab the guy, stun him, and then throw him into stasis until this is over.
>>
At this point we have 1 person voting for doing both.

Roll 2d100 for your Recon teams to help with diverting funds.
>>
Rolled 5 (1d100)

>>1140815
>Roll 2d100
1
>>
Rolled 28 (1d100)

>>1140834
2
>>
It looks like Helios had bad intel on where those funds were located. Worse it may have even been a trap.
The team's extraction vehicle is unable to cut through local jamming to raise them, but they believe the team is still alive and are requesting immediate support.

Sonia's nearby second team could potentially reach them and attempt extraction but to get out you'll need to bring in ships to open a hole in the planetary shields. Two attack wings would be needed.

[ ] Pull back, you can't risk more losses
[ ] Leave no one behind
>>
Rolled 93, 76 = 169 (2d100)

>>1140815
>>
>>1140912
>>1140914
Damnit!
>[ ] Leave no one behind
Lets go and crack this whole thing open.
>>
Need at least 2 votes for confirmation.

>>1140916
>Lets go and crack this whole thing open.

Would you want to bring in the bare minimum number of ships, or more than that?
Some of the attack cruisers have mass drivers and LST's necessary to offer support. The Outer Heaven has considerably more of both.
>>
>>1140958
[ ] Leave no one behind
fuck it Outer Heaven will be assisting two attack and a mixed wing to get our people back.
>>
>>1140958
>>1140990
Also from now on our own operatives will be confirming any intel the helios people send our way concerning missions.
>>
>>1140912
>[X] Leave no one behind
>>
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"Signal the fleet. Get the Outer Heaven and at least two wings of ships here ASAP!"

You sprint for the docking point for the second LST and get aboard.
Rufaro and Valeri are still in their Recon suits while your two other bodyguards are in their jump jet suits.

The LST detaches and drops towards the planet's surface as fast as the pilots dare. Too fast and the holographics and stealth coating won't do you much good.

Arron sends you a burst transmission that he's moving into a higher orbit so he won't be in the way when the fleet arrives. There isn't much more he can do to help you without giving himself away.

"Get me a view of the surface."

A white cross marks the building the team was supposed to be in. There are heat signatures on some of the mid level floors, meaning they're probably on fire. Red markers begin to tag military vehicles closing in on the site and some already outside. The fallback extraction point in a nearby park is probably too far away but there are probably underground maintenance tunnels leading there or the team wouldn't have selected it.

Do you want to rain fire down on the tanks and IFV's as you drop? Or wait until you're closer and are less likely to cause collateral damage?
Alternatively a stealth drop is still possible.

Your orders?
>>
>>1141123
Stealth drop. We don't want to endanger our escape vehicle.

Maybe set up one of our recons as a rooftop sniper to ID and take out any officers that attempt to command the situation?


I have this strange urge to infiltrate a perimeter vehicle with a heavy weapon, ghost the crew, and then use it to carve destruction among the rest of the forces for a few seconds before dropping a charge and booking it from the vehicle.

Create confusion in the responding forces and let our people exploit that.
>>
>>1141123
Stealth drop. UNLEASH HELL if we get discovered.
>>
>Stealth drop
Valeri requests to be dropped on the roof of the building to the west, though it's rather close.
Rufaro would rather stick with you.

Where is Sonia dropping? Is your plan to sneak your way to the other team's location? Systematically stab everyone in the back on the way to them? Or are you going to start taking out every hostile in the ground?

>>1141169
>infiltrate a perimeter vehicle with a heavy weapon
There is a heavy tank leading a column incoming from the East. Sorry I saved it as jpeg and it got all blurry.
>>
File: Target zone surface3.png (1.73 MB, 1600x679)
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>>1141244
Here we go png, even if it makes the file size a bit large. Draw on it to your hearts content.
>>
>>1141265
>>1141244

Well then. Since no one else seems to be around, a question.

How many members are in the team we're looking to bail out? And are they using power armor or power cell armor with camo?
>>
>>1141307
Pangbourne's Recon team which is made up of 3 people in Recon power armor. They were supposed to be providing cover to a small team of Helios specialists assembled by their Intel people. Most of those were to pass as workers in the building and were disguised as such.
No more than 7 people total.
>>
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>>1141265
I'd actually go for a CAS covered retreat.
Sonya and bodyguards go in to find our missing troops. Once they're found LST priority bombards targets circled in red and afterwards maintains a clear route to a large enough area for evac.
>>
>>1141397
The original team's LST can circle back around to help out, but they're worried their camo system may not be at 100%.

"Ground level is too hot sir, even with the new drop chutes. Dropping you on the roof of the semi-attached building to the south. I'll get into position above the building to the West to cover you. Give the word and we'll torch those tanks."

Last minute objections?

If not roll 2d100 for landing and infiltration to target.
>>
Rolled 5, 8 = 13 (2d100)

>>1141453
rollan
>>
Rolled 51, 89 = 140 (2d100)

>>1141453
>>
One more roll please?
>>
Rolled 72, 31 = 103 (2d100)

>>1141453
>>
https://www.youtube.com/watch?v=CIGHCoVzqtk

Getting into position for drop you feel a slight vibration through the LST as it decelerates.

The flight engineer contacts you with an update.
"Viscount, be advised we've generated a sonic boom at altitude during descent. If we're lucky troops on the ground will think its from normal shuttle traffic."

"And if they don't we'll have a warmer welcome. Understood, drop as planned."

Linking into the LST snesors you watch the drop point coming up. When the counter reaches 2 seconds it occurs to you that you haven't physically tested the effectiveness of the drop chutes with holocam systems.

"Um-"

The doors open and you're sent hurtling towards the roof of the target building. You can feel your suit tighten up as the chute tractor beams greatly slow your descent, turning it into one your suit repulsors can handle. Out of habit you still roll with the landing to be safe.

"And we're down!"

"My appreciation for solid ground just went up a little bit." comments Rufaro.

Valeri immediately begins moving towards the next building and find the best way down to a connecting walkway. Thermal shows fire spreading through several floors of the building. Fire suppression systems must be down. Hopefully whoever is in charge down there prioritises evacuating the civilians over searching for your other recon team.

"You think Pangbourne started that fire?" you ask.

"I wouldn't put it past him but I'm guessing the spooks did." is Valeri's response.

Com jamming becomes evidence once you reach the other building. It seems to be mostly restricted to the building itself. Not taking any chances you set com relays so you can call for help.

It doesn't take long to figure out that the lifts are down and emergency stairwells are a little too crowded for you to work with. Prying open a lift door the team descends through the elevator shaft to the level the fires are on. Even with jamming your short range coms should be able to reach the other team if they're on the same floor.

"Reynard to Pangbourne, respond."

You catch some scratchy static that sounds a bit like words on the correct channel.
Rufaro opens the door to the next floor down.

"Hey!" you hear someone shout, shortly before Rufaro grabs them and throws them across the shaft. You try to ignore the scream as they plummet downwards.

This time you can make out the response over the coms. Pangbourne is moving the surviving intel people downwards to ground level but has been trying to make it looks like his recon team is moving upwards to draw off troops.

[ ] "Decent plan." Give them some support.
[ ] "Change of plans." (LSTs attack ground vehicles)
>>
>>1141781
>[ ] "Change of plans." (LSTs attack ground vehicles)
Cavalry is here with party favours.
>>
>>1141781
>[ ] "Change of plans." (LSTs attack ground vehicles)
>>
>>1141781
[x] "Decent plan." Give them some support

A few plasma pistol shots from upper floors into the responding armored vehicles below should draw PLENTY of attention upwards?

We don't want to reveal the presence of our LSTs until we have friendlies in place to secure our evac in orbit, if possible.
>>
>>1141781
>[x] "Decent plan." Give them some support.
>>
>>1141854
>>1141842
Rol

>>1141895
...

Tie breaker anyone?
>>
>>1141781
[ ] "Decent plan." Give them some support.
>>
"Decent plan. We'll take over the distraction, you head below. LST's are standing by for our signal to light up the vehicles outside."

There's a short delay before the other recon troops responds. "Understood."

Roll 1d100 for attention whoring followed by 3d20
>>
Rolled 82 (1d100)

>>1141968
Attention Whoring, Hooooo
>>
Rolled 97 (1d100)

>>1141968
first set
>>
Rolled 65 + 3 (1d100 + 3)

>>1141968
Will this work?
>>
Rolled 11, 10, 4 = 25 (3d20)

>>1141968
second set
>>
Rolled 6, 9, 10 = 25 (3d20)

>>1141968
And now for killing people
>>
Rolled 10, 4, 9 = 23 (3d20)

>>1141968
Maybe it's time to test the range/effect of the lightning gun on vehicles?
>>
Next story post will be the last for today and since I have work tomorrow will probably be it for this week.
>>
>>1142078
Thanks for running, TSTG.

Feels good to be back, thanks for the fun thread.
>>
Using your smart grapples your team returns to one of the higher levels in the building.
Valeri and Rufaro ready their 20mm specialist ammo while you draw your plasma pistol.

"This should get their attention."

You kick one of the window panels open and the three of your pour weapons fire down on the vehicles below. 20mm rounds punch through weaker sections of vehicle armor disabling smaller transports. Your pistol meanwhile blows through the hatches of a few IFVs and slags the point defense laser on a tank.

Pulling back to the elevator shaft you're rewarded with the sight of return fire shredding the area you attacked from.

"Reynard to LST, give us a few seconds then torch the vehicles."

"Copy that."

Rappelling down the shaft you get another message.

"Be advised we have assault shuttles moving to land on the roof. They must think you're headed that way."

By the time you catch up with Pangbourne's team things aren't going quite as planned. The Shuttles seemed to realise something was up down below and have changed their heading. Not wanting to risk shuttles getting a bead on you the LST's open up on them first.

One shuttle sets down hard on the roof from damage while the second one spirals out towards the south with its main engine bank on fire. First team's LST has a poor angle and shoots the third shuttle in the cockpit.

"Back! Get back!" Pangbourne shouts, trying to haul one of the intel operatives back inside the building.

You're just in time to see the flaming shuttle crash on one of the tanks outside. The initial explosion from whatever was still in the front of the shuttle is dwarfed a second later by the detonation of a micro fusion reactor in one of the vehicles.

Even with your suit repulsors the blast forces you back, farther inside the building. The roar doesn't end when the blast subsides and you suddenly find debris raining from the ceiling.

"Go! Move! East side of the building! Move it!" shouts Valeri.

You and the others get to your feet and run as the west side of the building begins to collapse. Your bodyguards help the wounded and move at best speed for the other side of the lobby, smashing through the remaining windows.

Four IFV's are reversing away, not really looking for targets. A few soldiers that notice you emerging from the smoke open fire on you with a phase rifles. It doesn't do more than damage the extra layer on your suit and you respond by blowing two of them in half with your pistol.

Particle beam fire lances down through each IFV in turn before they can bring their turrets to bear. Two other tanks to the south are also taken out before the LST starts taking fround fire from the tank column from the east. Shields hold but they're forced to break off.

"Renard to LSTs, give us an LZ to make for."

"Nearest open space is to the east bu-"
The bright violet of a particle beam shot punches through the fourth floor of the building to your east.
'-but it's still too hot."
>>
The sky above dims as the planetary shields go up, but doesn't reach the steady level you expected. Instead it flickers like they usually do while under bombardment. Looks like your support has arrived.

"North or South? Give us a direction."
"South. There are more tanks incoming from the north and north west. Starfighters coming in from the east."

Heading south your squads weave their way through more tightly packed buildings. A thick cloud of smoke has begun to spread out over the area but it doesn't look like the damaged office building has completely collapsed.

Cutting through one of the buildings you reach a street with a T intersection.

"Tell me this is wide enough for you to set down."

"Not quite sir."

The sky brightens as part of the planetary shield collapses.
"Outer Heaven to Reynard. We're in position to bombard ground targets with point defense."

[ ] Just get me a lift
[ ] Cause some damage while you're up there

See you guys.
>>
>>1142462
>[ ] Cause some damage while you're up there
>>
>>1142462
>[x] Cause some damage while you're up there
>>
>>1142462
Carve a shark into the ground nearby. Pretend this was our plan all along.
>>
>>1142462
>[ ] Cause some damage while you're up there
>>
>>1142462
>[ ] Cause some damage while you're up there

>>1142488
Heh
>>
>>1142635
SONIA IS THE TERROR OF THE DEEP.

Who else wants to #Pirate
>>
Maybe in the chaos caused we can try to grab the ransom target as well?
>>
>>1142784
That ship has sailed long ago.
>>
Aww, I missed most of the interesting stuff.

>>1142462
>[x] Just get me a lift
Anything interesting in orbit of this planet they could salvage instead of shooting stuff on the surface? Smaller manufacturing stations or something like that?
>>
>>1139798
>Creating and establishing a universe wide tiny robot death arena league with baron dante.
Expanding on this, why not make it a drone fighter league too? We're using more and more of them, and it would be interesting to see what kind of drones a huge competition could come up with.

Winner gets their drone mass-produced.
>>
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I tried to do a visual tech tree like in SotS but it seems it's almost impossible to get something informative done if it's not possible to click on the research items for details.
>>
>>1145790
>spontaneous explosions
kek
The tech tree is a good idea though.
>>
>>1145790
I really like this image, Anon.
>>
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>>1142488
>>1142635
>>1142689
>Casual shark meetings
>>
>>1142807
>Anything interesting in orbit of this planet they could salvage instead of shooting stuff on the surface? Smaller manufacturing stations or something like that?
There are stations with manufacturing but it will take a bit for the fleet to do any damage to them.


>>1145790
>I tried to do a visual tech tree like in SotS but it seems it's almost impossible to get something informative done if it's not possible to click on the research items for details.
I know that feel.
I tried several ways to make a proper tech tree with paint, excel and autocad without much success. It would have resulted in a great big web of cross connecting techs.

The best I could do was break it down into major tech categories so those could be tracked at least.

>Rovinar advanced cloak
Capturing that cloaked fast battleship line probably helped you just as much. Without it the House wouldn't have learned how to reverse engineer the less capable versions and gained experience with their production.

>Nasidum cloaking device
The cloak used by their Frigate you captured is probably an old Terran or Rovinar model that they salvaged.

>Terran SP Torpedo Fabricator
>Dissolving House Jerik-Dremine
>Spontaneously Exploding Research Facilities
This guy gets it.
>>
>>1140437
>Veritas.
I'm absolutely in favor of that. We'd also finally have a decent excuse to visit Winifred and Mini Sonia. If we drag Drake along, we're all set for awkward family time. Daska can come too.

>>1146046
Thanks! Unfortunately, it's not very useful.

>>1147765
>I know that feel.
Don't worry Stars in Shadow managed to get released with an even worse tech tree. And they're charging 25 bucks for that game.

>I tried several ways to make a proper tech tree with paint, excel and autocad without much success. It would have resulted in a great big web of cross connecting techs.
I did that one in graphviz, which made it relatively easy to code and the software takes care of the actual graphics.

>The best I could do was break it down into major tech categories so those could be tracked at least.
I was considering listing regular tech progress as something like "Dominion Tech Base 403x" and then make J-D specific tech branch off from that. It would cut down that tech tree by at least 50%.

A separate list of what J-D can build in terms of ship designs might work.

Anyway, we need to invest more money in setting up additional design teams next time Sonia gets to spend some dosh.
>>
>>1148383
If you make another one don't forget the Freeze ray tech option which would unlock Super plasma weapons for the republic or dominion.
>>
>>1140437
I missed this but will totally support Veritable.
>>
Am I the only one who thinks if Sonia ever takes a proper vacation there's a very decent chance she'll visit the knights on the low tech planet and begin an apprenticeship as a smith?
>>
Working on the various Exodus ship designs at the moment.
Have run into a few scale issues with the engines that form the core of their various designs so I may need to make some changes before they go up.

I might have to scale up the Journeyman Transport and Remora accordingly.
>>
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>>1153873
Here is a rough at least of an Exodus Experimental used as a test bed for fusion cannon based pulse cannons. Those battleships you took out that were blockading the nav station had quite a bit more firepower than this thing.
>>
Resuming tomorrow.

I don't know what time for sure because I may need to help move a(nother) metric fuckton of snow before that.
>>
"Find us an LZ that can handle an LST. Outer Heaven, cause some damage while you're up there."

"Aye sir!"

Both teams head back into cover but are forced to stop to help patch up the wounded intel team members you've been hauling. They're in bad shape but at least a few of them will survive. On the move again you head for the original LZ planned for extraction.

The LSTs have cleared the surrounding streets of tanks though there's not much they can do about infantry taking cover in buildings. Fortunately most people seem to be evacuating the area, military and civilian alike. Switching to your rifle you help supress the few soldiers you encounter.

A flash of light from above and to the east momentarily catches your attention before multiple sonic booms reach you. The shockwaves shatter glass in the older buildings sending it raining down into the streets. Both teams stop and try to shield the wounded from further harm.

The LST crews report that kinetic fire from the Outer Heaven has dealt with the tank column and several of the incoming starfighters.

"This area must not have seen fighting in a long time." says Pangbourne. "Or else they would have built the structures and windows with stronger materials."

Getting closer to the LZ you spot your two other bodyguards jumping from rooftop to rooftop providing covering fire. It isn't long before you reach the park where one of the vehicles has set down and you all board as quickly as possible.
"Get them into stasis!" you order, helping with the wounded.

The craft rocks from weapons fire and course corrections as it climbs for orbit. Linking into the external feeds you spot the Outer heaven and the escorting attack wings coming about as you approach. The big ship grabs both transports with tractor beams then accelerates out of the gravity well at full burn.

Roll 3d20
>>
Rolled 16, 10, 16 = 42 (3d20)

>>1159318
BONES
>>
Rolled 6, 7, 18 = 31 (3d20)

>>1159318
>Roll 3d20
>>
Rolled 12, 3, 20 = 35 (3d20)

>>1159318
>>
After docking you don't waste much time before reaching the command deck. The Outer Heaven has taken some fire but your escorts have managed to help keep that to a minimum. Several smaller platforms were disabled or destroyed while they were in orbit and the few enemy units that tried to slow down your escape have been left behind recovering survivors.

A pursuit force attempting to track your movements also doesn't do well. Lyas having ordered the attack wings to double back and ambush them.

The unit heads into a nearby nebula and links up with the jamming craft as planned before changing course. For now it seems you've lost pursuit and managed to get back to the Carrier without being followed.

Ships in need of repair queue up while Wing Commanders try to reorganise their numbers. Damage isn't bad but everyone is trying to keep on top of their maintenance in case there isn't time later.

It's a day later before the surviving Helio intel team members are cleared by the medical staff for debriefing.

>Anything you wanted to ask them?
>>
I'm going to go pick up my car. I'll try to be back within 30 minutes.
>>
>>1159376
>>Anything you wanted to ask them?
What went wrong?
Did they manage to bring back anything worthwhile from that missions?
What equipment should we get for our teams to increase their efficiency in that kind of situation?
>>
>>1159376
Who is their intel source?
How did they make what seems to be such a big oversight?

Do they have any counter-intel plans to take out whoever is leaking info? And if so, how can we help?
Should we consider all previous Helios intelligence invalid?
>>
>>1159389
>What went wrong?
"Difficult to say. Either they planted a potential weakness for us to find as a trap, we tipped them off some how while investigating, or we have a leak somewhere."

>Did they manage to bring back anything worthwhile from that missions?
"Since we survived we did manage to find out that several revenue streams we've been tracking aren't real while we confirmed the existence of a few others."

>What equipment should we get for our teams to increase their efficiency in that kind of situation?
The lead agent implies that any equipment that would be helpful are far beyond the level of funding they have access to.

"I said "our" teams, meaning my teams." you stress. "Money isn't a problem for me or my special forces."

"Oh."
You're soon given a list of equipment including specialized jamming, ECCM, personal holographic camouflage systems and others. Not easy to get hold of right now but they would help a team's LST crew stay in contact and possibly escape if they were cut off.

>>1159398
>Who is their intel source?
>How did they make what seems to be such a big oversight?
>Do they have any counter-intel plans to take out whoever is leaking info? And if so, how can we help?
"Our field teams aren't given names but there will be multiple sources. Rest assured my superiors will investigate. If you're still operating in the area at the time we'll contact you about potentially related targets."
>Should we consider all previous Helios intelligence invalid?
"If all our intel were invalid there would be much bigger problems. If we're lucky it will only be confined to that one sector."

"Or maybe just that planet." Suggests Rufaro.

"No one is that lucky."
>>
>>1159447
>The lead agent implies that any equipment that would be helpful are far beyond the level of funding they have access to.
Is Helios not funding them properly?
>>
>>1159451
They can't fund everyone everywhere. Certainly not to the extent that you do. Teams with more funding are allocated to higher priority missions with a wider impact.
>>
>>1159456
Can we hand them some of our older or refurbished equipment? It seems like it's in our best interest to get them at least some help.
>>
>>1159447
Are there any big, super valuable targets that could end the conflict in this section that they didn't tell us about, assuming that we wouldn't go for it?
>>
>>1159460
You could I suppose. Just keep in mind that aside from the team leader (and your recon team carrying out the insertion) most of the other members were considered disposable assets.

These sorts of personnel don't know their mission until briefed and are scattered around on various planets ready to be called in by an intel team leader when needed. Giving them better equipment is all well and good but mission requirements might not allow them to use it.
What you can do is equip your recon teams and insertion vehicle to better support them if shit hits the fan.

>>1159462
There isn't any one target no.
>>
>>1159496
>What you can do is equip your recon teams and insertion vehicle to better support them if shit hits the fan.
Oh, that makes sense. See if we have anything the team leader needs and ship the team safely back to Helios? Getting them back to that planet seems not very productive or safe.
>>
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>>1159501
They'll be dropped at a scheduled intel pick up point.

Most of your intel operations in this oversector have seen some success. It will take time for agents put in place to begin providing additional intel.

Your attack wings have been conducting raiding operations within operational range of the fleet. This will be represented by the green circle with the star at the center being the location of the Heavy Carrier Qlippoth. You can deploy individual ships or squadrons outside this range but only for single missions. It would take time for them to return and they would be too far away to rescue if anything went wrong.

Given your recent attacks and the extraction of your intel team from the surface of a planet enemy forces will be looking for you in the area. Did you want to relocate elsewhere? If so where?

If not will you continue low level raids for several days, search for convoys or wait for more intel operations?
>>
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>>1159576
Would it make sense to relocate to this nebula?
>>
>>1159576
I'll support >>1159579

Switch over to that nebula and raid the nearby major colony.
>>
>>1159579
Pros
-You'd still be close enough to respond to new reports from the agents just put in place.
-Enemy may not realise you've moved your fleet
-you people are becoming more familiar with the area.

Cons
-Still within same oversector
-possibility of increasing resistance.

>>1159607
[ ] Continue low level raiding
[ ] Blitz raid. Hit several targets simultaneously
[ ] Prepare to ambush a regular convoy
>>
>>1159624
>Pros/Cons
Thanks. I guess it won't hurt to move.

>[x] Continue low level raiding
We should remember what killed the early raids in the run, getting most of the ships caught at once.
>>
>>1159624
>[x] Continue low level raiding
>>
>>1159628
>>1159667
Roll 5d20 for low level raiding. (5th is reserve forces)
>>
Rolled 17, 5, 10, 7, 17 = 56 (5d20)

>>1159721
>>
Rolled 6, 9, 20, 18, 3 = 56 (5d20)

>>1159721
>5d20
>>
Rolled 3, 7, 6, 9, 10 = 35 (5d20)

>>1159721
I believe that Sonia will win.
>>
>17, 9, 20, 18, 17
Not bad.
>>
Your wing commanders are continuing to conduct lo level raids against widespread targets. Many of them keeping to areas they were previously operating in. They've been slowly taking damage but for now its manageable.
Only one particular scare has required you to send out your reserve force to drag a units collective asses out of the fire. One assault corvette has been destroyed and two other ships crippled badly enough that they've been sidelined for repairs when time and resources are available.

Scouts report that enemy search teams still look to be investigating nebula closer to your previous position. Keeping the sensor and com jammer on the move seems to be helping with that. It's too bad you don't have more but the mobility of this newer one certainly beats the older models.

The need to beat a hasty retreat has been troublesome for salvage operations. So far you've been able to force the surrender of four more ships caught out in open space, all transports. Their cargo isn't worth much but some of it includes useful parts, equipment and raw materials.

Local resistance is beginning to increase and the few units that have passed through along the trade lanes have looked more like battle groups than convoys. There are units based around pairs of Medium Cruisers out searching for you.

Intel should have an update for the region by now if you want to remain here, otherwise you may want to move to a different oversector.

[ ] Request intel update
[ ] Relocate
[ ] Ambush a regular convoy then relocate
[ ] Other?
>>
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>>1159845
>[x] Relocate
Let's stay away from the front for now, and force them to commit even more forces as escorts.
>>
>>1159870
This route, while taking you away from major convoy targets, would help to avoid contact with larger fleets that may be on patrol.

There are colonies, outposts and other facilities scattered through the region along the route that the enemy would have difficulty rushing reinforcements to. Although it wouldn't have an immediate impact on the front lines you would have enough time to properly loot sites you decided to attack.
This could be used to help fund the deployment costs of your fleet. On the other hand it would take time away from harming supply lines to the front.

[ ] Move to the next area as quickly as possible to resume raiding
[ ] Attack and loot targets of opportunity in transit
[ ] Select a different destination (Specify)

Map zoomed out a bit more for anyone looking for other locations.
>>
>>1159920
>Although it wouldn't have an immediate impact on the front lines you would have enough time to properly loot sites you decided to attack.
I think it would be smart to stop raiding while we're relocating our carrier. That way we won't give the enemy time to step up security before we start our convoy raids in the area.

>This could be used to help fund the deployment costs of your fleet.
It's probably best to keep that for last.

>[x] Move to the next area as stealthily as possible to resume raiding
>>
>>1159920
[ ] Attack and loot targets of opportunity in transit

Rake some cash and materials in, do as much damage as we can, then get back to raiding supply lines, me thinks.
>>
>>1159940
>>1159941
So... go with the survey option perhaps?
>>
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>>1159920
Damn just noticed that this was continued.
since we didn't stick around to get new intel targets we should move to the blue star for our new base.
It has a vital trade route for the war along with several major colonies close to it.
>>
SURVEY UP!

surveymonkey com /r/ MPHDDQH

Link is on wiki main page and twitter if you can't get this one to work.
>>
Well I'm planning on running tomorrow until 3:30pm as well if we get more players then.
>>
>>1160358
I mean I'll be up till 9am then sleep
>>
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I forgot to post this yesterday, this is a rough idea what I was going for with that relocation to the east.

This plan should allow us to conduct raids on almost every trade lane held by the enemy, and most of the time we're close to either the front lines or the edge of the galaxy, so if we encounter too much resistance we can simply run. We'd also keep jumping between different oversectors, so depending on how the enemy is organized, that could be another advantage as well. We could also try to pick up of a few squads of helios ships when we're close to the front, if they're willing to spare any. I wouldn't be surprised if they could lend us a wing of Hellcats or Vultures, or maybe some older battleships to free up the upgraded Lance class cruisers from escort duty.
>>
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>>1161472
And we should consider bringin Qlippoth or the medium cruisers for attacks against valuable targets, the enemy already knows the composition of our fleet, so there's little sense hiding them all the time.

Also, have a horrible attempt at customizing the carrier for Sonia's deployment.
>>
>>1161472
It's a good idea overall, though it looks like we may end up doing parts of it in reverse.

With a close vote we'll be going to location B. Staying off the trade lanes, we'll be moving to next area as quickly as possible.

Roll 2d100 for navigation and avoiding pursuit.
>>
Rolled 65, 34 = 99 (2d100)

>>1161511
For Salvage!
>>
>>1160358
>>1161511
Uh... what? It changed my ID?
>>
Rolled 3, 82 = 85 (2d100)

>>1161511
BONES
>>1161515
Impostor.
>>
Rolled 65, 86 = 151 (2d100)

>>1161511
>Roll 2d100 for navigation and avoiding pursuit.

>>1161515
Yeah, kinda strange. I thought using a trip in combination with being OP overrides ID changes.
>>
Determined to make a more serious impact on the current conflict the fleet is relocating closer to the front lines. Some of your people are happy with this but others are less so. A fair number of your pilots lost ships fighting in the major battles in the Smuggler's Run and are not keen on a repeat.

"Let's make sure that they're not expecting our first attacks when we arrive in the region. We'll try to aboud hitting targets during our relocation and get there as quickly as possible."

The move isn't as quick as you would like but you do manage to lose any enemy ships that attempt to pursue you. A few ships pursue a little too closely and don't seem to have realised their error until it's too late.

You've salvaged 2 attack corvettes, a combat Frigate, an attack cruiser and one escort carrier. They're in various states of disrepair but the engineers think they'll be able to get them operational. The Alliance Escort Carrier has taken heavy damage but thanks to its newer more modular construction should be easy to repair. If you were to capture the right equipment it could be rebuilt into another jamming craft.

[ ] Repair as escort carrier
[ ] Rebuild as jamming ship
>>
>>1161524
>[x] Rebuild as jamming ship
>>
>>1161524
>[ ] Rebuild as jamming ship
These are great. If we really need an escort carrier in the future, we can probably borrow one from Helios.
>>
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>>1161526
>>1161528

You tell the engineers to have it rebuilt as a jamming ship. They inform you that they'll need any compact jamming equipment you come across in salvage in order to complete it. This may require hanging around battle sites a bit longer to conduct salvage operations.

With all of your support craft back at 100% the Marauders assigned to assist salvage should be able to make better attempts on a short timetable.


[ ] Request intel update for high value targets
[ ] Begin low level raiding
[ ] Blitz raid. Hit several targets simultaneously
[ ] Wolfpack convoy raiding
[ ] Raid with full group
>>
>>1161534
>[x] Wolfpack convoy raiding
And try to get in contact with allied forces in our range. See if we can coordinate our raids with their attacks. Or at least use ongoing confrontations to strike at areas where less forces will be available.
>>
>>1161534
>[x] Wolfpack convoy raiding
>>
>>1161534
> [ ] Raid with full group

Let's make the first one count then break off into wolf pack raiding to confuse their reaction forces.
>>
>>1161534
> [ ] Raid with full group

The Athenas, they were the ones weak to ramming right? Anyways a full group will make salvaging quicker/easier to get those compact sensor parts right away.

Alpha strikes have served us well in our career. We aren't fighting a defensive battle any more.
>>
>>1161534
>> [X] Raid with full group

FOR SALVAGE AND HOUSE!
>>
>>1161552
>The Athenas, they were the ones weak to ramming right?
Torpedoes in general can have a harder time with jamming if there isn't enough ECCM support.

>Raid with full group
Arron will scout out some potential targets.

Roll 2d100 for surveillance.
>>
Rolled 72, 56 = 128 (2d100)

>>1161560
DOUBLE 100's
>>
Rolled 20 (1d100)

>>1161560
>>
Rolled 18 (1d100)

>>1161552
And 2
>>
Rolled 68, 24 = 92 (2d100)

>>1161560
DICE DICE BABY
>>
>>1161560
. . . . Is A-Rod in the cloak ship? Can we use that instead?
>>
>>1161568
Yes Arron is in command of your fleet's Nocturne class advanced cloaked ship. Did you have anything in mind?

Arron has found a convoy that should be carrying valuable equipment including sensor components.
It's being escorted by 3 upgraded Lance class mediums and 2 wings of ships. One is composed largely of light cruisers and frigates, the other of Attack Corvettes. They have good coverage of the transports making it difficult for light harassment to cause any serious damage.

"We couldn't pick up reliable intel on planets or bases that might have what we're looking for, but this convoy looks like it should be good for it."

>Your plan of attack?
[ ] Frontal attack
[ ] From behind
[ ] Front and behind
[ ] Flank(s)?
[ ] other
>>
>>1133270
I've had an idea for a project we can throw money at once Sonia finishes her raids.

Hire some data analysts, historians specializing in the computer systems of the kavarian union, and several investigators. Ship all of them to watcher space. Have them investigate leads to kavarian union deep space stashes, hidden vaults, or installations that were simply forgotten. In addition to a moderate sum for the information, we could offer a percentage of our profits to the various people involved in the process. A rough idea would be 10% to the watcher kavarians, 20% to whoever provided the information that lead to the stash, 30% to whoever owns the territory at the moment, and the remaining 40% go to Sonia.

>>1161568
Arron is probably not even allowed to leave his cloaking ship in the foreseeable future.

>>1161552
>The Athenas, they were the ones weak to ramming right?
Those were the first batch of decommissioned republic modular battleships. Pilums?
>>
>>1161600
One Flank and from behind. So that there's roughly a 135 degree angle between our attack vectors.
>>
>>1161607
Why the specific degree angle?

> Your plan of attack?

Attack from above, intersecting their plane of travel with our faster ships while the rest make a micro-jump to attack from behind.

Nobody ever looks above.
>>
>>1161614
>Why the specific degree angle?
Because jumping directly in front of them seems like a bad idea with the weapon layout on most ships while still allowing us to cut off slower ship that try to run away if necessary.
>>
>>1161600
[x] From behind
>>
>>1161607
>>1161614
>>1161619

I'll support this.

They're the same thing.
>>
>>1161603
>Ship all of them to watcher space.
I completely misunderstood your intentions there for a sec.
The Watcher/Protectorate forces may have intact records of hidden or abandoned Union facilities scattered through Faction Space. The trick would be sifting through those to find ones that haven't ceased to exist or aren't locked away by nav hazards.

There won't be any such lost facilities in watcher space itself as those are still operational.

Could work.

>Those were the first batch of decommissioned republic modular battleships. Pilums
The early Pilums are weak against stronger impacts like ramming.

>>1161614
>Nobody ever looks above.
That is because it is just another flank that I can't represent well with 2d maps and images.

2 votes for flank and behind.
1 for from behind
>>
>>1161638
>>1161600

Mebbe a link would help
>>
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>>1161642
Your post popped up the second after I hit the button.

>>1161638
3 for flank and behind.

Where do you want the Qlippoth? With the rear or flank group?
>>
>>1161650
With the behind attack.
>>
>>1161650
Flank.
>>
>>1161650
Flankbusters.
>>
Roll 7d20!

8d20 if you want to take the time to deploy and recover drone starfighters.
>>
Rolled 4, 10, 3, 2, 18, 10, 6 = 53 (7d20)

>>1161662
Let's keep the drones for emergencies.
>>
Rolled 20, 16, 3, 6, 14, 2, 3, 8 = 72 (8d20)

>>1161662
Drones are friends.
AI are friends.

Elon musk said this week that humans must merge with AI if they want to stay relevant. I think he's kind of a crackpot, but imagine what a Sonia/Versa combo could do.
>>
one additional roll please
>>
Rolled 15, 11, 5, 18, 7, 1, 4 = 61 (7d20)

>>1161662
>>
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>>1161667
>but imagine what a Sonia/Versa combo could do.
Probably scare the hell out of everyone in faction space badly enough that they need to flee and found their own nation?
>>
>20, 16, 5, 18, 18, 10, 6
Sucks to be whoever gets rolls 3 and 7 I guess.
>>
While the attack is going well overall some of your people are going to need some help. One unit got a crit and can help 1 other, reducing the damage they'll take.

[ ] Help the mixed attack wing
[ ] Help the Outer Heaven
>>
>>1161704
Help the mixed wing. Sonia can start throwing her sp torps around if things go really bad.
>>
>>1161704
>[x] Help the mixed attack wing
>>
Did Sonia bring her bb escort along? Don't think they have been mentioned so far.
>>
>>1161720
I realised shortly after the start of the thread that I hadn't asked about them and nobody had requested they be brought along. I figured that with the fast battleship unit present that would already be enough strain on your logistics.
>>
>>1161730
Sounds reasonable. Although I regret not asking to bring the sledge to as a secondary command ship.
>>
>>1161667
That board you shouldn't mention in polite company thinks Musk is an alphabet soup front to monetize technology from NASA and other semi public operations without going through the proper channels. I've heard dumber things.
>>
https://www.youtube.com/watch?v=I1goE6aHyw0

Your forces move into position to help ambush the incoming convoy while Arron continues to track its movement. The jamming ship is standing by and powers up the moment ships begin to revert to real space.

The moment the jamming is in place your ships micro jump in on the convoy from two directions catching them in a cross fire. While you land plenty of hits the escorts don't seem especially surprised by your arrival and are soon returning fire. All three Lance class ships begin to throw out an impressive stream of fire.

Qlippoth maneuvers to bring more of its weaponry to bear savaging escorts and transport craft with is plasma cannons. Both enemy mediums that have line of sight with it maneuver to present a smaller profile to the heavy carrier preventing the bigger ship from quickly taking them out.

Your forces are dealing plenty of damage but the transports formation is such that they can fire through the gaps providing more support to their escorts. Y-Type transports might have an extremely poor rate of fire but they're still carrying heavy phase cannon turrets. More numerous guns on the Moliminous class ships are also taking a toll.


The Outer Heaven rocks from impacts as the enemy Mediums begin to concentrate fire.
"Third wing is taking a beating, and so are we!" Maybourn informs you.

You reroute the assault corvettes to help cover the mixed unit. "First Wing, help Third however you can."

"Aye sir!"

Your helmsman maneuvers to reduce the effectiveness of enemy fire but it's no good, there are too many ships targeting you.
"Helm pull us back out of range. Reynard to all ships, take down those escorts while we have them distracted."

Despite your concerns Qlippoth continues to push in closer to the convoy, allowing it to deal more damage and get into position for recovery. Third wing is doing much better with the extra support and is recovering. Parts of the aft escort formation are breaking up.

A flight of attack corvettes forced away from their transports makes a run on the Outer Heaven targeting the more damaged sections of shields. Acting from experience Eko rolls out and to starboard enough for the ventral lightning gun to open up. Two of the three ships pop like firecrackers while the third is ripped in half, spiraling out of control into the Outer Heaven's side.

Several more impacts follow it as some phase cannon fire gets through to hit the hull. Red damage indicators light up showing damage in the aft sections. Rolling again the rest of the follow up fire hits fresh shields.

"How bad is it?"
"We've lost an engine, some of the weapons and one of the electronic warfare systems."

Closer to the convoy Qlippoth begins to take apart the leading Lance while fire from the attack squadrons disable the other two.
>>
And I'm out of time and need to leave for work!
I'll type out the rest when I get back around 9PM.

Roll 1d33 to see how much cargo you'll be able to salvage.
>>
Rolled 31 (1d33)

>>1161783
Rolling!
>>
Rolled 8 (1d33)

>>1161783
Good luck at work!
>>
Rolled 17 (1d33)

>>1161783
>>
>>1161640
>The Watcher/Protectorate forces may have intact records
>Could work.
Another idea would be to sort through family heirlooms or various museum archives. There might be a decent chance somebody's ancestor kept a diary or private mission log somewhere.

>Closer to the convoy Qlippoth begins to take apart the leading Lance while fire from the attack squadrons disable the other two.
Would it make more sense to drag that stuff into allied territory?
>>
>>1161845
>Would it make more sense to drag that stuff into allied territory?
It would certainly speed up repairs to captured equipment and your own ships.
Downside is that you risk interception at the front lines, both heading into friendly territory and then on the return trip.
>>
Sorry for the delay had a slight technical problem.
>>
>>1161781
>>1161783
With their Medium cruisers damaged or crippled the convoy formation begins to collapse. Remaining escorts are still making things difficult for you but their numbers are dwindling. As the formation starts to fragment the transports are no longer able to coordinate their defensive fire.

Transports that have finished their realignment move to jump out, a few of them managing to do so before their path is blocked. Several of your ships use their tractor beams to haul damaged vessels into the line of those trying to jump. It's not much but buys time for others to disable shields or engines.

Individual transports are scattering trying to jump in different directions. With your long range com jamming they won't be able to easily coordinate efforts to link up with friendly forces.

"Several transports are surrendering with minimal damage. Others are still holding together well enough that we should be able to salvage them without loss of cargo. At least thirty total."

Some of the crippled corvettes and light cruisers might also provide enough salvage to replace any losses though they'll need a lot of work. Boarding teams begin to sweep those worth recovery.

Did you want to send ships to hunt down and neutralise the transports that have fled? This would increase overall enemy losses but will cut down on the number of good ships available to help with salvage.
Or would you rather focus all efforts on recovering as much salvage as possible as quickly as possible?

[ ] Send ships in pursuit
[ ] Focus all efforts on salvage
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>>1162755
>[ ] Focus all efforts on salvage
I highly doubt we can take out all of them so news of our arrival is pretty much guaranteed.
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>>1162755
>[x] Focus all efforts on salvage
>>
>>1162755
Focus on salvage, this is our best chance to do so (relatively) unmolested until we leave so lets capitalize on this treasure trove. Plus, as the previous Anon pointed out, we're unlikely to hunt down all the fleeing elements that will herald our arrival.
>>
You focus all efforts on salvage of the ships and transports you've crippled or forced the surrender of. Prize crews are put aboard the undamaged transports which are jumped out of the area as soon as possible. Every other jump capable ship that can haul recovered cargo or scrap helps to do so. Only the assault corvettes are held back as escorts.

Even damaged the Outer Heaven is still able to help carry a significant haul. You have the crew of your command ship jump out materials to a location in deep space for recovery at a later time. Two trips are all you're able before the rest of the fleet moves out.

Retreating to your planned fallback location you take stock of your haul. The components you were after are aboard, as are munitions, supplies and other equipment. It will take time to inventory it all. Unfortunately, you have more than can be easily transported back to friendly lines. Even using the captured ships would be hazardous due to their lower capabilities, though it could be done.

What ever are your plans for the loot haul? Hide it? Find a way to get it back to friendly lines?
>>
>>1163047
Can we split it in half, send one group through the Nav hazard to be picked up in a year?

The other half we find a way to get through the front lines.
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>>1163047
Everything that can be used to repair ships is loaded onto the support ships.
Rest is hidden for later recovery.
>>
>>1163155
I suppose that's possible.

The fleet will be conducting repairs. When most ships that can complete quick repairs have been fixed up you could load up with whatever you can carry and head for Helios space.

You could dock the slower transports to the outer hull of Qlippoth for the jump back to friendly lines. That would make it a faster and safer trip but mean carrying less cargo overall.

>>1163163
>Rest is hidden for later recovery.
In a nav hazard or deep space? Or did you have another location in mind?

Lyas suggests a comet but isn't sure if that would cause problems.
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>>1163205
Deep space on a known trajectory towards a friendly colony
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>>1163238
>>1163155
So, sending it on a trip looks like.

Is there support for a trip to friendly space for repairs to the Outer Heaven and your salvaged warships?

I'll be stopping here and resuming thursday.
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>>1163361
Are there enough damaged ships to weaken any of the wings enough to stop them from raiding?
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>>1163372
Going to say no, though they're operating at reduced strength.
>>
>>1163238
Bear in mind a friendly colony is quite far away. It could be run across by any number of unpleasant people, which is why I suggested a Nav hazard, since it protects it from nosy sensor arrays and functions as a defense mechanism as well.

We've already used it in a similar fashion before, too.
>>
>>1163238
>Deep space on a known trajectory towards a friendly colony
One problem with that could be that we have no idea which colony will be friendly in a month, and which will be not. Unless we want to send these ships on the billion year voyage to Sonia's planet, hiding them in deep space or some place that interferes with scanners is probably a better idea.

>>1163361
>Is there support for a trip to friendly space for repairs to the Outer Heaven and your salvaged warships?
We'd basically get Outer Heaven repaired, hand over the salvaged warships, and maybe pick up some local reinforcements, right? Would it make sense to have our second in command continue the raids with the undamaged ships and meanwhile meet up with a Helios battlegroup for repairs with the damage ships and some escorts?
>>
>>1163720
>We'd basically get Outer Heaven repaired, hand over the salvaged warships, and maybe pick up some local reinforcements, right?
Pretty much.

>Would it make sense to have our second in command continue the raids with the undamaged ships and meanwhile meet up with a Helios battlegroup for repairs with the damage ships and some escorts?

Lyas has enough experience operating with minimal supplies or support to make it work. It would probably be best to have a few agreed upon meeting points to link up with them again behind enemy lines.

To get the OH and salvaged ships fixed quickly you'll need to go to a Helios colony world.
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>>1163361
Throwing my support behind getting our loot out of here and then returning after we've stashed it in friendly territory and repaired Outer Heaven a little. Along with restocking.

After that we can return at full strength and wreak stuff. We should see about hitting some yards like we did in the Maelstrom. Especially BS yards, we lack those.

Meanwhile I feel like we should leave our stealthed ships and special forces so they can keep building up our intelligence network and gather data for our return.
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>>1163832
Thanks. I think we should simply do what winifred did in these situations and call a staff meeting. It would also let us generate a few additional named commander because I'm pretty sure we don't even know Lyas. (At least I don't)
>>
>>1163047
>>1163155

I'd like to throw some support to 'send it thru a nav hazard' for anything that can't immediately be put to use.

IIRC, Helios forces are being forced back in this dwarf galaxy, so bringing salvage to the Helios lines could result in it being lost or scuttled if the enemy makes gains.

That said, we may want to consider any Nav Hazard trips being more in the range of several years? This civil war and region could still be unsuitable for recovery operations in a year.


Perhaps we should attempt to target a mining operation and capture a barge or deployed equipment? I recall we hid stuff during our Neeran deployment by mining a pit in an asteroid and then covering it over.

Capturing a barge or two may even allow us to steal and hide some station modules/chunks, if we can blast some choice bits off of targets and jump them out.
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>>1163361
I would rather we hide it in a Nav Hazard so that we can grab it on the way back.

>>1163832

Supporting this. Can we get them to raid ahead of us to draw away forces from the place we want to break through?

>>1164097

So you would be okay with us hiding the excess here, getting Lyas to raid for transports to carry the rest of it while we're gone, and then meeting back up with stuff to fix it up in the field?

>>1163832
Have we considered smugglers? Perhaps we could get in touch with Ferigold the Fat and see if we could trade them for supplies or something?
>>
Thread's about to fall off the board, would it be possible for you to go through the crazy ideas page if this is archived before we can resume?
>>
>>1167004
Will do.
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>>1164087
>It would also let us generate a few additional named commander because I'm pretty sure we don't even know Lyas. (At least I don't)
I have been meaning to give you guys the names of the 4 wing commanders at least.

Lyas Cinayk is the commander you sent to the DRH 2 Relay to conduct raiding there. Had a good salvage haul, though not as good as the ones you sent to Helios space.
>>
>>1164097
>Perhaps we should attempt to target a mining operation and capture a barge or deployed equipment?
It would give you some advantages.

>mining a pit in an asteroid and then covering it over.
Right, that's what I was trying to remember.

>Capturing a barge or two may even allow us to steal and hide some station modules/chunks,
A Moli is capable of handling those, they're just slow.
It seems like we need to get a Moli II developed or a CX Transport++ to help with salvage operations.

>>1166322
>Can we get them to raid ahead of us to draw away forces from the place we want to break through?
That could work, though secure communications could be difficult.

>Have we considered smugglers?
>ctrl+f
Apparently not. You could make a deal with some smugglers or the trader to get the supplies shipped out in exchange for them getting a share of it.
>>
Thread is archived.
>>
I didn't think the thread would still be up by the time I finished this.

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