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File: Imperial_Officer_TCG-CS.png (1.51 MB, 1400x1200)
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Following the Emperor's death at Endor, the once unstoppable Galactic Empire has cracked and began to crumble. While the members of the Rebel Alliance come together to form the NEW REPUBLIC, the remnants of the Empire begin to tear themselves apart at the hands of IMPERIAL WARLORDS who each seek to install them-self as the next emperor. With nearly half the galaxy in the hands of the New Republic, the IMPERIAL REMNANT seems powerless to stop the rebel advance.

Among the soldiers and sailors of the WARLORDS, terror and hope fills men and women in varying forms, as those who serve seek their calls of duty and responsibility, surviving just to live another day in a galaxy without order....
>>
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In This quest, you will play as an imperial officer in the aftermath of Endor, in the Legends timeline. You will begin low, amongst the naval officers in the Smaller vessels, and may be able to rise to become your own warlord, or at least survive to see the end of the war or your own retirement.

to Begin with, you are

>Commander Leonis Torin, a young Socialite who joined the Imperial navy as family responsibility, and is stationed in the Core
>Commander Joriv Brackett, a Professional Captain who has bloodied his teeth in the Chaos after Endor
>Commander Slythas Caime, an Officer disgraced and sent into the Rim after a scandal at the Academy
>>
>>4929807
Hmm, so we seem to have
>Sleep our way to the top
>Capital ship combat specialist
>Wildcard

I'll go with wildcard: >Commander Slythas Caime, an Officer disgraced and sent into the Rim after a scandal at the Academy
>>
>>4929807
>Commander Joriv Brackett, a Professional Captain who has bloodied his teeth in the Chaos after Endor
>>
>>4929807
>>Commander Slythas Caime, an Officer disgraced and sent into the Rim after a scandal at the Academy
>>
>>4929807
>>Commander Slythas Caime
Redemption arc time.
>>
>>4929807
>Commander Leonis Torin, a young Socialite who joined the Imperial navy as family responsibility, and is stationed in the Core
>>
>Commander Slythas Caime, an Officer disgraced and sent into the Rim after a scandal at the Academy
The Rim sounds like a good place to start if we want to get a good warlordship going.
>>
>>4929807
>Commander Slythas Caime, an Officer disgraced and sent into the Rim after a scandal at the Academy
>>
>>4929778
>>Commander Slythas Caime, an Officer disgraced and sent into the Rim after a scandal at the Academy
>>
>>4929807
>Commander Slythas Caime, an Officer disgraced and sent into the Rim after a scandal at the Academy
>>
>>4929807
>Commander Slythas Caime, an Officer disgraced and sent into the Rim after a scandal at the Academy
>>
>>4929778
>Commander Slythas Caime, an Officer disgraced and sent into the Rim after a scandal at the Academy
>>
So what was the scandal? Did we get caught in the arms of a Twi-lek slave girl? Run a gambling racket. Read forbidden literature?
>>
Majority seems in favor of outer rim adventuring so,

>Commander Slythas Caime, an Officer disgraced and sent into the Rim after a scandal at the Academy

>writing
>>
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>>4929894
>>
>>4929923
We deserved execution
>>
>>4929923
I am appalled that you can even suggest that we could do such a thing.
>>
>>4929923
>>
You are Slythas Caime, and you are moderately Hungover this Early morning.

Ever since your scandal at the academy, you'd been expecting to be kicked out, but since the Kriffing Death Star had been blown up those years ago, the resulting mass loss of some of the Navy's brightest meant that with yoir grades, you probably could have killed your instructors and still been thrown out here. Albeit with a few more guards.

Speaking of that spectacular stunt you pulled, youre tryin to recall what it was. Was it...

> That time you seduced the Headmaster's daughter in his office? The Headmaster made sure to recommend your skillset for the furthest most remote possible missions, and youre fairly sure hes trying to send reports to whoevers your Leader to keep you there

> When you took the Local Garrisons TIE compliment on a wild chase when you borrowed a local nobles pleasure yacht? The baron has followed you through you career however her can.
Or
> When you managed to humiliate several higher ups by flooding their Observation rooms with Bantha Milk? They did promise you hell to pay after all

Those were definitely the good old days.
>>
>>4929967
> That time you seduced the Headmaster's daughter in his office? The Headmaster made sure to recommend your skillset for the furthest most remote possible missions, and youre fairly sure hes trying to send reports to whoevers your Leader to keep you there
>>
>>4929967
>> When you managed to humiliate several higher ups by flooding their Observation rooms with Bantha Milk? They did promise you hell to pay after all
>>
>>4929967
>> That time you seduced the Headmaster's daughter in his office? The Headmaster made sure to recommend your skillset for the furthest most remote possible missions, and youre fairly sure hes trying to send reports to whoevers your Leader to keep you there

Our dick will restore the Empire!
>>
>>4929967
>That time you seduced the Headmaster's daughter in his office? The Headmaster made sure to recommend your skillset for the furthest most remote possible missions, and youre fairly sure hes trying to send reports to whoevers your Leader to keep you there

She was a naughty girl…
>>
>>4929967
>> That time you seduced the Headmaster's daughter in his office? The Headmaster made sure to recommend your skillset for the furthest most remote possible missions, and youre fairly sure hes trying to send reports to whoevers your Leader to keep you there
It's not our fault that she good-looking.
>>
>>4929967
> When you managed to humiliate several higher ups by flooding their Observation rooms with Bantha Milk? They did promise you hell to pay after all
>>
>>4929967
>That time you seduced the Headmaster's daughter in his office? The Headmaster made sure to recommend your skillset for the furthest most remote possible missions, and youre fairly sure hes trying to send reports to whoevers your Leader to keep you there
>>
>>4929967
> That time you seduced the Headmaster's daughter in his office? The Headmaster made sure to recommend your skillset for the furthest most remote possible missions, and youre fairly sure hes trying to send reports to whoevers your Leader to keep you there
>>
>>4929967
>> That time you seduced the Headmaster's daughter in his office?
>>
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> That time you seduced the Headmaster's daughter in his office?
>>
>>4929967
>That time you seduced the Headmaster's daughter in his office? The Headmaster made sure to recommend your skillset for the furthest most remote possible missions, and youre fairly sure hes trying to send reports to whoevers your Leader to keep you there
>>
I hope she gets assigned to our ship down the line
>>
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Ah yea, thats what it was. You wonder what that old man is up to now, as you get up and begin to battle off your morning pains.

A few minutes later, you look disheveled, but presentable enough for a dead end posting like yours. It was an old vessel but you trusted the crew with your life, not like there was much in terms of life or death scenarios out in this expanse of space. Your ship was a..

>Ton Falk Escort Carrier, the rather fitting, INS Irreputable(acquire the Ace)

>Strike Class Cruiser, the INS Ton Falk, oddly named after a battle another ship type was named for. (Acquire the Gunner)

> an old rebel Nebulon B Frigate, the recaptured and renamed, INS Incorruptible( Acquire the Droid)
>>
>>4930064
>Ton Falk Escort Carrier, the rather fitting, INS Irreputable(acquire the Ace)
>>
>>4930064
>Ton Falk Escort Carrier, the rather fitting, INS Irreputable(acquire the Ace)
Carriers are good for power projection.
>>
>>4930064
>Strike Class Cruiser, the INS Ton Falk, oddly named after a battle another ship type was named for. (Acquire the Gunner)
>>
>>
>>4930064
>Ton Falk Escort Carrier, the rather fitting, INS Irreputable(acquire the Ace)
Carrier has arrived. Plus the only possible way to catch anything is to run them down with TIEs. Makes it easier to capture vessels too.
>>
>>4930064
>>Strike Class Cruiser, the INS Ton Falk, oddly named after a battle another ship type was named for. (Acquire the Gunner)
>>
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>>4930064
>>Ton Falk Escort Carrier, the rather fitting, INS Irreputable(acquire the Ace)
>>
>>4930064
>>Strike Class Cruiser, the INS Ton Falk, oddly named after a battle another ship type was named for. (Acquire the Gunner)
>>
>>4930063
Noted
>>
>>4930125
+1 i really like this ship design
>>
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>>Ton Falk Escort Carrier, the rather fitting, INS Irreputable(acquire the Ace)

The Irreputable may have been a dead end posting, but that doesnt mean its not a worthless vessel. With the lack of outposts in this far out area and a need to stay mobile to investigate smugglers, your Irreputable had its Wing of 4 TIE/Ln squadrons, 2 TIE Bombers, and 1 Squadron of special fighters. Well special, because they had shields and hyperdrivea
They were...

> ARC-170s, clone wars vintage but big enough to dominate their opponents by firepower(Fighter Ace)

>Xg-1 Star wings, a newer ship thats alot more like a missile boat for blowing transports up after inspecting them
>>
>>4930146
> ARC-170s, clone wars vintage but big enough to dominate their opponents by firepower(Fighter Ace)


OLD SCHOOL
>>
>>4930146
>> ARC-170s, clone wars vintage but big enough to dominate their opponents by firepower(Fighter Ace)
ARCs are kinda monsters. Just under X-Wing-tier speed, good shields, dedicated co-pilot, and a tail gunner. They'll serve us well.
>>
>>4930064
>Ton Falk Escort Carrier, the rather fitting, INS Irreputable(acquire the Ace)
>>
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Seems its slowing down, so we'll pick this back up tomorrow, hope the quest ends up fun for yall
>>
>>4930146
>ARC-170s, clone wars vintage but big enough to dominate their opponents by firepower(Fighter Ace)
>>
>>4930146
> ARC-170s, clone wars vintage but big enough to dominate their opponents by firepower(Fighter Ace)
>>
>>4930194
the prolonged character creation stuff is slowing things down a bit i think.

>>4930146
>ARC 170
>>
>>4930252

Probably, but im new to this so not sure how to maintain a good pace

But we're almost done, and tomorrow I'm off work so probably should go smoother
>>
>>4930146
> ARC-170s, clone wars vintage but big enough to dominate their opponents by firepower(Fighter Ace)
>>
>>4930146
>ARC-170s, clone wars vintage but big enough to dominate their opponents by firepower(Fighter Ace)
>>
>>4930146
>> ARC-170s, clone wars vintage but big enough to dominate their opponents by firepower(Fighter Ace)
>>
>>4930146
> ARC-170s, clone wars vintage but big enough to dominate their opponents by firepower(Fighter Ace)
>>
>Commander Slythas Caime
Man, no one got the reference, apparently. Shame.
>>
>>4930574
HERO OF THE IMPERIUM.
>>
>>4930574
We need a droid bodyguard/assistant. JR-G3N ?
>>
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>> ARC-170s, clone wars vintage but big enough to dominate their opponents by firepower(Fighter Ace)

Your Squadron of ARCs was a nice addition, especialy since they could go on long range patrols of their own accord, kept your job nice and cushy, and kept your best pilot, Lt. Drang, callsign "Chatterbox" from talking your ears off, only his squadron had to suffer.

Beyond him though, your crew was mostly composed of what would be "political appointments". Not necessarily bad crew mostly, but most had done something or other to piss off someone important. Your crew listened well though when the few calls to action occurred and you needed to fight. You also left regulations loose onboard, meaning most crewmen beyond your uptight XO, Cranston were about as disheveled as you on most days.

Cranston though, was different today. As you arrived to the bridge, you noted his Grave look was one of more then just horror at the crews discipline today.

"Commander, we've got a priority One broadcast coming in from Occupation Command at Bespin." Do you want me to take a message as usual, or do you want to take this one. It seems genuinely urgent this time."

The last time a Priority One message came in was... well actually they never did. Something must be up today.

>"Cranston, if they needed something from us it cant be urgent, we're too far out and I'm too hungover. Take a message"

>"I'll take it in the conference room, Cranston, you have the Bridge"

Roll 1d5 for starting Influence, this will be your currency among imperial hierarchy to get favors done, from upgrading fighters to replacing losses more expediently. It is spent as it is used, so think carefully as you all plan.
>>
Rolled 3 (1d5)

>>4930767
>"I'll take it in the conference room, Cranston, you have the Bridge"
>>
>>4930767
>"I'll take it in the conference room, Cranston, you have the Bridge"
That doesn't sound like the kind of call one can ignore. (On top of being a plot hook.)
Also, that influence mechanic feels familiar. Did you have any inspirations for this qst system ?
>>
>>4930781
Been rereading Panzer Commander Quest, to the part where hes in the Border and has to do favors to get more supplies or requisition things, so sorta an inspiration.
>>
>>4930767
>>"I'll take it in the conference room, Cranston, you have the Bridge"
>>
Rolled 2 (1d5)

>>4930767
>"I'll take it in the conference room, Cranston, you have the Bridge"
>>
>>4930767
>>"I'll take it in the conference room, Cranston, you have the Bridge"
>>
>>4930767
>"I'll take it in the conference room, Cranston, you have the Bridge"
>>
>"I'll take it in the conference room, Cranston, you have the Bridge"

writing
>>
As you key in the transmission, you see the Transparent blue figure of your Fleet's leader, Admiral Harnock appear. He is an older man of Clone Wars Vintage, the kind with nothing notable under his belt but longevity and friends who made it higher then him.

"Commander Caime, there has been a Development of the utmost importance, and you have marching orders to prove yourself and your crew. The Emperor is dead, and-"

"The Emperor! What happened? A coup? or the Rebels?"

"The details are hazy, the news is coming from COruscant as well as orders to slow the speed of its spread. High command has gone dark and the only reports are that of some admirals looting or engaging their political rivals in nearby sectors. We need to consolidate while the rebel sympathizers don't know the news, however, and regroup our fleet here at Bespin. You are to place yourself in orbit of Virgillia, and escort the evacuating Garrison out, as well as destroy the local government's patrol fleet to prevent it from being used against us later."

>Yes sir.(immediately embark on the mission)

>I can do that, if you can see a favor done...(What would you try asking?)

>write in
>>
>>4930913
>Yes sir.(immediately embark on the mission)
>>
>>4930913
>Yes sir.(immediately embark on the mission)
“Would it be more advantageous to seize the Patrol Fleet?”
>>
>>4930913
>>Yes sir.(immediately embark on the mission)
What about attempting to commandeer the local govt ships?
>>
>>4930913
>Yes sir.(immediately embark on the mission)
>>
File: Virgillian Patrol.png (447 B, 144x100)
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>>4930937
>>4930933

He likely wouldnt mind you attempting that, but you have one vessel, The local fleet is mostly some IPVs without hyperspaces, a Nebulon B and a Lancer, as well as local Y wings and TIE/lns. You could try convincing the Garrison transports for a boarding action if you can disable the garrison ships, but your ship has no turbolasers, ion cannons or heavy anti capital weapons beyond your bombers.
>>
>>4930959
I say we at least make an attempt for the Lancer and Nebulon B, probably the Y wings as well.
>>
>>4930967
I second this. Let's see if we can whip up an ad hoc boarding action. If they don't expect a fight, we might get storm troopers on board through deception
>>
>>4930980
I will add though, if we can't sneak a boarding team aboard, we'd better not risk a disasterous attempt
>>
>>4930980
>>4930967
>>4930937
>>4930933

"Yes Sir, I will embark immediately."

"See to it that you hurry, you should be able to catch the fleet moored if they aren't suspecting anything from our movements below."

Come to think of it, you do think you can salvage at least the flagship of the patrol, the
Nebulon Class, Pride of Virgillia. If you had to leave here with everything you can take, might as well get the kitchen sink while you're at it.

With the end of the transmission, you return to the XO and explain the situation, Mission, as well as your idea.

"Emperor's Bones... probably not a good saying anymore is it, but if he's gone and it's as they say, the admiralty may be about to go into chaos. Grabbing a few extra vessels could definitely be useful. but the question is how to board them. We could feign inspections with the Ground forces, but that would only get a limited force aboard before they get the idea somethings wrong. The other option would be to engage them and deal enough damage to force a surrender, hopefully the ships come out intact enough for us to bring out. Beyond those, do you have any ideas sir?"

> No, a Limited Boarding may be best.

>No, beating them to submission may be best.

>Actually, heres my idea...(Write in)

If you have further questions on positions or forces I can answer any you ask
>>
>>4931011
can you make the pictures bigger? they barely get any larger when you click on them.
>>
>>4931011
Let’s have an inspection team seize critical areas on board, allowing us to board additional forces, as well as threaten the ship with our bombers should we need to. As our team should have control of the bridge at the very least if not engineering areas such as the shield generators.
>>
>>4931024
Support
>>
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>>4929778
did the emperor really die though? I thought he escaped or was cloned or some shiet. Then Rose killed him and became all the jedi.
>>
>>4931024
that will do I reckon
>>
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>>4931031
so the rumors go

>>4931024
Have the "Inspectors" take the Bridge
>>
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Several minutes after exiting hyperspace near Virgillia, you transmit commands to the garrison, who detail 2 Assault Transports of Army troopers to your operation. As your shuttles begin their movement, you have 30 minutes until they arrive, but complications begin immediately.

"Commander, the Governor is hailing us"
"Commander, the Patrol fleet is hailing us"
"Chatter box is requesting permission to launch, and also wants to talk to you for clarification of enemies"

>Who do you Answer first? and do you launch fighters now or wait until things get worse
>>
>>4931067
for clarification, the grey vessels left of the now marked blue virgillian vessels are a group of old CR-20s left to the local army garrison for transport, and the 2 shuttles are the transports sent towards the Virgillians
>>
>>4931067
Fleet.
No fighters yet but make sure the ARCs can be out the hangar as soon as you give the word.
>>
>>4931070
+1
Have the fighters be prepared to sortie against the Virgillian fleet, with no engagement without our express permission.
>>
>>4931067
>Commander, the Governor is hailing us"

Perhaps we can resolve this without bloodshed?
>>
>>4931074
>>4931070

Answer the Fleet

You answer the fleet to one of your warmer working relations, one Captain Slat Carmine, leader of the Patrol and a man you knew to appreciate your results over your uniform's level of starch. Unfortunately he was born and raised on Virgillia, and is a staunch patriot for his homeland.

Plus he never accepted your invites to your Sarlacc nights.

"Commander, I presume you have sonething to do with the arriving inspections?"

"Yes Captain, the ongoing shuttles and movements are part of a reshuffling of personnel in the sector. They want to perform an inspection and inventory before detailing new garrisons or priorities for patrol fleets. Nothing to worry about."

"Affirmative, and I presume you'll be escorting the convoy out? It'll be a shame if youre redeployed, I was thinking about going to your next tournament"

Son of a-
_______________
You are Private Garner and you're part of the 40 army troops crammed into the back of Sigma 1. You all know the DX-9s are rated for 30, but the Lieutenant didn't wanna hear it, so everyone is stuck together in your bay, struggling to breathe. Eventually the pilot radios in that youre about to touch down, and you hear shuffling and grunting of the men upfront to get to as close of battle stance as possible.

You didnt even know why you were shooting your own men, but you know it'll be the Lieutenants life if you guys turn out to be wrong on these being rebels..

>Roll 1d100 for boarding attack, best of 3

Roll syatem is d100 best of 3, with a default dc of 50 modified by varying circumstances or units so this would be

Default:50
Caught by surprise:-30
Chockfull transports:-10

Army troops in space:+10

Dc: 20, roll over

The higher the better, good luck
>>
Rolled 97 (1d100)

>>4931218
>>
Rolled 51 (1d100)

>>4931218
>>
>>4931223
Solid
>>
Rolled 98 (1d100)

>>4931218
A formality.
>>
>>4931260
My compliments

So maybe carmine switches sides?
>>
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>>4931223

Your pleasant conversation with the Good Captain ends suddenly, when you see a blaster bolt bore a hole in his skull, and an army officer enters view.

Commander, I'm happy to report the bridge, Hangars and Reactor are under control. My 4th squad is currently airlocking any captured rebels, and all fighters are locked down in the Hangar."

"Excellent to hear Lieutenant, any news on the Lancer?" You were a little startled by the Violence of action, but you really couldn't argue with results

"Their shuttle entered and gunned down the captain when he arrived to greet the boarding team. It's fully under our control, but we arent trained in starship operations, so we're immobile. Please send crew soon."

An ensign in the bridge begins speaking up towards you as you kill the transmission. "Commander, Chatterbox wants permission to microjump into point blank and kill those IPVs before they get wise. Do i clear him to launch?"

>"tell chatterbox to bring me 3 Kill marks today"

>"have him stay in for a little longer, I have another idea"

>Write-in
>>
>>4931281
>>"tell chatterbox to bring me 3 Kill marks today"

Unless anyone has a better idea
>>
>>4931281
>"tell chatterbox to bring me 3 Kill marks today"
>Send an experienced crew to get Pride of Virgillia operational

We should call the Governor as well now, to inform him of the current situation.
>>
>>4931302
+1
Save the call to the governor for after Chatterbox's surprise attack.
>>
Rolled 2 (1d2)

>>4931309
>>4931302
>>4931291

1:call Governor Now
2:Call Governor later

WRITING
>>
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You are Chatterbox, and you are 1 of the 3 men in your fighter prepariung for a life or death maneuver. Microjumps are dangerous but instantly close the gap, and you've had your Proton Torpedoes replaced with Heavy Solid bombs. Enough explosives in each one to rip one of those IPVs apart in a single blast. You've been sitting in your fighter with your crew for the past hour, doing final check ups and explaining the battle plan to your pilots, most of which are dumb enough or brave enough (you know all of them well enough to know its definitely the former) to follow you into the Unknown regions if you so asked. Same as you would do for your Captain, Caime, who you owe a debt of life to, after he...

>stayed behind with the carrier to pick up every TIE from a bad Convoy escort, including your sorry ass

>Pulled his last few strings to keep you off the firing line from an incident involving a Moff and a Fly-By gone wrong
>>
>>4931363
>stayed behind with the carrier to pick up every TIE from a bad Convoy escort, including your sorry ass
>>
>>4931363
>Pulled his last few strings to keep you off the firing line from an incident involving a Moff and a Fly-By gone wrong
COMMANDER CAIRNE NEVER PULLS OUT
>>
>>4931363
>stayed behind with the carrier to pick up every TIE from a bad Convoy escort, including your sorry ass
>>
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Ever since he kept you and your pilots from biting the dust, cost the ship a paintjob and some crew, you've understood that so long as you and your men are under him, he won't leave you behind. the Carrier nearly sank that day, and though you know he got it from above for essentially retrieving what is administratively munitions, he made sure to never show frustrations at your pilots after.

"All Alpha Flights, Launch and Jump! All Navigators, no mistakes today or you won't be hearing the end of it in the afterlife!"

>Roll 1d100, best of 3

Default:50
Microjumps:+20
Enemy Confusion:-20
The Ace(Skirmish scale Bonus): -40

Total DC: 10
Dont fuck up
>>
Rolled 53 (1d100)

>>4931399
>>
Rolled 96 (1d100)

>>4931399
>>
Rolled 23 (1d100)

>>4931399
>>
>>4931404
fuckin lol, who knows maybe we just nocked out every command center which for some reason then vented the air in the ships and all ships will be able to be boarded and crewed from secondary bridges or locations. i mean hot damn could you imagine showing up with a small flotilla and the bonus we could get for going 'above and beyond for the empire' in the admirals eyes.
>>
>>4931602
I believe the reason is obvious. Exile anyone who is better than you because they make you look bad through connections and the actual troublemakers who are A willing to take risks or B already went rogue so no longer a member. What you end up within the boonies is both the most skilled and those willing to gamble of all the Empire. They get results so long as you care not for their conduct.

The real question is therefore what is the Admiral like who also got booted here and does he know how to handle those kinds of people without the Empire bearing directly down upon them? The Admiral is either too good, too incompetent, or prone to trouble. So out of sight out of mind.
>>
>>4931602
Sadly the IPVs have no hyperdrives, so blowing them to kingdom come is the best you can do
>>
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From your Command center, you watch a textbook bombing run from microjump sink 3 IPVs. You record the flight data and make notes to send this to your headmaster later to remind him you're still alive and prospering.

"Ensign, put the Governor through, it's time we announce our operation to him"

"Aye sir, do you want to do it from here or take him in private?"

>Humiliate him in front of your crew
>Laugh at him in the conference room

Beyond that, you need to split your crew between your 3 ship flotilla. you have enough crew to run your carrier, but can split off skeleton crews to basically bring the other 2 in, but will be useless. You could conscript the surviving crew to the empire's services, and disperse your stormtroopers aboard between them to keep the ships in line, but their ability and loyalty will be dubious. Another Option is to scuttle the 2 if you really want to piss the governor off while you speak to him, but that would have defeated the purpose of this whole exercise.

>Skeleton Crew
>Conscript the survivors before the army finishes airlocking them
>Sink your treasure??
>Other(write in)

Also Captured are 1 Y-Wing squadron and 1 TIE/ln squadron, if you wanna start shuffling fighters
>>
>>4931643
>Skeleton Crew

We are supposed to report in any way. This time though we bring additional ships with us.
>>
>>4931643
>>Laugh at him in the conference room
>>Skeleton Crew
>>
>>4931648
Forgot
>Laugh at him in the conference room
>>
>>4931643

Could we possibly get a read on the survivors? What's their morale/loyalty like? How likely are they to rebel or sabotage us if we conscript them? If unlikely, I say conscript

Otherwise skeleton crew.

Also:
>Laugh at him in the conference room
>>
>>4931643
>Humiliate him in front of your crew

Did we bang his wife and daughter? Good time to reveal it.

>Skeleton Crew

We're going straight back to the Admiral, right? Might as well. We should keep the crew alive just in case, just airlock the troublemakers.
>>
>>4931658
their loyalty is to Virgilla, so they're mostly men who volunteered to defend their homes. If you drag them off they're likely to sour after realizing they probably wont be going home for awhile
>>
>>4931659
Yes, orders are to escort the garrison back home to the Admiral at Bespin
>>
>>4931643
>Humiliate him in front of your crew
Good laughs for the crew
>Skeleton Crew
>>
>>4931643
>humilate
>skeleton crew
>>
>>4931643
>Laugh at him in the conference room
>Conscript the survivors before the army finishes airlocking them
Press gang.
>>
>>4931643
>Conference room
>skeleton crew
>>
>>4931643
>Laugh at him in the conference room
>Skeleton Crew
>>
>>4931643
>>Conscript the survivors before the army finishes airlocking them


>>Laugh at him in the conference room
>>
>skeleton crew
> conferen e room

Writin
>>
As you enter the conference room alone prepare yourself for the following fury, you begin wondering what the governor will be more horrified by, the theft of the ships or the killing of his men. You remember him as a rather callous figure more focused on the datapads of paperwork then truly wanting to be a leader, so he likely was furious on the loss of assets from your operation, and the army up and leaving.

"COMMANDER, I ASSUME YOU HAVE A DAMN GOOD EXPLANATION FOR ME NOT TO SUMMON THE FLEET TO BRING YOU A SWIFT EXECUTION?"

You never knew a Hologram could be so loud, but he's done it today." Governor, it's a pleasure to speak with you, regarding my-"

"Silence, TRAITOROUS SCUM, you're part of some sort of coup going on aren't you? I should have known a ship tainted with crew and men like you would have left the grace of order to become a petty pirate."

Oh, the news on the emperor likely hasnt made it here, do you want to break the news?

>"the emperor is dead, and I'm here to repossess your fleet for the Empire"

>"Virgillia was a Hutt Dungpit, and command has decided to retask her forces elsewhere.

>The Emperor knows of your crimes, prepare to be punished(lie, possibly bomb him)

>write-in
>>
>>4932045
>>"The Emperor is dead, and I'm here to repossess your fleet for the Empire"
>>"Virgillia was a Hutt dungpit. Command has decided to retask her forces elsewhere.
>>
>>4932045
>>"Virgillia was a Hutt Dungpit, and command has decided to retask her forces elsewhere.
>>
>>4932045
>>"The Emperor is dead, and I'm here to repossess your fleet for the Empire"
>>"Virgillia was a Hutt dungpit. Command has decided to retask her forces elsewhere.
>>
>>4932045
>"the emperor is dead, and I'm here to repossess your fleet for the Empire"
>"Virgillia was a Hutt Dungpit, and command has decided to retask her forces elsewhere.

Fucked your wife and daughter mate, just FYI.
>>
>>4932045
>>"The Emperor is dead, and I'm here to repossess your fleet for the Empire"
>>"Virgillia was a Hutt dungpit. Command has decided to retask her forces elsewhere.
>>
>>4932045
>The Emperor knows of your crimes, prepare to be punished(lie, possibly bomb him)
Can we do this and while he's panicking just leave?
>>
>>4932130
If you want, I don’t really have an opinion either way.
>>
>>"The Emperor is dead, and I'm here to repossess your fleet for the Empire"
>>"Virgillia was a Hutt dungpit. Command has decided to retask her forces elsewhere.

Writing
>>
File: Caime's face.png (350 KB, 517x386)
350 KB
350 KB PNG
"Governor, if you will let me finish, I am here under orders from Command to retask your defence force to the Empire's own use."

"Under what pretense? The moffs will hear my case and have the Emperor's-"

"The Emperor is dead. What the moffs decide after is not of concern, right now my orders are to claim the garrison from your trash heap world and return it somewhere it can be of remote use to the Empire. I trust you can bring your complaints to a higher authority later, but until then, my orders are clear. Goodbye Governor."

After killing the feed and returning to the Bridge, your XO informs you your skeleton crews have your 2 ships in tow and are ready to begin the journey to Bespin. At best speed, you will take about a week to return. You could also delay your return by having the Arcs jump ahead and make sure you dont wonder into any traps along your path.

>begin moving immediately(roll 1d100 for encounters table)

>have the ARCs move ahead and scout(roll 1d100 on encounters chance but Chatterbox faces down the storm)

>other?
>>
>>4932247
>have the ARCs move ahead and scout(roll 1d100 on encounters chance but Chatterbox faces down the storm)

Yea, don’t want to get involved in a battle with two ships having a skeleton crew.
>>
>>4932247
>>have the ARCs move ahead and scout(roll 1d100 on encounters chance but Chatterbox faces down the storm)
>>
>>4932247
>>have the ARCs move ahead and scout(roll 1d100 on encounters chance but Chatterbox faces down the storm)
>>
Rolled 9 (1d100)

>>4932247
>>have the ARCs move ahead and scout
>>
Rolled 52 (1d100)

>>4932247
>>
Rolled 5 (1d10)

>>4932247
>have the ARCs move ahead and scout(roll 1d100 on encounters chance but Chatterbox faces down the storm)
>>
>>4932247
>have the ARCs move ahead and scout(roll 1d100 on encounters chance but Chatterbox faces down the storm)
>>
"Send Chatterbox ahead, he has free reign to clear the road or come back as he pleases"

=======================

You are Chatterbox, and you haven't even had the chance to finish telling your hangar crew about how well that bombing run went before Caimes wants you back in the air. You've never been one to have a busy schedule like this, so it's definitely a surprise to be moving as fast as he is having your men today. This mission is more familiar though, just simple recon.

Or so you'd thought, before that first jump landed you in a Tatooine-sized furball. You came out directly into one of the Sector's 2 ISDs surrounded by sinking pickets and a faltering TIE wing trying to hold waves of Starfortresses from reaching it. On the other end of space were a pair of Light Mon cal Cruisers launching X-wings and Y-wings into the furball to keep the Star fortress, lumber as they may, relatively clean. And it was working to be frank, you may be looking at this ISD's wreckage in a few, unless you commit fully into the dogfight.

>"Pitter Patter, lets git at her"(Engage the Rebel Bombers)

>"time to hit the road"(Get the hell out of dodge)
>>
>>4932340
Welp. At least we know which side to pick. Time to get some glory !
>>
>>4932340
>>"Pitter Patter, lets git at her"(Engage the Rebel Bombers)
We can potentially rally them afterwards to withdraw to the Admiral's location with our own tiny fleet.
>>
>>4932340
>>"Pitter Patter, lets git at her"(Engage the Rebel Bombers)
Momma Chatterbox didn’t raise no bitch
>>
>>4932340
>"Pitter Patter, lets git at her"(Engage the Rebel Bombers)

Those zippo lighters? They gonna light up if we so much as breath in their direction.
>>
>>4932340
>"Pitter Patter, lets git at her"(Engage the Rebel Bombers)
>>
>>4932340
>>"Pitter Patter, lets git at her"(Engage the Rebel Bombers)

En garde!
>>
>>4932340
>"Pitter Patter, lets git at her"(Engage the Rebel Bombers)
We gonna arrive at the rally point with an fleet as a defacto Admiral.
>>
File: Ambush map.png (3 KB, 800x800)
3 KB
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"All flights, this is Alpha-1 of Irreputable, we'll back you up"

Thank the Emperor for you, our wing is almost dry, help us hit those Starforts or we're all gonna be walking home!"

>roll 1d100, best of 3

standard 50
Rebel Fighters:+10
Outnumbered:+30
easy targets:-10
The Ace: -20

Target: 60
>>
Rolled 54 (1d100)

>>4932465
C'mon...
>>
Rolled 22 (1d100)

>>4932465
>>
Rolled 94 (1d100)

>>4932465

Get that TLJ trash off my god damn radar
>>
>>4932470
witnessed
>>
>>4932470
Good save
>>
>>4932470
Meme magic is real
>>
>>4932470
oh man chatterbox is a beast. Just how annoying is the guy to get sent out to the boonies?
>>
>>4932519
Being sent to the boonies saved him from getting killed by some spunky rebel teenager like every skilled imperial is
>>
>>4932531
...You make a good point. Gotta avoid those young teenaged rebels man. You would think they were a bunch of force users or something.
>>
>>4932553
You know, considering how innefectual the jedi seem to be at stopping the sith and how thinly spread they are, you would think there would be more third party force user factions

I mean, it's not like learning takes training. Any fuckwit with the smallest modicum of knowledge can do it, apparently.
>>
>>4932472
The fucking Crit successes just keep on giving
>>
>>4932470
>>4932560
>>4932563
>Catterbox saving the Star Destroyers ass, cita 4 ABY

https://www.starwars.com/video/use-the-force-luke
>>
File: AnimeStarWars.gif (2.83 MB, 615x346)
2.83 MB
2.83 MB GIF
"Tally Ho!" goes the crys as your squadron sweeps into the fight, dumping Torpedoes into every starfort and detonating her Magazines. The machines were tough but not enough to take multiple torpedo hits in a dense dogfight.

Some X-wings and other fighters thrown in by the Rebels were hit in the resulting cookoffs, while our own pilots rallied behind us, getting room to breathe while clearing the major worry off their back.

=================

"Commander Calrissian, the starforts are gone, and our fighter screen is faltering. Those new ARCs have thrown off the attack, and our squadrons are requesting we retreat to the main fleet and conserve our power for Bespin."

"Aye, that may be our best choice right now. If everything is going as expected on the ground, another Star Destroyer will be something to figure out after Cloud City is back in our hands."
=========================

The X-wings and A-wings start breaking off, and the Star Destroyer immediately calls its own fighters home, with the Enemy cruisers Hyperspacing soon after. You inform the ISD of your origin and set back to the Carrier, with orders from the Captain of the Destroyer to form in and become part of his escort.

---------------------------------------------------
Upon news of Chatterbox's return, you get handed the orders and are left with a choice:
Follow his orders as he outranks you, and bring him home to Bespin? or ignore him and take your flotilla alone. His ship would be a big help in keeping your convoy alive, but he could take credit for some of your accomplishments when you return, or even take your 2 captured ships. Going alone may be mroe dangerous however.

>Move to support the ISD Tenacious

>Go it alone.
>>
>>4932597
>Move to support the ISD Tenacious
>>
>>4932597
>Move to support the ISD Tenacious
Though i don't like him getting the credit, we are in no state whatsoever to 'go at it alone'

We're already running on skeleton crews. We need people to be able to do this.
>>
>>4932597
>Move to support the ISD Tenacious

if nothing else, it's a big target for anything that happens to attack us. Hopefully one big enough to distract from the carrier.
>>
>>4932597
>Move to support the ISD Tenacious
>Pick up survivors from the wrecks and sinking ships to crew our captured ships

We're not giving up control of our prizes, so if that comes up I'd rather we go it alone. We'll pick up the survivor from the sinking ships and have them crew our prizes for the moment.
>>
>>4932597
>Go it alone.

I'm sure there are more isolated groups that we can rescue from being overrun and recruit.
>>
>>4932597
>Move to support the ISD Tenacious
>>
>>4932597
>>Move to support the ISD Tenacious

While he might outrank us, our orders come from higher up than him. We'll move in to support as a separate entity.
>>4932623
>Pick up survivors from the wrecks and sinking ships to crew our captured ships

Also this
>>
>>4932627
While I do agree with that, we need a proper crew to fully man our vessels, so we'd need to jump in-system to pick up the survivors.

>>4932643
>While he might outrank us, our orders come from higher up than him. We'll move in to support as a separate entity.

I definitely like that interpretation of orders.
>>
>>4932597
> Move to support the ISD Tenacious

I mean, it'd be best to help them out and maybe get a potential ally out of it.
>>
>>4932647
For sure, though i feel we should be adamant that we report that we saved their asses.

Most importantly, we should make sure we are the first to deliver our report, send the ARCs in early to "recon" bespin before we arrive.
>>
>>4932667
I agree, +1ing this prompt!
>>
>>4932667
Not a bad idea. Getting the credit for getting the Empire's foot in the door for reclaiming Bespin, maybe a few new names to network with. . .

Yeah, that'd be a good idea.
>>
>>4932667
+1 this is a smart way and hopefully while we are ‘scouting’ we can do some Recovery operations for the destroyed empire ships to bring our 2 skeleton ships up in numbers. The captain would have to be a giant moron and utterly heartless to deny this very sensible action to save competent and badly needed crew and to make sure the damaged vessel he is on isn’t blow out from under him on approach. Meanwhile we ride our star in the Admirals eyes and get favors and grow our rep as being for the common soldier and sailor
>>
>Support The Tenacious independently
>Search survivors, draft em for our spare ships

writing
>>
>>4932719
>>4932675
>>4932673
>>4932667

waking these into account as well
>>
>>4932667
Could we talk to the commander to get a feel the for guy and see if he's the type to be a ungrateful glory hogging stickass?
>>
File: Captain Marlo.jpg (13 KB, 236x246)
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13 KB JPG
Your little convoy soon arrives in the scrapyard of a battlefield's aftermath. You see 2 Ugor Scrapships awaiting at the edges of the field waiting to start claiming their holy salvage as well. You aren't sure how they just seem to know where wrecks are but theyre damned good at it.

After writing your own report for filing once you arrive at base, you order your shuttles out to the search and rescue, to scrounge crew for your new escorts, while shielding the now depleted left flank of the Tenacious.

The Captain of Tenacious is Captain Marlo, a quiet, more reserved type, who as you understand it, requested posting in the rim long ago, and steadily rose to a Star Destroyer in the area. While he's never been a particularly brilliant fighter, his understanding of policing space are probably some of the best in the Navy.

Once you signal your rescue operation and movement, you receive a message from his ship that once you restock the saved crew, he is requesting you divert some TIE/ln squadrons to his ship, as his force is down to 3 TIE fighter squadrons total. Of course, you can refuse due to your own orders, but having a favor from him could be useful later on in these suddenly more political times.

>Transfer squadrons(if so, how many)

>Refuse on basis of orders

As well, your main crew outside of your XO has not been informed of the passing of the Emperor, do you want to maintain the secret until you arrive, or let your crew know the news?

>tell them(if so, how)

>it is best to keep secret.
>>
>>4932825
>Transfer squadrons
2 squadrons. If I'm understanding this right, they will get replenished eventually, and getting "favors" is effectively our currency, so I think this is a good opportunity to get some.

>tell them
This one I'm less sure on. I'd say announce that it happened and that we are still pledged to maintain order wherever and however we can, even if present circumstances make it more difficult.
>>
> transfer over captured Tie squadron and one of our own tie squadrons along with a tie bomber squadron. Replace our transferred bombers with the captured Y wings and let our Ace go wild with more shielded Hyperdrive capable small craft

> let crew know the news, have it done first though with our security forces and our ace that we know are loyal to let them be able to police effectively and not be blindsided with rest of crew.
>>
>>4932825
>Transfer squadrons(if so, how many)
One. Tell him we can't spare any more because of our orders. It's enough to do more important stuff until we reach bespin.

I'm not sure about the crew, though. I mean, i guess they seem to be normal, so i don't think they're going to revolt - especially not when people like Chatterbox seem to consider us to be a good enough commander - but we need to avoid destroying the morale if we want to avoid deserters.
>>
>>4932825
>>Transfer squadrons(if so, how many)
Two of the ln squadrons. A fair amount, if he doesn't like it, explain to him our orders, the fact that they're meant for swarm tactics (can't give to many or they're shit), and tell him to pound sand.
>>4932825
>>tell them(if so, how)
>Men and women of the Irreputable. By now some of you have surely heard the rumors of our Emperor's passing. It is the heaviest burden I've ever borne to confirm them. Our lord is dead, killed by the perfidious, black-hearted, ruthless malcontents we've warred against for so long. These rebel scum think that with the Emperor's death, the corrupt, irredeemable Republic they so long for will spring into being. They could not be more mistaken. Though he was the mastermind of it, our beloved Emperor was not the Empire itself. No man is. No group of men are. The Empire is the idea that even in a galaxy as large and chaotic as our own, order, peace, and security can be forged by those with the will to do so. I have served with you all for long enough to know that your will is not wanting. Together we will forge that order, that peace, and that security into a blade that will pierce the heart of this rebellion and cut it out, root and stem. They will be dealt a blow a thousand times more disheartening and a million times more severe. But only with your will and faith. Do not lose hope. Do not falter. Do your duty and trust in me.
>>
>>4932825
+1 this >>4932846
>>
>>4932825
Ugor??? I cant believe you've done this
>>4932848
+1
>>
>>4932825
>Transfer squadrons(if so, how many)
3 squadrons. We are a carrier the last thing we are lacking in is squadrons and its the first thing we restock every time. Besides we should have the captured ships to help make up for it anyway.


>tell them(if so, how)
Best inform them before they find out through the rebels as a means to destroy their morale. Better on our own terms than theirs.
>>
>>4932848
Support
>>
Regarding the crew compositon, theyre mostly the political appointee variety like you, either made someone mad enough to move em somewhere out of mind and out of sight. They do their job well though, since alot were decent enough at their professional work.
>>
>>4932848
Supporting this - inform our loyalists and security forces first.
>>
>>4932863
Support, but only transfer one ln squadron
>>
>>4932848
this seems to be the most popular method, but will combine

> let crew know the news, have it done first though with our security forces and our ace that we know are loyal to let them be able to police effectively and not be blindsided with rest of crew.

with

>>Men and women of the Irreputable. By now some of you have surely heard the rumors of our Emperor's passing. It is the heaviest burden I've ever borne to confirm them. Our lord is dead, killed by the perfidious, black-hearted, ruthless malcontents we've warred against for so long. These rebel scum think that with the Emperor's death, the corrupt, irredeemable Republic they so long for will spring into being. They could not be more mistaken. Though he was the mastermind of it, our beloved Emperor was not the Empire itself. No man is. No group of men are. The Empire is the idea that even in a galaxy as large and chaotic as our own, order, peace, and security can be forged by those with the will to do so. I have served with you all for long enough to know that your will is not wanting. Together we will forge that order, that peace, and that security into a blade that will pierce the heart of this rebellion and cut it out, root and stem. They will be dealt a blow a thousand times more disheartening and a million times more severe. But only with your will and faith. Do not lose hope. Do not falter. Do your duty and trust in me.
>>
>>4932825
>Transfer squadrons

Two squadrons seems good enough. If we want to impress the man, three is the golden number.

>tell them (somber, but reassuringly)

We're all patriots here, despite our... quirks that landed us here.
>>
After a quick signing and confirmation of the fighter transfer, you call an assembly of your officers and key enlisted, you break the news to them, and inform security to be on alert.

one of the Tech leaders speaks up though.

"Sure, while the navy has done us wrong, we all signed up for a reason. Even if the reason is gone, I can say my technical crews will follow your commands for now so long as you don't go fanatic on us and dive us into the nearest rebel armada."

no one speaks up, but you can see in their eyes most generally share his sentiments.

>Don't you worry, we aren't suicidal, our goal is to stay alive right now.

>Discipline that poor can no longer be tolerated. Guards, lock him up and ahve him replaced.

>Other
>>
>>4932996
>>Don't you worry, we aren't suicidal, our goal is to stay alive right now.
>>
>>4932996
>Don't you worry, we aren't suicidal, our goal is to stay alive right now.
Kinda need to regroup and see how many resources we can capture/hold against the soon to be tide of rebel and criminal scum attempting to take advantage.
>>
>>4932996
>Don't you worry, we aren't suicidal, our goal is to stay alive right now.

emphasize that out here all we have is each other and that we care about crew and would not put them in any danger we ourselves are not exposed to.
>>
>>4932996
>Hail the bridge! Quick, where's the nearest rebel armada?
>Don't you worry, we aren't suicidal, our goal is to stay alive right now.

Dying is easy, the tough part is staying alive long enough to make a difference. And we will make a difference, because we're all tough sons of bitches.
>>
>>4932996
>>Don't you worry, we aren't suicidal, our goal is to stay alive right now.
>>
>>4932996
>>Don't you worry, we aren't suicidal, our goal is to stay alive right now.
>>
>>4932996
>Don't you worry, we aren't suicidal, our goal is to stay alive right now.

But discipline is still important!
>>
>>4932996
>Don't you worry, we aren't suicidal, our goal is to stay alive right now.
We are consolidating our forces, taking stock, and seeing who is loyal. Though the assassination of the Emperor is a grievous blow, it is one mostly of morale. The Empire stands, and those who waver or is found wanting in their duty will find just punishment. We are the Imperial Navy, and we will not allow anything to cheapen our standards, our dignity, or the sacrifice of our comrades.
>>
can you make the pictures a bit bigger please. when i click it gets like a pixle bigger.

Also whats our little flotilla fleet comp right now, 2 Neb Bs and our carrier right? Also any chance we can get the Neb Bs we have upgraded to the fan version made by EC Henry
>>
File: bigger compliment.png (2 KB, 288x200)
2 KB
2 KB PNG
>>4933019
1 Nebulon B, 1 Lancer, and a Ton Falk Carrier

here maybe this is better
>>
>>4933023
Thanks, so we have 1 ARC Squadron, 1 Y Wing, 3 LN, 3 Shuttle?, and 1 Tie Bomber right

Also i love how much AA and fuck you fighter capability we have. We are literaly a force that is the Resistances major bane. AA and thick Cap.
>>
>>4933030
Current Fighter Loadout is:
1 ARC-170 flight
1 Y-Wing Flight
1 TIE/sa squadron
3 TIE/ln Squadrons
3 Sentinel Class Shuttle flights of 2 each

300 Stormtroopers onboard
>>
File: BespinGathering.png (6 KB, 800x800)
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"Don't you worry, we aren't suicidal, our goal is to stay alive right now."

"Well, I think that'll relieve the men alot more coming from us then from the admiral, sir. Ill get them ready for the speech.

A few hours later, aftery ou have your rescued crews and the flotilla is ready, you begin a speech transmitted to all decks of all 3 of your vessels.

"Men and women of the Irreputable. By now some of you have surely heard the rumors of our Emperor's passing. It is the heaviest burden I've ever borne to confirm them. Our lord is dead, killed by the perfidious, black-hearted, ruthless malcontents we've warred against for so long. These rebel scum think that with the Emperor's death, the corrupt, irredeemable Republic they so long for will spring into being. They could not be more mistaken. Though he was the mastermind of it, our beloved Emperor was not the Empire itself. No man is. No group of men are. The Empire is the idea that even in a galaxy as large and chaotic as our own, order, peace, and security can be forged by those with the will to do so. I have served with you all for long enough to know that your will is not wanting. Together we will forge that order, that peace, and that security into a blade that will pierce the heart of this rebellion and cut it out, root and stem. They will be dealt a blow a thousand times more disheartening and a million times more severe. But only with your will and faith. Do not lose hope. Do not falter. Do your duty and trust in me."

while you hear muffled scuttlebutt from the bridge crew after, all 3 ships report status nominal soon after.

"Commander, I think you're growing on them. Keep getting us alive out of these situations and you may have your own fleet command sir."

>Influence:3
Gain:+1 from TIE trading
New total: 4

===============================

Upon arrival, your Army compatriots take to the surface, headed to join the forces assembled on Cloud City.

The admiral as well is sent your report, and about a few hours after arrival, requests to speak with you. First though, there are several Imperial Dreadnoughts here refitted as armed Tenders servicing the fleet. You could call in and see if you can get yourself new fights, or expedite a refitting of your compliment.

>Welcome to the Influence menu, here I will list the available options for immediate usage of influence, write-ins are welcome but I cannot guarantee their approval.

Available Options
>Tie/LN Squadron: 1 Influence per 2 Squadrons
>TIE/IN Interceptor Squadrons: 1 Influence per squadron to get aboard
>XG-1 Star Wing Squadron: Shielded and Hyperdrive equipped Gunboat: 2 Influence each
>DX-9 Transport Flight: Includes Spacetroopers and armed for Bear, useful in Boarding actions: 2 Influence each

Nothing has to be bought, if so, just write in to skip
>>
Could we hire officers or special personnel? I'd like to get an information network going with some spies/informants.
>>
>>4933072
Currently, there arent really any personnel of note available, especially not ones unwilling to do the paperwork to wind up on your ship. You could try spending influence to make friends by getting shipments sent to other ships or places. You could also spend influence to look into the deeper parts of the empire, see if there is anyone looking for favors or deals.
>>
>>4933070
>XG-1 Star Wing Squadron: Shielded and Hyperdrive equipped Gunboat: 2 Influence each
>DX-9 Transport Flight: Includes Spacetroopers and armed for Bear, useful in Boarding actions: 2 Influence each

I would like to expand our small fleet.
>>
>>4933070
>DX-9 Transport Flight: Includes Spacetroopers and armed for Bear, useful in Boarding actions: 2 Influence each

We have the small spacecraft to disable enemy ships however we do not have enough manpower to actually capture them.
>>
>>4933070
>XG-1 Star Wing Squadron: Shielded and Hyperdrive equipped Gunboat: 2 Influence each
>DX-9 Transport Flight: Includes Spacetroopers and armed for Bear, useful in Boarding actions: 2 Influence each
Disable ships using our fighters and gunboat, then send in the spacetroopers to take over ships. Could probably nab a few rebel ships later on this way.
>>
>>4933070
>>DX-9 Transport Flight: Includes Spacetroopers and armed for Bear, useful in Boarding actions: 2 Influence each

>>Tie/LN Squadron: 1 Influence per 2 Squadrons

>>4933077
I too would like to have the opportunity to expand the fleet, however i would like to hold at least one bit of influence in reserve.
>>
>>4933070
>TIE/IN Interceptor Squadrons: 1 Influence per squadron to get aboard
I feel space superior fighters would be helpful against rebel fighters...
>>
>>4933081
I'm sort of tempted to just double down on the DX-9s, but I can respect keeping one influence in reserve.
>>
>>4933081
Supporting
>>
>>4933081
+1
seconding since right now we should be able to outfit our ARCs and Y Wings with ion bombs and torps if we want to disable ships and dont really need a slow gunboat when we already have 2 heavy hitters that are a lot faster and more mission flexible. Plus also id like to at some point train up all our onboard stormtroopers as Marine/ 501st Clone troop equivalents. Flexible, able to do everything from space ambushes and boarding's to VIP rescue and orbital insertions. getting some Space troopers is a nice step in that direction i feel
>>
>>4933081
+1
>>4933100
>Space troopers
They'll cost us an arm and a leg if we can find them at all. Good for capturing ships though.
>>
>>4933081
This seems to be the choice of the majority. Writing
>>
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With the new Spacetrooper shuttles and Interceptors coming in, you make arrangements to have a flight of sentinels reposted to the Nebulon B. Chatterbox is already making headway at giving your new pilots headaches, as you see him all but drag them towards the mess, eager to swap stories.

---------------------------------------

With your organizational business squared away, you check a new transmission from Admiral Harnock's flagship, detailing the current strategic situation, as well as new orders. First, are papers detailing your 2 prize captures to your own escort, forming a miniature squadron of your unit, while also providing enough crew to fill them in. Next is an ad-hoc promotion to Captain to properly lead the squadron. Of the rest of the situation though:
-Supplies are still oncoming from Eriadu, implying chain of command has held along the major hyperlanes. For now at least.
-Rebels in the neighboring systems have grown emboldened, and with the recent sighting of enemy light cruisers, an attack to liberate Bespin is believed to be in the works
-Envoys from neighboring Rim fleets have begun to probe on our disposition and loyalties, with some seeking to form a "temporary government" to govern the rim territories.

Current strategic plan is to maintain our fleet in position around Bespin, and probe out to maintain guard against rebel incursions to the neighboring territories.

Well, this leaves you with the option of waiting until your admiral requests your squadron for a mission, or you could request permission to take your unit out on a patrol nearby, and try to get the jump on the rebels.

>Maintain position
>Request a patrol route
>>
>>4933159
>Request a patrol route

As much as I want a mission, being proactive feels like the better play. And mama wants a new starship.
>>
>>4933159
>Request a patrol route
Might as well try to capture some more reb ships while we can.
>>
>>4933159
>Request a patrol route
>>
Don’t mean to be that guy but we bought 2 regular squadrons of Ties no? Not a single interceptor squadron
>>
>>4933175
ohfuck yea, lemme fix that
>>
>>4933159
>Request a patrol route

As a carrier group we are uniquely suited to this role.

>>4933175
Interceptors are great but suffer even greater attrition than regular TIEs. We do not have any idea when we may be reinforced, better to stick to the regular forces.

I have no clue how we will replenish our ARCs.
>>
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>>4933175
Fixed version, apologies for that
>>
>>4933178
No prob, also
>request patrol

Daddy want more ships and hopefully we could find a Quasar or even a Arquitems or 2. That’d really buff the fleet
>>
>>4933180
interceptors generally will perform better and take less losses then TIE fighters, due to their better maneuverablity and armament, at least in this system.

ARCs, probably will need to talk to junk planets or find a friend dealing second hand equipment somewhere
>>
>>4933186

Thanks for clarification. I have mained Interceptors as far back as Xwing vs TIE and as recently as Squadrons. Love the things but they are paper.
>>
>>4933186
I mean I don’t doubt for a second that if the empire is anything like modern day countries it wouldn’t have anchorages and planets dedicated to storing and keeping overflow tanks, planes, guns, etc or outdated equipment in truly vast amounts. After all if the US is turning desert plateus into acres upon acres of brand new or last gen weapons platforms and vehicles I’d cream my pants to see the Empires version. Also this is why we need to get a support ship able to construct fighters and spare parts like the Battlestars in BSG could. mobile replenishment facilities are critical in a mobile fleet
>>
>>4933192
oh Ive been playin through TIE fighter lately, loving the horrors of dying in 2 hits, makes genuinely evasive maneuvers and tactics required.
>>
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>>4933194
>Battlestars
Would pay top dollar.
>>
>>4933159
>Request a patrol route
>>
>>4933159
>Request a patrol route

>>4933186
>>4933194
All we have to do is find those old mothball docks, storage worlds/stations, and shipyards full of surplus/retired war materials. It's where the first damned rebels managed to scrounge their first fleets anyhow before they wised up on security or traitorous local governments helping to supply them anyway. Really should have scuttled them. Current gen and last gen shouldn't be a problem.

Find the Imperial equivalent of a local government to shove all the stuff you cannot store properly to make them store it properly who then find those lower than them to shove it on because they also ran out of storage...etc. Assuming that is you don't run out of storage or don't sell it on the side. So many governments are infamous when forcing locals to store excess war materials or setting up storage depots that they than promptly forget about.

Seriously though it shouldn't be a problem at all. Everybody in the military or local governments knows about the local dumping ground that they shove all that shit in and try their best to forget or prevent from getting sent even MORE shit that they somehow have to get rid of. Its so fucking bad irl I cannot even imagine how terrible it must be for the Empire version. I mean shit entire goddamn planets and star systems overflowing of with literal junk. Just imagining the military version...oh man. It must be a special kind of hell to work in logistics and storage for military surplus. Those poor bastards...
>>
>>4933194
those would be the Ord worlds, with Ord standing for Ordnance/regional depots. several have become regular worlds, but the ones still underi mperial control fully that havent become junkyards are large stockpiles. Out around Bespin however, the supply of materiel comes from the depots and warehouses around Eriadu, who sources new equipment from her own yards and the Core. The fastest way to get "new" ships fighting out here would be to buy them or steal them, or even refurbish from the scrap heaps
>>
>>4933159
>Request a patrol route
>>
>>4933210
In theory surplus should have been sent to the outer rim to help dispose of/store it. As the core dispatches disgusting amounts of surplus they need to get rid of because they themselves ran out of space to store it in so they force somebody else to figure it out instead. So on so forth.

So all we have to do is ask the local governments about their storage depots and hit up our own logistics guys on the dumping ground the local military forces use for their surplus because it's too damned expensive and time consuming to ship it farther away especially when those higher up/bigger than you are sending you even more surplus as well to get rid of/supply yourselves from. This would be instrumental to 'loyal' Imperial worlds to maintain control even when cut off or being forced to dispose of/provide storage to of surplus sent their way.

Considering how mindboggling cheap most Imperial standardized tech like the TIE series are the amount of surplus they must have built it is insane. Especially with how quickly they burn through them regularly to begin with anyhow. Therefore all we need to do is find out about the local storage depots and dumping grounds are in the local star region to raid/requisition/secure them for ourselves.

Admittedly acquiring fresh war materials and supplies is a much bigger problem. As that would require actual manufacturing and supply lines to manage/secure. When they are all getting raided to shit by rebels and desperate Imperials trying to hold out. The stores and dumps should last us for some time...at least until we start running low on munitions and manpower.
>>
>>4933219
>>4933209
Come to think of this would have been true for even the Old Republic considering the clone wars and more ancient conflicts when they had a military/began to dismantle it. They would have had to find ways to store it away. Assuming that is they simply didn't lose the records of their existence over time or bother to keep up with maintenance. Clone war stock is pretty good and would be easier to source than the older stocks. The issue is even finding the damned records and locations of their very existence given how outdated it is and how costly it is to keep track.
>>
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>>4933222
sadly majority of stuff pre empire is scrapped at big yards, or if kept in service, done around the Corporate sector. out here is the true boonies, the biggest attraction near you is Cloud city, which has mining and wealth, but no discernably or major population centers or industry nearby, leaving most surplus or reserves too far to be immediately grab-abble
>>
>>4933233
Damn what are the odds of being in the one backwater where they haven't built a supply depot nearby yet to shove surplus in so they can forget it exists. A problem in the short run.
>>
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A patrol route is volunteered for, and soon, you are being given orders to depart tomorrow for a ranging Mission on behalf of the Figg Conglomerate. They owned hte majority of the mining interest in the area, so your admiral saw it best to provide at least functional security for them. You were to deploy to Burnin konin, escort a large ore shipment through to Bavva, then report back. Piracy in the sector had always been an issue, but one you should have outgunned with 3 vessels.

In the meantime however, you do have a day before launch. You could get Chatterbox or some friendly officers for a party aboard to celebrate the promotion, or you could go down for a night on the town in Cloud City. that or just read a nice book in your room, until the time to launch arrives.

>Have a small get together.

>Turn the crew (and yourself) loose on Cloud City

>read a novel alone(skip to mission)
>>
>>4933257
Could we have a small gathering with the officers and turn the crew loose on Cloud City?
Desertion shouldn't be an issue, right?
>>
>>4933257
>Have a small get together.
>Turn the crew loose on Cloud City
>>
>>4933257
>Turn the crew (and yourself) loose on Cloud City

Time for some shore leave!
>>
>>4933219
Supplies won’t be the issue anon

As already established - our issue is going to be manpower.

We should move away from the TIE series ASAP. Sourcing more pilots without the galaxy-wide recruitment apparatus that the real Empire had is going to be super difficult.
>>
>>4933268
Support.
>>
>>4933257
>Turn the crew (and yourself) loose on cloud city
>>
>>4933257
>read a novel alone(skip to mission
>>
>>4933348
The problem with abandoning TIEs is that we'll be giving up an unbelievable amount of firepower. Sure, there are other fighters, but there are no other options even close to the amount of TIEs that are going to be available in this warlord period.
>>
>>4933257
>>Have a small get together.
>>
With a quick stroke on some papers. Pretty soon your flotilla has been given 24 hours leave, with only a handful of crewmen to make sure the ships are fine. Beyond them, you also call a gathering of your senior officers together to your own ship. Included in that is your Wing commander, Chatterbox, XO Cranston, and the 2 new transfers for your other vessels. Commander maw'ryn of the Nebulon, renamed Revengence, and Lieutenant Cranston of the Lancer, No Second Chances, no relation to your XO.

The 2 seemed to be officers believed overdue for a command of their own, from what you read of their filea, and seemed to have a good enough track record.

So when you arrange this party, what sort do you want? A quiet social, to acquaint yourself with your newest officers? Or a louder larger party to get blasted, possibly get the remaining enlisted aboard involved too?

>stay quiet, whip out the wine.

>go loud, pull out the stuff the engine crew distills in the back

>bring those stuck behind in? Or leave it officers only?
>>
>>4933534
>stay quiet, whip out the wine.
let the officers have their ravers with the lower ranked. with you they should always expect something more refined. plus it fits with our seductive socialite character (how else did we seduce the headmaster's daughter?)
>>
>>4933534
>stay quiet, whip out the wine.
>bring those stuck behind in
>>
>>4933534
>>stay quiet, whip out the wine.
>>bring those stuck behind
>>
Mixed rank social

Writing
>>
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You gather the enslisted and dole out your wine, letting those stuck onboard to enjoy some time off as well as those below. That will definitely help with keeping them happy with your leadership, but your stores of lighter alcohols is gonna be dry after tonight. Beyond that though, you finally get to address your 2 new ship captains, Maw'ryn and Cranston II.

Maw'ryn fills you in on his background, and how he has experience with Nebulon Bs prior, having had his previous command shot out from under him during a Rebel raid, where they used a fireship to break his vessel in half. He says he led his bridge crew and survivors out to escape pods, and managed to get picked up by imperial reinforcements. He seems eager to pay them back for his loss then though, and remembers that it was a specific 1 Winged Mon cal cruiser coordinating the fleet that got him, and asks you to keep an eye for it.

Lieutenant Cranston though, is fresh as a whistle. He came from the same academy as you, albeit a few years down, and knows you by reputation apparently, as you have become a legend in the history of the Academy, from your little "scandal". He holds a deal of boyish reverence from you, and he's eager to fight, just inexperience with actual fighting. You're sure he'll get his hands dirty soon enough though.

It's obvious though, that whiel you all are soon acquainted with one another, this is your first, albeit informal, officers meeting of the squadron. They probably expect to get a taste of their Commander, and you should leave em an idea of who you are.

>Drink hard and stay fun.

>Get down to business, give them rules on how you want this fleet to be run(encourage independence, cooperation, so on, write it in)

>other?
>>
>>4933955
I think we ought to strike a balance - first estabilish rules, explain to them how our situation requires independent thought and cooperation as well as reservation due to the loss of our productive capabilities - that is to say, we can't just keep throwing men at the problem until it sorts itself out - i mean, they shouldn't have been doing that anyway, but now we're spread EXTREMELY thin and every head counts.
>>
>>4933979
i forgot to add, at the end

And then allow the whole fun part - you know, drink hard, that kind of stuff. Basically, first do what's important, estabilish rules, and THEN, once the rules are estabilished, we can party.
>>
>>4933979
Support

Then go hard after a serious discussion.

Also keep a look out for any good female ‘talent’
>>
>>4933979
this

>>4933989
begone coomer
>>
>>4933955
> get down to business
We plagiarize:
The Empire is under threat of destruction, and though we’re on of the galaxy, these ships are our home. This fleet is our Empire. So it’s every man to their ship or gun; quick's the word and sharp's the action.

Now let’s enjoy the night, and pass the drinks.
>>
>>4933995
Our guy coomed himself into the outer rim, it's in character, if maybe unwise.
>>
>>4933989
>fucking a female political appointee
good way to get yourself stabbed in the ribs
>>
>>4934028
In our defense she was really hot, we really liked her, and she was pissed at her Dad. It didn't help he was also a dick. It just was too hard to not pass up man.

>>4933989
Don't fuck your own underlings anon.
>>
>>4933979
this seems to be the majority opinion, writing.
>>
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The officers are quickly filledi n with your understanding of how this squadron will be run, and told to take initiative, but be sure to be smart and cooperative with the resources we have, as we may some day not get reinforcements or second chances out here.

After that though, you begin your classic party tricks and change back to a more relaxing situation that gives you a guaranteed hangover the next morning.
==========================
The next morning, you are awoken with a splitting headache very early, by your equally disheveled XO, who has you moving to the bridge fast. A badly Damaged ISD, the Infallible, from the neighboring sector, has just arrived in system, and is headed in to the fleet. Its prow is ripped off, an engine is missing, and the bridge sheered completely off. Theres signs of life aboard but the Admiral is sending some Vindicators and the Dreadnought Tenders to find the survivors and begin repairs.

Reports are that 50% of your squadrons crew is back from cloud city, and the admiral wants all ships to full alert in case whatever rebels did this come in soon.

Chatterbox is aboard as well as half the pilots, hes somehow immune to hangovers, the lucky bastard, unlike his crews, the unlucky bastards

>Call the Army garrison to round your men up form the city

> They wouldn't dare hit this much firepower, get the crews back as normal and work off our hangovers.

>other??
>>
>>4934079
>Call the Army garrison to round your men up form the city
>>
>>4934079
>> They wouldn't dare hit this much firepower, get the crews back as normal and work off our hangovers.
>>
>>4934079
>Call the Army garrison to round your men up form the city

Sore head vs. being dead

It pays to be cautious during war time
>>
>>4934079
>Call the Army garrison to round your men up form the city
It's the cost of being a soldier, if you're on shore leave in the middle of this big a shitstorm expect to be possibly called at emergency. Better to have some grumpy crewmen than being blown up.
>>
>>4934079
>Call the Army garrison to round your men up form the city

Let us not suffer from complacency
>>
>>4934079
>Call the Army garrison to round your men up form the city
>>
>>4934079
> Call the Army Garrison to round up your men from the city

Should probably have the medical staff aboard provide extra fluids and vitamin supplements to the crew in the hopes of reducing the effects of the crew's hangovers
>>
Aye, will make a post when I make it home and have access to my images
>>
In the meantime, can I ask how y'all are enjoying it, and any criticisms or questions you want me to address or answer? This is my first time runnin something so I wanna improve how i can
>>
>>4934260
I would recommend putting your posts through a spellchecker and/or reading them aloud to yourself before posting. It's a much better experience when the posts don't have typos, which your posts have rather commonly. Otherwise it's been great so far imo.
>>
>>4934260
I like the images, it's really neat!
>>
>>4934260
It's pretty cool, i like it. It's good to play from a more strategic point of view, as opposed to player-based stuff.

I'll have to ask though, how do you do those maps? They look pretty cool, especially the models.
>>
>>4934317
>>4934352

These
>>
>>4934317
>>4934352
>>4934374

I'm using sprites from Timekiller,the guy who did dark empire years back and Paint.net to make the maps and fields. Goal is to keep stuff clear and concise on whats happening on the map, im glad ye like it

>>4934269
I will start doing that, some of my posts are done from my phone however, so my grammar is sometimes shit from that, i apologize if its been egregious however
>>
>>4934413
nah for a quest with such quick/short updates a few spelling errors are no big deal.
>>
>>4934413
>dark empire
That was a fantastic quest.

Playing as the reanimated Emperor was pretty fun
>>
>>4934428
Wonder if he'll ever run that Light Side sequel he was mulling over. Said it'd be a ways away before he does.
>>
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With a few calls to the Colonel of the army unit you helped move earlier, you soon have alot of men being roused form their stupors and sent up in an AT-AT barge. The colonel however, calls to inform you he couldnt find about 10% of the crew, likely lost in the lower areas or deeper red light districts, but he will get his hands on them and send em up.

With time passing, you also see the Dreadnoughts struggling to stop the ISD with their tractor beams, until the Tenacious steps in close to halt its movement, and begin getting crews aboard the vessel.

a few hours pass, with relative quiet, and by the time you and the majority of your men are aboard, you receive a message from below by the Colonel, who appeared to be in a scrapyard turned battlefield.

"Captain, your men and some from a few other ships have been taken prisoner by a rebel cell operating down here. We have them pinned and are moving in assets to wipe them out. I cannot give you a guarantee for their safety, but I'll limit heavier fire to get as many out as I can.

>"that won't be enough, I'm sending you assistance(Send what? you have stormtroopers, as well as your spacetroopers)

>Thank you for understanding Colonel, good hunting.*end transmission*
>>
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Corrected image, to account for trailing pickets and the like
>>
>>4934787
>"that won't be enough, I'm sending you 150 stormtroopers."

The stormtroopers aren't as specialized in space as the...well, spacetroopers. This way we keep a security element on board and can still board enemy vessels. Also, if there is a rebel cell active, I have no doubt that an attack is coming.
>>
>>4934787
>"that won't be enough, I'm sending you assistance(Send what? you have stormtroopers, as well as your spacetroopers)

Take half of our stormtroopers, Colonel. Good hunting.
>>
>>4934787
>"that won't be enough, I'm sending you 150 stormtroopers."
Seconding some storm troopers as well.
We're going to have to be careful in checking our crew when they do return, wouldn't want stowaways or "souvenirs" of any sort getting aboard.
Also, the timing of the rebel cell being activated is suspicious, why would they activate now with such heavy imperial presence present....? Hm....

So what caused the damage to the bridge-less ISD anyway? Were they ever boarded at any point?
>>
>>4934817
News on the vessel seems to be the Insides are badly damaged, and alot of areas are blocked off, including the life signs aboard, who are currently around the Hangar section underside
>>
>>4934838
I sense a huge explosion coming up.
>>
>>4934817
+1
>>
>>4934787
>"that won't be enough, I'm sending you assistance(Send what? you have stormtroopers, as well as your spacetroopers)
Send Stormtroopers, atleast 100 men.

Keep the Spacetroopers for boarding that incoming vessel.
>>
>>4934844
>>4934848
Looking at this >>4934789, I think we should probably warn them to get distance on that vessel.
Not familiar with how ISDs are operated, but what are the odds an ISD with so much internal damage and no bridge can manage to get to this system, not to mention speeding towards the center of our fleet to boot?
What of its escape pods?
>>
>>4934787
Wait, yeah, we should also inform the fleet about the rebel cell and also mention that the damaged ISD is probably either rigged to blow or holds hiding rebels intent on boarding some of our vessels in all likelihood.
>>
>>4934855
ISDs actually do have back-up bridges if I recall correctly, despite what A Return of the Jedi may have you believe with The Executor getting suicide-bombed.
>>
>>4934855
Yes I agree that shit is very suspicious. We need to stop it at all costs. we need to board it, and if we encounter any contacts, we pack up and leave and blow that ship outta the sky.
>>
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>>4934841
rude

As your shuttles are descending towards Cloud City, your Bridge goes white, as a massive explosion rocks the edges of the fleet. The ISD goes up in flames, debris and shockwaves instantly shredding the dreadnoughts and escorts, while the Tenacious is vaporised up to halfway through it's superstructure.

"Vessels exiting hyperspace captain, 10, no, too many sir! It's an entire fleet!"

Your Fleet comms begin rattling, with the Admiral attempting to restore order, but some captains are sounding as though they are going to burn and withdraw. What shall you and your men do?

>Squadron to alert, we must hold Bespin, at least until our men are safe.

>The odds are not in our Favor, we must pull back

>Other

as well, roll 1d100, best of 3 for the Ground battle

DC:50
Stormtrooper reinforcements:-20
Rebel pathways and ambushes:+10

Total DC: 40
>>
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>>4934872
Apologies y'all, had the wrong photo loaded. This is the Correct one
>>
The next update will go out in like 8 to 9 hours after i sleep, so stack questions now, and when im awake will anser. Yes you do have the ability to speak to other captains in the fleet, or contact the admiral, should you wish to try rallying ships or the like, but remember, right now you are lesser in the ranks then the Vindicator or victory captains as well.
>>
>>4934872
Ah for fuck's sake

>Squadron to alert, we must hold Bespin, at least until our men are safe.

Let's blast fucking rebels back to the stone age
>>
>>4934838
How savvy/experienced is Caeme? Would he know the likely hyperspace entry points into this system?

>>4934862
My concern is that it's headed straight for the center of our tight formation fleet, not to mention surrounded by several vessels within touching distance. This can't be be a coincidence, and neither is the active rebel cell taking hostages (why hostages? what demands could they possibly make?).

If this isn't out of character/too meta, I'd say for all vessels to clear that ISD, launch all combat squadrons, and enter loose defensive position. If we know the likely translation points, having fighters and bombers laying in wait would be ideal. Regardless, too many coincidences, too little noise. An orchestra is tuning up and getting ready to play. Again, only if it's in-character. I don't know how much experience the guy has.
>>
Rolled 46 (1d100)

>>4934872
Forgot to roll for ground battle
Rolling for Disintegration
>>
Rolled 95 (1d100)

>>4934874
>Squadron to alert, we must hold Bespin, at least until our men are safe.
Shit, I would've loved to drop that damaged ISD on Bespin.
Regardless, our small craft can stall them within the debris field, and our larger craft can use that same field as both cover, obstacle, and a choke point.
>>
>>4934882
Caemes is experienced enough to be given the command of the squadron easily, but his battle experience comes mostly from battling pirates, with a lower skill and organization then the true Rebel Alliance forces. Not to say hes incompetent, just moreso, the current attack or other bold moves or real fleet formations are a shock to him, when hes used to having better pilots and firepower.
>>
>>4934882
basically, he is well versed in killing the corvettes and frigates, but when the enemy shows with forces of Rebel Aces and Capital ships, he's a little out of his depth
>>
Rolled 98 (1d100)

>>4934872
>>
>>4934902
Well, well, well.
Does that mean we get rebel prisoners to "interrogate" ?
>>
Rolled 38 (1d100)

>>4934872
>Squadron to alert, we must hold Bespin, at least until our men are safe.
That Mon Cala ship. Fuck
>>
>>4934872
>Squadron to alert, we must hold Bespin, at least until our men are safe.

Probably a good idea to do a general evacuation of personnel here somewhat. Also, maybe try and snipe another rebel ship?
>>
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>>4934902
>>4934895

>>4934898
Got it. Would love to learn more about what he can and can't do.
>>
>>4934872
>>Squadron to alert, we must hold Bespin, at least until our men are safe.
>Rally the commanding officers of the smaller vessels.

The admiral will have to rally the Star Destroyers, we don't have the rank to order any of the bigger vessels around.

I think we can win this, the ISDs should win a gunnery duel with the Mon Cal ships, it is the fighter duel that we are outmatched. We need all the point defense we can get, which means we'll need those smaller vessels and any TIE complements they have, if we lose any significant part of the fleet to cowardice then we are fucked. The more people flee and the worse things snowball into the rebels favour the more likely it is that even more imperial officers see it as the rational option to retreat.
>>
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>>4934872
>>Squadron to alert, we must hold Bespin, at least until our men are safe.
> send a message to groundside forces to activate any and all troops, militia and anti ship cannons.
>Rally the commanding officers of the smaller vessels.

years of experience comes to fruition.

>>4934908
We cant evac we still have men on the ground. to evac while ground forces engages is a sure loss.
>>
>>4934872
>Squadron to alert, we must hold Bespin, at least until our men are safe.
>>
>>4934872
>Squadron to alert, we must hold Bespin, at least until our men are safe.
>Other
Announce our intentions to the fleet and start making a screen towards the enemy behind the debris to rescue any survivors on these ships.

If the others start forming ranks with us then we will move into a AA and anti fighter role for the rest of the fleet.
>>
>>4934872
>>Squadron to alert, we must hold Bespin, at least until our men are safe.
Send our sentinels down to the city so we can get our crew back ASAP.
>>
>>4934872
> Squadron to alert, we must hold Bespin, at least until our men are safe.

Whilst we are waiting on the recovery of our men, our air wings should focus on fleet defence... we've already lost one ISD and we need the other one operational to keep the rebel capital ships at bay. No heroics just keep those X-wings and bombers off us and our heavies until we can get our men.
>>
Why do i feel like this ain't gonna end well? We only have one ISD, and what are the chacnes he might just escape? If they do, we're doomed.
>>
>>4934872
>>Squadron to alert, we must hold Bespin, at least until our men are safe.

Also OP can you put up a pastebin with all the abbreviations and ship descriptions? I'm not as familiar with star wars ships and get lost trying to follow the updates. A short reference would really help.
>>
File: d7cxuRe.gif (1.48 MB, 500x281)
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>>4935094
Just awoke, yea ill make a reference to help
>>4934902
Witnessed

>Squadron to alert, we must hold Bespin, at least until our men are safe.

Writing
>>
Rolling forImperial morale to remain and fight, higher is better
>>
Rolled 13 (1d100)

>>
>>4935109
"I find your lack of faith disturbing"
>>
>>4934872
>Squadron to alert, we must hold Bespin, at least until our men are safe.
>rally the commanding officers of the smaller vessels
We stop them and we stop them here, launch all fighters. We, only a carrier, have just as many wings as they do, think of what the destroyer or any of the other ships would have.
>>
Well...fuck. Lets hope enough people stay for us to use them as ablative shields so we can get our people back to our ships at the very least. Then we can try and screen the fleet from enemy bombers as we retreat.
>>
>Somewhere in the halls of cloud city...

You are Corporal Dunn, of the Imperial stormtrooper corps, and youve just landed into a hellish urban warzone. Rebels in every corner, and comms to above are down as well. This must be coordinated or something, and you hope your ride is still alive in orbit. After clearing a few hallways of rebel irregulars, your squad finds the captured sailors, and you begin covering the rout to the shuttle. Thats when you notice the lightsaber blade tick on. Before long, your unit's E-web is spewing red bolts down the hall faster than they little blade is twirling, and you see it rout through the haze of smoke. Fortunately he couldnt get into range or the fighting would have been alot worse for you all. Upon reporting this to your Captain, he irders you and your squad back towards the surface, and as you exit the undercity with all the missing crew, you see Xwings and A-wings flying overhead and tangling with cloud cars and TIE fighters. This isn't a good day you're starting to think
>>
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You are X2, cloned, jedi knight, and before you can even get off a warning to the rebel cells to begin the operation, most of them are dead. You barely madei t out from that E-web with "only" a bad hit in the arm, and form where you are now, it looks like your grey squadron, smuggled in weeks prior, will have to perform the second objective if the prisoners couldnt be used to get the empire to withdraw: Bomb and target comand installations and leave the garrison in disarray. Only a few torpedoes should end the toughest fighting soon enough.

=======================

You are Captain Caime once more, and you have conflicting messages from all directions.
The general of the garrison is requesting immediate reinforcements from rebel fighters in the atmoshere, and needing evacuation. The Admiral is trying to rally the fleet to the cause and prepare a battle line against the rebels, and the Victory captains are proclaiming the battle unwinnable, or claiming mounting damage from the explosion has rendered them inoperable, and must withdraw. You have your men down below, but their shuttles will need cover to return. The remaining vessels on the map are what are here to battle the inbound Rebels. You must hold till you get your men aboard at least.

>Give me orders(example: divert 2 TIE/Ln sqwuadrons below to cover our shuttles, send Chatterbox and the rest to space, enter atmosphere and onload the men directly, call other ships to join, etcetera.)

Fighters are scrambling, im just not gonna place on map till i know what will go where.
>>
>>4935152
> two TIE squadrons to cover the shuttles, other space superiority fighters to protect the Star Destroyer. Turbolaser military and industrial facilities on Bespin from orbit, divert a bomber squadron to assist the same. Try to keep it away from civilians, but if it's an essential rebel asset, blow it to hell. Figure out a place for everyone to jump to.
>>
>>4935152
>Ladies and gentlemen, welcome to the suck zone !

Getting in atmo is a death sentence. As has been debated, qualified manpower is about to rarefy substantially. We can't afford to lose 10% of our men like that. I'm tempted to just send in Chatterbox and his squad. We know he'll try his best, and the ARCs are best suited to soak up shots. We'll scramble everybody else. I would have liked to take advantage of the debris field, but that'll depend on how the admiral forms his line. Until then, have the fighters stay close to our ships to counteract bomber rushes. No heroics until we get Chatterbox back.
Also, how many transports are we waiting on ?

(X2. And Grey squadron. Fuck. Cpl Dunn is correct. Today is going to be very interesting.
>>
>>4935160
I'll support this tentatively, if we can we should assist in evacuating any other imperial assets and personnel as well.
>>
>3 tie squadrons, our shuttles and tie bomber squadron go to the surface to achieve air supremecy and flatten any rebel strongholds, having X wings behind our formation is a No No. We position ourselves in the back of whatever formation our Admiral is making with the lancer closest to enemy fleet since it has best AA and us hugging our Neb B in case of flanking attacks from Star fighters. Our two Tie squadrons will run CAP for now with our Y and ARC Squadrons doing a FTL micro jump to bomb and destroy the right flanks Neb and Lancer or the equivalents after the enemy fighters are over half way to our lines before then retreating. 1 ship each for them before retreating unless our Ace sees a weakness(crits). Our space troopers are going to be ready as a QRF in case of boarding or Bespin needing help ASAP from the rebel strike teams or if one of our ships is boarded. Once enemy Air and small craft are dealt with in Bespin and our troops are back home re direct the squadrons to running CAP and the Bomber squadron being offered to Bespin commander if he still needs it given how shit they are in space combat.
>>
>>4935192
+1

If we free up Bespin's fighter/bomber complement we can get them into starship battle proper. We should use all 5 of our TIE fighter squadrons initially, then keep three present the help regain air superiority with our TIE bombers while 2 help with general CAS for the fleet. Get those micro-jump capable bombers to start dishing out some damage.
>>
>>4935152
I'll support this >>4935192

Thankfully one victory stayed plus one larger Star Destroyer, (is that meant to be an imperial-class SD?) so we can potentially have enough to at least stalemate the enemy in the capital ship gunnery duel until it is time to retreat. There are way too many high quality fighters and smaller ships on the rebels side though.
>>
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>>4935269
the vessels here are one vindicator and one ISD
>>
>>4935152
>>4935160
>>4935168

+ 1
>>
>>4935152
>>4935160
Support

Also
>You are X2, cloned, jedi knight
Your doing what Disney couldn't QM, your cashing in on my nostalgia
>>
>>4935192
Support

>>4935152
Whats the status on the partially disintegrated SD's core? If the enemy can blow up a ship, maybe we can as well at an opportune moment when their fleet closes to engage. Firing on an exposed core, or sending in troopers and engineers to see about rigging it to blow.
>>
>>4935192
Disagree with the micro jump, they're going to get torn to shreds by the pickets they don't kill and all the fighters in the area, plus I don't imagine the Y wing pilots have much experience doing such dangerous maneuvers.

>>4935160
+1
>>
>>4935160
Narrow Majority, this one is your orders.
>>
>>4935168
Winning the atmo battle would net us additional fighters when the rebels come to town. We'd be saving Imperial manpower overall instead of having the rebels whittle it down to a nub on the surface.
>>
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As your fighters scream down towards the Cloud city Skyfall to save your forces, you can have your Nebulon B prepare targets on Cloud city for destruction. Alot of mining platforms and Cloud city itself have alot of industry and mining use, and it's possible to sink the platforms. There are millions on cloud city however, including a full 10,000 man imperial garrison, now attempting to prep evacuation. Definitely real horrors of war options there.

You begin contacting the Admiral, who is unsure of a retreat, but instead is fearfully ordering a battle line in the wreckage, and sending his TIEs out , while shuttles flood to the Tenacious. The bridge crew and rear personnel are still alive, and can be rescued, the current goal of the operation is to rescue all imperial personnel, but chatter on the net excluding the Flagship suggests most captains are ready to jump ship if this starts turning out badly.

>They're right, start coordinating an evac route(if so, where, please use swgalaxymap.com to see what worlds are nearby, both new canon and legends worlds are available, I plan to mix the useful stuff from both, like starfortresses or other neat rebel vessels, but maintain the timeline of Legends)

>This land is our land, not one step back. Rally the remainder and hold a victory speech


>>4935325
Damaged with survivors, evac beginning but the reactor is damaged, not critically however.

The enemy winged cruiser has begun disgorging more fighters, not all of them jumped in it seems.

Roll me 2d100, best of 3, 1st 1d100 is the dogfights below, 2nd is initial engagement in orbit.

Bespin Dogfights
DC:50
Jedi and Ace Squadron:+30
Enemy distracted on ground support:-10
Local garrison AA:-10
DC:60

Spacebattle
Fleet in shock:+20
Morale minimal:+10
Rebel Fighter experience:+20
The Ace:-20
Cover:-10
DC:70
>>
Rolled 30, 39 = 69 (2d100)

>>4935388
Let the games begin.
>>
Rolled 5, 80 = 85 (2d100)

>>4935388
>>
>>4935388
Yo!
>>
>>4935393
>This land is our land, not one step back. Rally the remainder and hold a victory speech
>"When we flee they will cut is down piece by piece. This happened during the republic, because it was not an unified force. Be a unified force today and show them the reason why empires win against republics."
>>
Rolled 74, 74 = 148 (2d100)

>>4935388
YO!!!!
>>
Rolled 47, 52 = 99 (2d100)

>>4935388
>This land is our land, not one step back. Rally the remainder and hold a victory speech
>>
>>4935402
Now you post!

Tell our navigator to plot for the worst, just in case.
>>
>>4935388
>This land is our land, not one step back. Rally the remainder and hold a victory speech
>>
>>4935388
>>4935401
Supporting.
>>
>>4935388
>This land is our land, not one step back. Rally the remainder and hold a victory speech
The spoils go to the brave!
>>
>>4935401
+1
>>
>>4935401
+1
>>
>>4935401
Supporting this
>>4935395
>>4935402
>74 and 80
Fuck yeah
>>
>>4935388
>>They're right, start coordinating an evac route(

We need to hold out for evac though
>>
>>4935460
My favorite is the duo 74s. That's some Force shit right there!
>>
Rolled 45 + 40 (1d100 + 40)

>>
>>4935643
OP, is that you? Mind explaining what the hell that 40 and roll represents?
>>
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Down below, the battle for Cloud city is rather grim. Mobs and irregulars are hitting points and detonating bombs, forcing Imperial forces towards the garrison, currently being bombed with impunity. The force affected piloting of Grey squadron has them wreaking havoc on the fighters trying to face them, but despite that, they go for the easy targets of your shuttles. As they're finally locking to their prey, your fighters scream through, getting a good shot and nailing down an X-wing before everything returns to a furball. Your fighters are buying time, but they will be overwhelmed at this rate. The shuttles are making it aboard however.

The battle overhead however, is proving devastating to both sides. As your fleet recovers from the initial shock a little, your fighter screen is holding it's own, your losses are mounting among the TIE/Lns and X-wings, but in this battle of attrition, it's one you'll lose if it continues at this rate.

Your navigator reports a general concensus to fallback towards anpat, the nearest easy pre calculated hyperspace jump.

The enemy's right wing has also split off, a flight of GR75s and corvettes speeding ahead towards the surface. If you split off you could intercept, but it would lighten the ISD's right flank. The issue though, is now Y-wings have launched, and are probably planning to punch through the furball and make a devastating attack run on the Flagship

>Go for Glory
>Hold the line

Roll me 2d100, best of 3, 1st 1d100 is the dogfights below, 2nd is initial engagement in orbit.


Bespin Dogfights
DC:50
Jedi and Ace Squadron:+30
Enemy distracted on ground support:-10
Local garrison AA:-10
DC:60

Spacebattle
Fleet in shock:+15
Morale minimal:+10
Rebel Fighter experience:+20
The Ace:-20
Cover:-10
DC:75

To explain why the successes are not crippling, this is going off the concept of Degrees of success, with a 100 being the best success, and every 10 above the DC improving it. You succeeding is holding your fleet together for now
>>
>>4935656
that wasnt me idk what its for desu
>>
Rolled 38, 12 = 50 (2d100)

>>4935659
Go for Glory
>>
Rolled 20, 63 = 83 (2d100)

>>4935659
>>
Rolled 79, 20 = 99 (2d100)

>>4935659
>Hold the line

fuuuuuuuck
>>
>>4935659
>Hold the line

We lose the IDS, we lose the majority of our firepower, and the fleet's morale along with it.
>>
>>4935659
>Hold the line

That flanking maneuver may threaten us or reinforce the surface, but I think we can hold our flank and as long as we control space the loss of our ground forces doesn't matter.

We have to protect the ISD, it can take out the enemy fleet, that big ship of the rebels is a carrier, so the gunnery duel is probably more even than we think.
>>
>>4935659
>Hold the line
As long as the ISD stands, we will win this fight. No matter what happens, the ISD must stay operational to win the ship-ship combat.

Also this is a good lesson in why keeping fleet moral high is key to winning battles.
>>
>>4935659
>Hold the line

Men of the Empire - hold!

Hopefully the crew of the partially disintegrated SD are being evacuated while also priming the core to self-destruct.

We need to deny the rebels any ship hulls while saving precious experienced crew.
>>
>>4935659
>>Hold the line
>>
79,63, Writing.
>>
>>4935659
bespin theme
https://www.youtube.com/watch?v=m3zvVGJrTP8
>>
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Down Below, you see the transponders for 1 full squadron of your TIEs blink out fully, but over half the fighters are down on the enemy side. The Ground forces are signalling they are taking off in a gradual evacuation, but the first transports have been intercepted by enemy corvettes, and are requesting assistance.

In orbit, you watch in horror as the enemy fighters punch through the screen and Y-Wings make it into the escorts, losing a whole squadron to the tempest of Lancer fire, but the remainder opened up onto the skirmish line, Slagging a Carrack class and a Lancer, and hurting one Strike class enough it signals it is withdrawing. The enemy ships begin entering gun range, with the Vindicator ahead of you beginning to pound an unlucky nebulon, instantly stripping her shielding and working on its armor.

Our fighters are going down in increasing amounts, 2 ARC-170s go down, and a squadron is obliterated in the rebel assault. We can begin commiting our Bombers however into trying to bloody the right flank of the fleet, supporting our Vindicator's efforts, or begin prepping to evacuate.

The Tenacious has been evacuated, and the Reactor is set to blow. The admiral plans to detonate it when the enemy is closest, likely sacrificing fighter squadrons to keep the enemy committed into the centerline and non weary. As well, with the enemy committing to gun range, a Nebulon is crushed under the Flagships main guns opening up.

>We can hold this.Fully Commit and crush their flank.

>I see a chance to escape, get our fighters aboard and lets get out before the Vindicator is wiped out.

With either choice, give me tactics to use for the next attack, then i will figure out the new difficulty
>>
>>4935875
>>We can hold this.Fully Commit and crush their flank.
>>
Let's please not leave our fighters in the explosion range
>>
>>4935875
>We can hold this.Fully Commit and crush their flank.
>>
>>4935875
>We can hold this.Fully Commit and crush their flank.

Maybe we should slowly retreat, and when the enemy fleet comes near our wreck, we should give them a taste of their own medicine.
>>
>>4935875
>We can hold this.Fully Commit and crush their flank.
Let’s keep our fighters away from that explosion and focus on stripping away the enemy fighter screen
>>
>>4935875
>We can hold this.Fully Commit and crush their flank.
Win the flank, win the battle. Let's try to get a forceful breakthrough and reach their carriers on our flank.HE
>>
>Win the Flank win the Batlle
Evacuate our fighters form the radius, roger

Roll me 2d100, best of 3, 1st 1d100 is the dogfights below, 2nd is initial engagement in orbit.


Bespin Dogfights
DC:50
Jedi and Ace Squadron:+30
Enemy distracted on ground support:-10
Local garrison AA:-10
Enemy Corvette and ground reinforcements:+20
DC:80

Spacebattle
Fleet in shock:+10
Morale minimal:+10
Rebel Fighter experience:+20
The Ace:-20
Cover:-10
DC:60
>>
Rolled 74, 62 = 136 (2d100)

>>4935925
LETS GOOOOO
>>
>>4935925
Rollin'
>>
Rolled 84, 99 = 183 (2d100)

>>4935925
>>
>>4935932
Oh hell, how do you roll again, been ages since I've done it.
>>
>>4935933
witnessed
>>
>>4935936
Eat shit rebel scum!
>>
>>4935934
Enter into options, make sure its dice not Dice
>>
>>4935934
put dice+2d100 in the options part of the post, nbeed 1 more roll
>>
Rolled 85, 58 = 143 (2d100)

>>4935925
YOOO!
>>
>>4935934
You write it like this, but in [Options] mate.
>>
>>4935933
Corvette btfo, enemy carrier secured by our spacetroopers.
>>
>>4935948
I mean, if we do manage to pull off holding the line we better get a fucking promotion and some of the fags than ran off better get put under our command.

The important thing is buying time for the evac though
>>
>>4935659
This DC should not have been 75, it should have been 65, you miscalculated it.

50+15+10+20-20-10 = 65
Also, it doesn't make sense that the DC would be higher than the previous DC when the situation got easier.

This would have brought us to 0 degrees of failure instead of 1.
>>
>>4935966
My God, this man is right. You deserve a medal, good sir!
>>
>>4935952
>put under our command.
No thanks. We'll take the crew tho.
>>
>>4935966
for simplicity's sake im gonna ignore this for otnight, but for further battles please lmk and we can repair or fix it then, apologies for the miscount
>>
>>4935933
Imagine how malding that Jedi ace squadron has to be right now to have been held up by some TIEs for the whole battle.
>>
ok, I'm writing, the enemy Light Cruiser is disabled, do you want to send your Spacetrooper teams in to try taking it? if so, roll me 1d100s, best of 3, DC: 30
>>
>>4935999
TIEs and their pilots are nothing to sneeze at. They may be "economical" fighters, but they are still military grade, and their pilots receiving some of the best training available in the galaxy.
Of course, all that counts for nothing against plot armor, just like storm troopers.
>>
Rolled 35 (1d100)

>>4936009
I'll let my dice speak for me.
>>
Let’s go why not
>>
Rolled 68 (1d100)

Didn’t roll for some reason
>>
Rolled 22 (1d100)

>>4936009
Sure, let's go for it if we can get it to safety. We should probably get a shuttle with crew ready, to get that bucket moving as soon as we have control, unless the space troopers are trained in ship operations as well?
>>
>>4936009
Board!
>>4936010
Yeah I can see that. For all the cheapness of a TIE, they still have turbolasers and go crazy fast.
>>
Rolled 25, 60 = 85 (2d100)

>>
Also what are the light cruisers in this battle? The one with the little feet is the Mk 2 assault frigate. Is this a model you made yourself? And would it be like a MC 40 or something.
>>
>>4936029
it is an mc40 in this case, couldnt get it to look good enough
boarding writing
>>
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Your Shuttles blast holes through shut Hangar bay doors, and release their deadly cargo: Spacetroopers. Their armor near impervious to regular blasterfire, and holding cannon and Proton Torpedo, they begin swiftly clearing their objective, until an enemy PLEX blows one down before they arrive at the bridge. Your Spacetroopers regorup and begin planning breaching maneuvers to counter their rapid response. In the meantime, the enemy Cruiser has had its gunnery bays cleared, leaving the vessel inoperative.

Across the way, enemy fighters clear the majority around the wreck, and begin screeching towards the Flagship, while the enemy capitals follow soon after. It's almost time to detonate the bomb on them, while your own side of the theater has seen you reposition your vessels to keep the Cruiser between you and that assault frigate, it'd gut you before you get any good hits on it, so your Bombers fly out to give it a pounding first.

======================
Below in Bespin, you are X2, and something is wrong. The enemy fleet should have scattered, but their will was iron it seems, and their fighters holding. They dont have the firepower to kill your corvettes or gunships, but they're giving your forces pause, fighting like Krayt Dragons. Your own fighter has taken hits, the S-foils jammed in combat configuration, and half your blasters shot off, if not for your senses, that last pass would have gotten you. Your men are also faltering too, but the ground campaign is forcing the garrisons to their fortifications. You hope your men live long enough to see this through.

==================

The Battle has reached Apex in orbit, and your forces are about to enter full gun range between both sides. Here, you have the firepower advantage, but the enemy fighters could swing the broadsides in favor of your opponents. Chatterbox's squadron is at half strength, but the enemy is being ground down too. You think you can really pull this out of the hat this time.
>>
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The battle in Orbit
Spacebattle
Fleet in shock:+5
Morale minimal:+10
Rebel Fighter experience:+20
The Ace:-20
The Bomb:-30
Imperial Broadsides:-10
DC:25

Roll me the 1d100, best of 3, emperor speed
>>
Rolled 49 (1d100)

>>4936091
YEET
>>
Rolled 1 (1d100)

Do or die fellas
>>
Rolled 53 (1d100)

>>4936091
>>4936097
Luke is coming to wreck our ass
>>
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>>4936097
>>4936100

Im gonna do a thing probably where extra 1s and 100s can add on to the resulting next bit, so the 1 is used but not to just negate your success, instead add a malice of some sort to the situation.
>>
Rolled 52 (1d100)

>>4936091

>>4936110
Jedi mind rape with the regular rape I suppose.
>>
>>4936097
I hate everything you represent.
>>
>>4936097
Oh hey it's Luke! Wait we are an Imperial...oh shit.
>>
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In a single Blinding Flash, you see the Reactor go critical, taking everything in the radius with it, fighter or ship. The enemy Cruiser has vanished, and sensors didnt see it vaporized or hyperspace. 3 Nebulons vaporized in the bombing, and half of another Blasted so badly back it rammed through and impales the other enemy cruiser. The enemy Assault frigate is taking damage slowly, but your Nebulon is pound on it while peaking from behind the cruiser, while bombers tear at it with only limited B-wing defences. The left flank of our own force has collapsed however, under enemy bomber waves, with the pickets being effectively non existent. Your remaining Fighters could be sent to try stemming the tide in the left flank, or you could clear this area first.
>>
Forgot to add options, my bad

>Send the relief fighters(if so, which?)

>We need their power here, the admiral will have to hold his own until i clear my plate.

>Other

Your single squadron remaining below is down to half strength, you can call them back up to use if you want to as well.
>>
>>4936137
>Send the relief fighters

Our Ace and the full TIE/In squadron. We can make to with what we have left, but enemy’s bomber advance must be stopped.
>>
>>4936137
>send the relief fighters
Their carrier is down, their biggest asset, and probably some of their leadership. We need to wipe out the remaining fighters and the Star Destroyer can blow anything else off the field. The space troopers cleared the gunnery bays in the boarded assault frigate, right? Get them to man it, however incompetently, and open fire on the nearer ship. Order our bomber squadron to have a run at the damaged Assault Frigate. Get on comms and order that friendly Tie Squadron to cover our bomber's/spacetroopers asses from the B wings/escorts while they work on the assault frigate. Order the other damaged friendly TIE squadron to consolidate into our damaged northern squadron (the one nearest the enemy B wings), then order all remaining superiority fighters move diagonally through the debris field to assist the Star Destroyer.
>>
>>4936137
Is it possible that their flag ship has a cloaking device? Something that massive doesn't just disappear.
I second >>4936145 >>4936154 in sending relief fighters, but I want some of them to swing by where their flag ship was last sighted to see what is up.
>>
>>4936156
OP says >>4936133 that it just up and disappeared but I don't see how that's possible. Regardless we can't waste the fighters looking for it, our star destroyer is more important.
>>
>>4936137
>>We need their power here, the admiral will have to hold his own until i clear my plate.

We need to roll them up on the flank, take out the ships and the fighters are fucked.
>>
>>4936166
It's not destroyed because there's no debris, and it didn't leave because it didn't enter hyperspace.
That means it's still on the field, somewhere.
By swinging our relief fighters in an arc on the way to support our ISD, we can determine if it's coming towards us or moving to support the ISD. That ship is still fresh, and WILL turn the tide of the battle if it sneaks up on us. To bring such a fleet to bear in the Rims, the rebels must be throwing the kitchen sink at us, I wouldn't rule out a cloaking device for their flagship.
Swing our relief fighters, it'll only delay them a little, and we just might prevent their flagship from ramming something hot and thick up our backside.
>>
So apparently cloaking devices are a thing in star wars, didnt know that.
>>
>>4936186
they exist yeah they're just really rare, really power hungry, and expensive. usually only found on larger ships oh shit
>>4936175
+1 you've convinced me
>>4936174
with the amount of Y-Wings the rebs have left they can absolutely dunk on our flagship. If it goes we lose.
>>
>>4936137
>Send the relief fighters(if so, which?)
>>4936175
+ 1

Though might I add that whilst we send our own relief fighters to assist with the furball and support the ISD (and keep an eye out for wherever the MC79 heavy carrier has gone).

Our bombers should make a run to finish off the damaged Assault frigate whilst the two friendly TIE Squadrons escort the bombers in and mop up those B Wings, this will free up our own fighters to assist friendly assets elsewhere.

Furthermore the space troopers aboard the boarded frigate should turn it's guns on the Assault frigate II and it's escorting corvette.
>>
>>4936137
>>Send the relief fighters(if so, which?)
>>4936175
This plan
>>
>>4936229
Also supporting this space trooper action if possible.
>>
Alright today i work all day, so either during my break in 6 hours or anout 12 hrs from now ill reply. I plan to have this battle done by tomorrow fully hopefully. In the meantime i can answer questions if ppl have any, just i dont have my art assets
>>
>>4936137
>Send the relief fighters - Order the two squadrons that are with ours but not under our command to turn around and relieve the flagship, if they don't obey then order our two TIE squadrons to do it instead.
>>
>>4936154
>>4936229
I'd rather we relieve our spacetroopers with our regular troopers and get them ready for another sortie. If that carrier has a cloaking device, we're gonna want that, both for ourselves and out of the rebellion's hands.
>>
Also, to explain fighters real quick, Im not gonna do real stats, instead offer buffs and debuffs based of relative fighter strength and thatll also decide like attrition rates in battle.

Basically, while imperial pilots can receive better training, their TIEs have less firepower, less armor and less shields, meaning that in 1 to 2 hits, a pilot and his ship are dead.

Compared to rebels, who have shielded craft, that take 6 to 8 hits to kill, have a chance to respond after being shot, and increasing survivability of their pilots and thus how experienced they become, making them on average, better because they can survive and learn from what would he a fatal mistake for a tie pilot.

And heres a general list of current craft in order from top being worst to bottom being best, of fighters.

TIE bombers
TIE fighters/Y-wings
X-Wings
Xg-1 Starwings
TIE Advanced
ARC-170
B-wings
TIE interceptors
A-wings
TIE Defender
>>
I'll make a pastebin of important data like this later, so theres a general set of rules or info you can have at the ready
>>
So for those in the know, what planets around Bespin would make for a good base anyways? Industrial centers? Trade hubs?

Is there any precedent on Imperials using non human troops and ships? Aside from bounty hunters of course. I'm just thinking that we'll probably need to make use of whatever we can to bolster our numbers. Maybe pressganging pirate ships and crews?
>>
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>>4936568
If needed here, is a map of the sector you are in.

The general sector has a lot ofm ining industry generally that gets shipped to more impressive industries deeper in

Of note on xenos and pirates,its never been something done much, as the navy and army have institutional Human supremacy, which helps drive down the will of other species to sign up. Pirates though are generally handled by being shot dead, never been much beyond special circumstances, like inquisitors or other unusual imperial operatives using them in much capacity.
>>
>>4936431
That's going to take time sadly... perhaps after the TIE bombers have made there runs, but having the spacetroopers use those guns should bring that Assault frigate down quicker as it's being bombed and blasted allowing us to threaten the rebels rear and flank.... bear in mind for anyone reading if we are sending in most of our fighters to assist the ISD they are going to be heavily outnumbered, to that end I suggest they move through the debris field and catch the weakened rebel squadrons and make them believe there are more TIE's than we still have... once the Assault II is dust we can recover our space troopers.
>>
>>4936693
You said it yourself that using untrained troopers as starship gunners will render their fire ineffective. I think the smarter decision is to take the time to reorganize these troopers for more boarding actions the next turn, instead of wasting their time and efforts trying to operate a gunship of foreign design. They were trained to board rebel starships, not play gunner on them.
>>
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>>4936229
>>4936693
>>4936137
As an expansion of my prior idea/plan and those of other's I have drawn some dodgy lines to represent the general idea
>>
>>4936703
I never said that your getting mistaken with someone else on that one mate. that was >>4936154
>>
>>4936704
>>4936708
My mistake, you reds all look alike to me ;^).

But seriously, we're better off shutting crew there instead of making the spacetroopers try to figure out how to operate a rebel gunship. I also think it's better if you let our tag along starship just come with us in rolling the flank instead of him heading off on his lonesome trying to reinforce an already secure flank.
>>
>>4936720
Hmm, judging from the map our little tag along ship is a Raider class corvette (according to the identification chart) which is better suited to anti-fighter and screening duties my idea was he would go off and support our TIE's in thinning the rebels fighters out and from the looks of it there are no dedicated screening vessels left intact near the ISD (bar one Lancer) as such I believe it would be better off going with our fighters and Ace to join the furball and provide an AA screen for the ISD (the Dreadnaught, victory are not the greatest in anti-starfighter roles and at this time there is only one lancer there) the raider should even the odd's despite our numbers disadvantage on that front whilst our bomber wings and the three vessels of our group (and the two friendly TIE squadrons should be enough to press the rebel flank
>>
>>4936720
As for the Spacetroopers... we might be able to compromise on that, have them get the guns set up as best they can whilst waiting for their transfer shuttle to arrive. And if they get em going before the shuttle arrives let em have a few pot-shots, not often you get to shoot the enemy with their own warships even if you wont be particularly good at it.
>>
>>4936744
If the raider can get there in a reasonable timeframe, I'll agree to it. Thing is, our fighters are faster, and I think by the time the raider gets there, the battle will have already been decided. If it's not going to make a difference, I'd rather it not set the raider up to be picked off alone, without support.

>>4936747
I can agree to that, but I want the spacetroopers ready for another sortie as quick as possible afterwards. If we're lucky, we can bag another rebel ship with them.
>>
>>4936747
I feel that your expectations are unrealistic.
>>
>>4936778
Perhaps but a bit of optimism never hurts, besides if by some miracle they do get it working in the time it takes for the shuttle to get there, let em have a bit of fun.
>>
On a side note, turns out it aint a raider with us, it's another lancer, the lancer model hasn't been updated.
>>
>>4936704
this looks good, but I'd throw another of our escorts towards the ISD
>>
>>4936914
I wouldn't. They won't reach it in time to make a difference mate.
>>
>>4936704
I'm wondering if we can't divert the half squadron not directly under us and have the join in engaging the enemy fighters while the remaining full squadron focuses on clearing our flank of fighters.
>>
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>>4936202
>>4936229
>>4936308
You guys aren't going to like the next part of my plan...
We're outgunned, and things are looking grim on the ISD front, as even if our relief force can get there they'll still be outnumbered, assuming they can ever get there in time moving in a straight line. Should we even find the whereabouts of the rebel heavy carrier, we have nothing that can stop it, not while our ISD is being threatened and distracted. So...
We capture that MC40 light cruiser while our relief fighter flies in a wide arc in loose formation to support the ISD, through where the heavy carrier likely is. We (hopefully) locate the heavy carrier and force it to de-cloak, then we go for some fish-on-fish action and ram our newly captured MC40 right into it, overloading the engines and having our space troopers go EVA before it impacts.
Our fighters continue to move to support the ISD while our bombers begin taking out the engines of the (hopefully crippled) heavy carrier one by one, from one side to the other. If we take out enough engines, the heavy carrier will not be able to maneuver. If it can't maneuver, it can't enter hyperspace; it'd be stuck here. This will likely force the rebel fighters to abandon their attack on the ISD to defend their flagship from our bombers, with our fighters moving headfirst into them to intercept. Now they'll be the ones racing against time to drive off our bombers while our fighters pick at their heels.

pic related
>>
>>4937168
Quick question. Why not get our spacetroopers to take over the carrier proper, if it survived? I doubt they have any fighters left guarding it, we could probably walk in (metaphorically) mostly unopposed, and that's assuming it was undamaged, which I personally doubt.
>>
>>4937168
Also, our Ace can microjump. I bet Chatterbox can probably pull off some pretty nasty tricks and maneuvers on the rebels.
>>
>>4937211
I have doubts regarding how quickly a handful of troopers, no matter how elite, can seize control of a vessel of that size (and importance). The longer things drag on, the more disadvantaged we are. By doing something suitably dramatic, we can shock them, disrupt their plan, and hopefully force their hand into doing something rash. This needs to happen right now however, they are closing in on our flagship.
Also, If we disable the heavy carrier, it won't be able to leave the system, which means we can pick over it at our leisure IF we win the space battle.
>>
>>4936186
It was mentioned by an Imperial officer during The Empire Strikes Back, when the Millennium Falcon disappeared from their radar by attaching itself the back of a Star Destroyer, right before Boba Fett gets on their tail
>>
>>4937230
I think blowing up the reactor core was suitably dramatic, shocking, and disruptive. Likewise, having spacetroopers seize control of the carrier will put rebels on the back foot, and no matter what, crippling the carrier is irrelevant as she already unloaded her fighter/bomber compliment. There's no need for a useless suicide charge that will not achieve victory, or put their forces into even further disarray.
>>
>>4934428
do you have the archive link?
>>
>>4937259
http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Dark+Empire


i return, lemme do a count then figure out whats about to happen
>>
>>4937263
Is the count done or did you fall asleep already?
>>
Rolled 79 (1d100)

>>4936175
This plan is in effect, writing.

Saving the admiral
roll me 1d100, best of 3

The battle in Orbit
Spacebattle
Fleet in shock:+5
Flagship in danger:+10
Rebel Fighter experience:+20
The Ace:-20
Enemy Faltering:-5

DC:65

Rolling enemy Bomber run on your Admiral
>>
>>4937390
DC IS 60, not 65
>>
Rolled 42 (1d100)

>>4937390
May the Force be with us.
>>
Rolled 37 (1d100)

>>4937390
>>
>>4937393
This is the reason why there ain't any Jedi left.
>>
>>4937390
rollin, wish me luck lads
>>
>>4937401
Luck mate
>>
Rolled 81 (1d100)

>>4937401
ok for real this time
>>
>>4937410
You're a legend and my hero
>>
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>>4937410
lucky bastards
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>>4937410
if it's a contested roll then we win by two lmao
>>
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As the Final Y-wing squadrons form up to hit the Flagship, most target towards the bridge, planning to end the admiral's life, and throw your remaining force to disorder, but in it's final moments, one of the Lancers previously savaged by bombers, sprung to action, and released enough laser fire to warrant a second run, striking down enough Y-wings to make them go for less promising targets on the ISD, slowly ripping at it, but more cautiously.

Your fighters float through in their wide arc , ending when a few Fighters explode, causing a Wing of a Cruiser to flicker to life in the Debris field, enemy vessel has been found, causing the enemy Xwings and A wings to split off the Star Destroyer and move to protect their flagship

The enemy assault frigate to the north is beginning it's attack run towards the Flagship, while the southern one is crumbling under your Bombers. the last left flank corvette flies in desperately to cover her comrade, taking down several bombers on it's run, while the last B-wings are mopped up by your fighters.

Spacetroopers aboard are still in stalemate with enemy crew, but they are gathering more PLEX rockets, and stormtroopers may be needed to even the odds out.

>What are your orders, Captain?
>>
>>4937445
Bombers, keep bombing the frigate and corvette, ask for their surrender.

Fighters, engage the A-wings and X-wings protecting the carrier. Chatterbox, microjump and deal with the bombers attacking the Flagship.

Pump the stormtroopers into the fight, tip the balance in our favor. When the ship is fully secured, prepare the spacetroopers for another sortie.
>>
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>>4937445
God damn it, this is such a clusterfuck. Do we hold the line? If we do, then:
>About that ship we are trying to board? Throw stormtroopers at the problem, going fast seems important right now.
>Send bombers to finish off the stragglers east of debris field
>Send interceptors to protect the ISD, it should have enough fire power to fuck up the enemy flagship, right?
>Pray to emperor's ghost that the flagship doesn't just turns around and deletes us from existence
>>
>>4937445
I also think it's high time that our squadron on Bespin come up to support the Flagship.
>>
>>4937462
We need the bombers to start engaging the untouched frigate, not the damaged one that isn't going anywhere. That or threaten the carrier itself.

The fighters should destroy the carrier's protection detail, while the Ace microjumps behind the enemy bombers and our fighters on Bespin come up to assist. Make them choose between protecting their bombers or carrier.
>>
>>4937445
Status check on the boarded vessel? What areas have we secured, what areas are we pushing toward? Can it still maneuver?
How damaged is the frigate being targeted by our bombers? Can it still maneuver?
>>
so is anyone else thinking that we should just empty all our stores of cutting torches and thermal detonators and have our storm trooper reinforcments just blow their way to the bridge venting every compartment they breach along the way?

Essentially use the holes we made to vent the parts of the ship we own and have our troops start poking holes in doors and forcing doors, side passage ways, etc open to start making a barrier between our boarding teams and the rebels. after all we can then just set a thermal detonator on a bulkhead blow it watch the enemy retreat as the air is sucked out or try and attack us leaving behind their defensive positions and the only realistic way they can us AT weapons, in ambushes and defense.
>>
>>4937465
Oh, it can't move? Well I didn't know that. Also I'm pretty sure the full hp one on the opposite side of the debris cloud is beyond our reach, with the flagship being so close to it. It's moving towards the ISD, so if we send our small craft there they will engage it when it gets there
>>
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>>4937467
The engine room is ours, same for gunnery and hangars, but the enemy holds the onboard armory and the Bridge still, meaning its stuck in its position. The Assault Frigate you are targeting is being torn to bits on one vulnerable side, and will likely be fully neutralized soon, unless that corvette can stop it.

The enemy carrier does appear to have a Cloaking field, likely pulled off the black market, you'd heard that some wealthier black market consortiums have their hands on the things, maybe even selling them to these dirty rebels.

The ISD would win the battle against the remaining enemy pickets, if not for the Bomber forces ripping at it, once that assault frigate enters gun range, it likely will go down, but will seal the deal on the ISD.

You also see escape shuttles leaving the other light Cruiser that was hit by wreckage of a Nebulon, they may be doing something there, since the vessel seems near spaceworthy still
>>
>>4937462
New plan. We send the bombers to threaten the carrier while our fighters clean up the enemy's protection detail. Have our Ace microjump behind the enemy bombers while our Bespin squadron assists the Flagship.

Throw our stormtroopers into the fight, when the ship is secure, prepare the spacetroopers for another sortie.

We need to base race this fucker, start threatening the carrier directly and the enemy will start to falter.

>>4937472
If it finishes that fight faster, do it. We need to keep our momentum here.

>>4937474
The Flagship will take care of the full hp starship, we need to focus on the carrier and take that out of the fight asap.
>>
>>4937445
>Send in storm troopers to expediate the capture of the vessel.
>Start directing bombers and interceptors to fight for the enemy flag ship.
This is the gambit of a "base trade", whether or not the opponent cares more about preserving their base, or about bloodying our nose. I have it on good authority that rebels (and their commanding officers) care greatly about the many lives aboard their flagship. If we break it, we win, if they divert back towards their flagship, we eventually win when the gunnery duel resumes.
>>
>>4937445
>>4937477
>Commit our storm troopers to help our space troopers take the assault frigate.
>Move our ships to the vulnerable side of the assault frigate being targeted by our bombers, we will finish it off.
>Task our spaceborne fighters and bombers to target their heavy carrier, using lasers to reveal its location

How are things looking on the ground?
>Pull our fighters from planetside to assist the ISD, reinforce as needed from our fighters committed to attacking the rebel carrier.
We should consider requesting the other fighters on the surface to join us in orbit. If we win in orbit, we can easily mop up the surface. If we lose in orbit, the surface is lost as well.
>>
>>4937482
>We should consider requesting the other fighters on the surface to join us in orbit. If we win in orbit, we can easily mop up the surface. If we lose in orbit, the surface is lost as well.

+1, we can have our Ace microjump to assist them as well.
>>
>>4937479
+1
anon is right if we dont push all or nothing now, then we will come out as a pyrrhic victory.

Remember that we still have those smaller ships and enemy ground forces that made planetfall to deal with.
>>
>>4937479
Nah, I'll hold on to my plan of protecting the ISD from bombers and chipping away at the rear, let the big ships have a 1v1, our should win
>>
>>4937487
If we clip away at the rear, we lose the ISD when the bombers and the undamaged assault frigate start their attack proper. We need to either engage both, or distract both, and attacking their never-center carrier will accomplish both goals. We don't have time to be clawing at their damaged rear, we got to go for the jugular right now or we lose the ISD and any hope of winning this battle.
>>
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>>4937482
Ground battle is not going well anymore, the enemy Corvettes have drawn apart our fighters who are routing, and leaving the garrisons majority stuck on the ground. The ground itself is a raging urban battle however, now that rebel soldiers have arrived to back the partisans and militia

for now i will sleep and post out the next update tomorrow morning, hopefully finishing the battle fully Tomorrow
>>
>>4937493
>If we clip away at the rear, we lose the ISD when the bombers and the undamaged assault frigate start their attack proper
No? All of our interceptors are going to protect the ISD from bombers, and ISD can handle the frigate on its own
>>
>>4937500
I was referring to our bombers clawing away at their rear. We need them in the fight proper, not clawing away at damaged targets not participating in the battle.
>>
>>4937502
sure, send bombers to the ISD too, we can't send them to attack the flagship alone, they need interceptors to cover them, and we can't not send the interceptors to the ISD, because it will probably just die if let the rebels keep bombing it
>>
>>4937506
I do not like the idea of throwing all our small craft at the flagship and hoping it's enough, while letting the star destroyer die to bombers
>>
>>4937506
>>4937510
Then I'd prefer it if our bombers finish destroying our flank and stay near our picket, so they have some protection for enemy fighters. We can even use them to threaten the carrier if the enemy fighters decide to try and protect their bombers instead of their carrier.
>>
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You know what must be done
>>
>>4937506
>>4937510
>>4937513
>>4937526
Why dont we just get one of our escorts to hyperdrive into the Carrier?
>>
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>>4937529
Too small, and it's our ship, our men.
The proper way is to do it with their ship, with their men still onboard.
>>
>>4937539
How could i not see that. should we Rush bridge, overwhelm and gtfo while we have a remnant hold off the remaining rebels?
>>
>>4937539
>>4937543
I'd rather have their bigger starship for later use than some idiotic suicide run. Ships don't grow on trees, and we are going to need all the ships we can get a hold of after this battle lads.
>>
>>4937546
Then we rush for bridge, take control, seal doors to armory, and vent atmosphere, like in FTL.
>>
>>4937546
We lose this battle we don't get any ships. We win the battle with the Admiral and the vindicator alive, we don't get any ships (our superiors get them).
If we can use a smaller vessel to disable their flag ship and win the battle, we get glory and our side gets the ship. If an assault frigate's crew can delay us this much, how long and how much manpower would it take to capture the carrier? Even if we did have the men, the battle will be long been settled by then (We lose, our boarding party is stuck on an enemy ship in an enemy fleet. We win, the flag ship retreats via hyperspace and deals with our boarding party on their terms). Sending our small boarding party onto that ship is going to be a one way trip with the men and time we have available.
>>
>>4937529
hyperdrive ramming is a gay af concept
>>
>>4937556
You're assuming that our boarding party wouldn't be able to disable the engines, or that the carrier could somehow hyperjump without maneuvering out of the debis field first. We can even use our bombers to hit their engines if you'd like, but this is probably the best chance to board her and take the carrier as a prize than in most other situations.
>>
>>4937561
We can always just take control set reactor to blow and gtfo
>>
>>4937482
Support
>>
>>4937502
We know the rebels are abandoning that frigate to the north for a reason... especially given it's still very much functional and capable of engaging in the fight (despite being rammed by one of their own nebulons)... I believe we may want to send at least one bomber squadron to knock out it's engines as I sense some fuckery. the other Squadron can engage their carrier and bring down her cloak... if she is revealed... well she's unfortunate enough to be in the frontal arc of an ISD II which means the ISD can get all of her Anti-capital weapons on it.
>>
>>4937529
Not gonna allow that one as hyperdrive ramming was dumb so id rather keept it at regular warfighting. No plot weapon tricks like that
>>
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>>4937445
Okay, shits not looking good but folk have made some good points. So here's my shoddy plan.

> Send stormtroopers to assist in securing the boarded cruiser, focus on securing the bridge and use the vacuum sealed suits of our troops to our advantage... start venting portions of the ship whether via explosive decompression or by opening airlocks once the bridge is secured... don't waste men on the armoury we only have to keep the rebels hemmed in there till we control the bridge we don't need to storm it.

> Majority of our fighters begin engaging the rebel fighters around their carrier and move one of our bomber wings to begin attack runs when the Assault frigate is finished off and no longer posses a threat to the Ton-falk, this should draw more rebel fighters away from their bombers to protect their flagship.

> Recall our fighters from Cloud city along with the transports, the transports are to make a break for us whilst the fighters move to intercept the rebel bombers attacking the ISD.

> The two Lancers with us are to continue screening for us whilst engaging the rebel corvette near the heavily damaged Assault frigate.

> Our ton-falk and the Nebulon are to move to the rear arc of the Assault frigate and finish her with turbo-laser and concussion missiles.

> Get on the horn with the ISD and Vindicator and inform them we have located the rebel flagship and that it is cloaked but given we know it's approximate location we will begin attack runs with our bombers to reveal her and that she is in the ISD's frontal arc, if the ISD and Vindicator focus fire on it we may be able to sink it or force it to withdraw.

> Chatterbox and the ARC-170's are to perform a tactical jump to catch the rebel bombers and assist the fighter wings coming up from bespin.

> now this one I think will get some flack but here me out... the rebels have abandoned a still functional if damaged cruiser.... I think they might try to pull some fuckery with it... so I suggest we send one flight of bombers to disable it's engined... I dont want the gits pulling a Holdo on our ISD.

As someone mentioned earlier we need to atleast win the orbital engagement if we are to have any chance of dealing with the rebels planetside.
>>
>>4937773
Thank goodness for that
>>
>>4937773
But there are Jedi.
>>
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Seems as there is no consensus yet, I'll wait 1 hour then do a count of what to do.
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>>4937774
I can get behind this plan.
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>>4937773
If it ever happens to us, then we have the ability to use it back okay?
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>>4937788
You assume I'd use it
>>
>>4937774
+1 to this plan.
>>
>>4937789
I think that's the main motivation behind focusing on the injured frigate instead of the uninhabited frigate, because I honestly don't know how else they can be focused on the one not participating in the battle.
>>
>>4937774
supporting this
>>
>>4937774
+1 this
>>
>>4937774
+1
>>
>>4937774
This seems to be the plan
>>
Rolled 99 (1d100)

ALRIGHT, roll me the traditional 2d100, 1st being the boarding, 2nd being the Battle

The battle in Orbit
Spacebattle
Fleet in shock:+5
Flagship in danger:+10
Rebel Fighter experience:+20
The Ace:-20
Enemy Faltering:-10
Total:55

DC:60

Boarding:
DC:50
Rebel Infantry:+10
Stormtroopers:-20
Spacetroopers:-30
DC: 10

My own roll for the Y-wings attacking the ISD before your ARCs arrive

DC:50
Sturdy Warship:+10
Admirals Crew:+10
ISD Shields down:-10
Pickets and escorts gone:-10
Rebel Pilots:-15
DC:35
>>
Rolled 82, 87 = 169 (2d100)

>>4937864
Shit
>>
Rolled 80, 7 = 87 (2d100)

>>4937864
>99

Fuck me
>>
Rolled 100, 34 = 134 (2d100)

>>4937864
rip admiral
>>
>>4937873
what the fuck.
>>
>>4937873
>100

Victory from the jaws of defeat?
>>
Rolled 34 (1d100)

>ISD is totalled, but all the rebels die

Also, I believe crits are exploding, so here is my contribution.
>>
>>4937864
>>4937873
high energy fight
>>
I knew I should have diverted one of our lancers earlier
>>
>>4937873
>>4937873
You sir, for a brief moment, wield the power of a god.
>>
Oh nvm, just noticed that first roll is for boarding. RIP the ISD.
>>
>>4937876
He rolled it on the boarding not the space battle the ISD is still fucked
>>
>>4937873
>>4937869
So a 100 and a 87.

Bretty good

>>4937886
Yes, once the admiral is dead, we will assume his role.
>>
>>4937887
Yea shame
>>
>>4937888
I mean we can try to get the captain if the vindicator under our command with the admiral being atomised.
>>
>>4937873
I would crown you my savior, if it meant you saved the ISD from attack.

I will take having gang-pressed the rebel crew to fight on our side instead, as small a contribution that is.

>>4937886
>>4937887
Honestly, if the orbital battle was first we would've had this in the bag.
>>
>>4937864
Also you mentiond X2 earlier, what or who is that.
>>
>>4937901
Jedi knight clone from an old game and the legends books
>>
>>4937887
The nat 100 should've went to Chatterbox, not gonna lie.

>>4937896
I wish I had you optimism lad.
>>
>>4937903
huh.
Farthest back Ive played is Kotor, BF1 and BF2 classic, along with that angsty teen that fought darth and palpatine.
>>
>>4937901
>>4937903
That makes me wonder if we developed a Jedi Imperial equivalent with our boarding roll.
>>
>>4937915
>one of the spacetroopers becomes force sensitive
>beginns throwing shit at rables
>rables die
>ship taken
>>
>>4937908
Well it’s a very imperial thing to steal another imperials shit when things go south.
>>
>>4937924
I meant there being an ISD by the end of this battle.
>>
>>4937934
Oh I was referring to the vindicator cruiser to the south of the ISD that is now very much dead
>>
>>4937938
Damaged. Didn't crit, though the assault frigate will do it's best to destroy it when it comes in range.
>>
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>>4937873
100. That fucking clutch.
>>
>>4937873
>>
>>4937965
>>4937973
I swear, that 100 was meant for Chatterbox. You'll never be able to convince me otherwise.
>>
>>4937946
I have it under good authority that the ISD is very much dead
>>
>>4937946
>>
>>4937989
>>4937997
If it didn't crit, it ain't dead. Horrifically damaged, maybe even crippled if you really wanna go hardcore with it. But if it isn't a nat 100 it ain't dead. We have to reserve something for the crit explode don't we?
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>>4938003
On the upside, Chatterbox is going to decimate the enemy fleet.
>>
Onboard the Flagship, Admiral Harnock is l;eading damage control and counterbattery fire on the enemy Sqwuadrosn swarming his shattered fleet.

"Damnations, we cannot take this punishment much longer, change to heading 35, and recall the Caime Squadron, we need their fighters and Fire Support!"

"Admiral, by the time they return, our armor will be stripped by then"

"Enemy Y-Wing headed straight towards us!"

"Intensify forwards firepower!
"Too Lat-"
===========

The bright flash on your view screens becomes apparent, as the Flagship goes critical, enemy fighters scattering as bits of Star destroyer reign down from the former Bespin Occupation Command towards the surface. You receive transmission from the remaining Vindicator:

"This is captain Tianem, I am taking command of the fleet, and ordering a full withdrawal. Caime squadron is to escort me from the field immediately! our suvival is imperative, yes, to continued Imperial control of the sector"

another reading from your troops on the cruiser comes in as well: BRIDGE CAPTURED, ALL SYSTEMS NOMINAL, ENEMY INTELLIGENCE AGENTS CAPTURED.

well, looks like you have a few VIPs aboard your vessel, could be useful as leverage, since the rebels dislike leaving their own in custody.

Chatterbox makes his jump to enter rapid engagement with the Y-wings, too late to save the vessel but not too late to avenge it. Our fighters from the surface rise up to join the fight as well.

our other fighters are battling it out in the debris field with the enemy fighters and

The enemy Assault frigate falls apart under a quick attack of both bomber and Frigate, while their corvette is embroiled in a pea shooter fight with our Lancers.

Overall, the tide has turned, and we have a new vessel for our squadron. Do we collect our men and leave the field? or remain? We may be able to negotiate now that we have prisoners of worth; As well, do you acknowledge the Vindicator's captain as the new fleet commander? or ignore his orders?

>Stay and fight

>Stay until all fighters are aboard

>Open comms to Rebels

>Acknowledged, Vindicator, we will follow you out

>Refuse the vindicator captains's orders

>Other
>>
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As well, here is a map of the battlefield as is, forgot in last post
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>>4938017
>Stay and fight

We need that carrier crippled before we leave proper. Get our bombers to cripple it, have our Ace deliver vengeance on the bombers, then we get out.

I'm furious now.
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>>4938035
you can select multiple, just those are the prompts i can immediately think of, no need to only pick one
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>>4938017
>"Intensify forwards firepower!
>"Too Lat-"
Kek.
Acknowledge him as commander, but calmly refuse his order and keep on pressing.
>"Captain Tianem (Tianmen heh). I acknowledge you as commander but advise us to keep attacking so that this may become a victory with high casualties and not being picked of one by one. May I remind you that rebel fighters have hyper drives?"
>>
>>4938017
>>Refuse the vindicator captains's orders
>"Negative sir! We can hit them from behind"
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>>4938017
>>Stay and fight
>>Refuse the vindicator captains's orders
>>broadcast to the remains of the fleet that we are now in command
>also attempt to deliver a speech about vengeance, executing cowards etc
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>>4938017
I say we get our bombers to bomb the carrier, we have our fighters destroy their A-Wings and run interference for our bombers, have our Ace decimate those bombers, and have our spacetroopers bag that baby corvette that is firing at our Lancers.

We'll regroup with the Vindicator with our flotilla in the meantime.
>>
>>4938017
>>Refuse the vindicator captains's orders
>>Stay and fight
>This is Commander Slythas Caime to all ships. The tide of the battle still remains in our favor. Now, more than ever, is the time to show your faith in the Empire and courage in the face of adversity. Any ships that do not remain to send these rebel dogs to hell will be considered deserters and will be dealt with accordingly.
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>>4938017
>Stay and fight
>Send a minimal skeleton crew onto the newly captured ship, use it to further screen our carrier.
>Send in space troopers to take over their assault carrier.
>Keep chatterbox and the incoming Tie/ln's to keep intercepting the fightergroup above the ISD.

>>4938043
"CAPTAIN! LOOK!"

>"I refuse. Either we win here, or we die later in pursuit."
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>>4938043
Frankly, this is our best chance to hit their carrier, and if we don't do it now, that cloaking device will be the death of us in the future. We either secure it, or destroy it ourselves.
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>>4938054
We are a captain not a commander any longer.
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>>4938055
*pirates of the caribbean starts playing*
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>>4938058
Captain, then.
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>>4938058
>>4938055
Whoops. replied to the wrong guy. It happens.
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>>4938055
>>4938056

While I would love to take the ship and it's cloaking device we simply don't have the manpower to board I dont think. Perhaps if we hammer the shit out of it and leave it crippled we might be able to salvage something.

Snatching that corvette might be possible though. And yea we should definitely crew that cruiser if we can.
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>>4938055
Support
We are going to pull this W out of our ass
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>>4938061
Point is, we have equal rank, so piss on him and his cowardly orders.
>>
Ok, it looks like we're staying and fighting. Now, we need to decide a plan of action. Do we talk with the rebels, or wait? How do we best use our bombers and spacetroopers? Do we order a orbital bombardment on industrial areas? We should definitely tell our remaining starships to group up and consolidate our forces.
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>>4938055
>Send a minimal skeleton crew onto the newly captured ship, use it to further screen our carrier.

I want that motherfucker's guns to be operational and to begin bombardment of the enemy, either the carrier or the surface.
>>
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btw, I know im throwin yall through the ringer with this first major, fleet action, how do yall like this so far?
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>>4938081
>crew the cruiser
>attempt to board the corvette
>regroup what ships we can towards us
>have fighters wreck their remaining bombers
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>>4938081
If you look at the map we can hit the rebels from behind and pin them between us and the others.
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>>4938088
I'm liking it a lot
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>>4938088
That 100 should've been Chatterbox's. Otherwise, pretty glorious.
>>
Honestly guys I don’t think we have the manpower we might be able to win in space with some luck but we won’t be able to expunge the rebels from cloud city. I say cut our losses, call the rebels and press for a temporary cease fire (using the crew of the Cruiser as a bargaining chip) if we keep fighting we’re likely going to be wiped that assault frigate, there remaining nebulons and the the corvettes and fighters in space and those likely to soon come up from cloud city and our vindicator is like to fuck off whether or not we join him… we’re outgunned and outnumbered a ceasefire and negotiated withdrawal will atleast allow us to evacuate imperial forces from cloud city and allow us to regroup without risking anymore ships.
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>>4938064
>>4938055

The STealthed carrier is fresh, and likely would cut our Spacetroopers to ribbons. Current COmbat analysis is that unless the enemy pickets were to disappear, you wouldnt be able to take on that Carrier without losing your own fleet in the process. Technically the Vindicator captain is lower rank as you hold a flag command for a squadron, but he seems panicked and adamant currently, so wrangling his vessel would be hard. The remaining TIEs and that extra lancer seem to be following your CAG's orders however.

Reports on the ground though suggest that losing Cloud city is a matter of time, even a broadcast has spread from wanted criminal General Lando Calrissian of the Alliance, who is reclaiming the city, demanding the garrison surrender. They likely will without reassurance from orbit since the Admiralty has gone silent.
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>>4938088
Brutal warfare with a failling command structure and a rebel group that uses guerilla warfare and actual competent leadership (explosion ships and fireships were pretty much standard for a planned attack against a port (in this case a planet) or a fleet defending a port.)
Pretty good I would say.
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>>4938098
To explain why itd be cutting them apart, it isnt disabled or damaged enough to allow an easy boarding, so the shuttles would be easy pickings.
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>>4938104
Add on top of that rebel pickets and additional fighters coming up from bespin our tie’s will be shredded.
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>>4938098
Damnit. Can we bombard the carrier, the call the rebel leadership up a negotiate a peaceful withdrawal after? I want to at least bloody the carriers nose before we leave.
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>>4938055
Staying and fighting is a good idea, but don't lie to yourselves this is gonna be a fighting withdrawal.
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>>4938110
I mean we would likely loose most of our strike craft in the process and none of our ships can hope to go gun to gun with it even combined now and if that vindicator bails we’re gonna have a swarm of rebels coming in hot our way.
>>
I’m going to say this now, if we keep fighting we are dead. We fight we’re well within range of that carriers guns and it won’t be long before we are overan by superior strike craft and possibly a Jedi. Our best bet is negotiating with the rebels now whilst both sides are reeling from losses.
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>>4938017
New plan of action.
>Open comms to Rebels
>Stay until all fighters are aboard

I want to begin negotiations while our Ace is tearing up their bomber force and our spacetroopers bag that enemy corvette. If we can rescue any survivors and evacuate our garrison, then I can deal with letting go the majority of the rebel crew (VIP excluded, but don't say that).

>>4938115
Our bombers are closer than their fighters, and we have overwhelming fighter support near their carrier, so we wouldn't lose the majority of our strike craft in the first action.

>>4938120
If we were in range of the carrier's guns we would've been hit by now. Stop with your dooming and we can organize a peaceable withdrawal.
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>>4938122
You know, I have completely forgotten about the rebel fighters and corvettes in bespins orbit. That likely would tip the scales against us completely. I'll change my vote to support yours. We should also threaten to start bombarding bespin if a ceasefire isn't agreed to.

Both sides have survivors in space that need rescuing as well.
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>>4938122
+1
We may have to be prepared for a fighter withdrawal.
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>>4938122
it's not shot at us yet as that would require it to have disabled it's cloak, it's not dooming there Assault frigate MK II (the one up top) has been engaging targets at a similar distance to that between us and the Carrier (that and Mon calamari ships are noted to have greater range, firing arcs and better targeting computers compared to their imperial counterparts) and now with the carriers only real counter gone it has no need to remain cloaked... as for fighter supremecy well the QM has mucked up a little here as he's cloned Chatterbox in two places when in actuality him and the ARC-170's are near the destroyed ISD so all we have are 2 Squadrons of regular TIEs (if we put the remaining strength of those three Squadrons together) and a half strength unit of TIE bombers and a Half strength unit of Y-wings vs A-wings which according to the chart the QM posted earlier are the second best fighter craft available second only to the TIE Defender there is a good chance they can hold up that entire group until that corvette comes along with it's anti-starfighter lasers. remember were in the middle of bum fuck no where every loss we take from this point on is going to be hard to recover from whether a warship or a simple TIE L/N, throwing our bombers and fighters to attempt to "bloody the nose" of the carrier is a gross waste of (what remains) of our primary offensive assets.
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>>4938140
You know, I haven't put bombing the enemy carrier because we were trying diplomacy, but your arguments have put me in favor of commencing a bombing run yet again. So, how about you stop arguing before I change my mind and vote to continue the fight anyway.
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>>4938145
I mean if you want to end this right here then be my guest.
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>>4938148
You could vote instead of whining, as at least I'm putting forth ideas, even if they are asinine.
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>>4938017
> Whilst we may be of the same rank as the captain of the vindicator as an officer in charge of a group of vessels we technically outrank him... we need to remind the man of this fact and that disobeying our orders will be a dereliction of duty and will be dealt with accordingly.

> Get on the comms with the rebels and request a ceasefire. Fighting on now would be a waste of imperial resources, this will give us the time and opportunity to return our fighters to our hangers and possibly evacuate our men off world in exchange for the rebel VIP's... we will however be keeping the ship.

> Consolidate our remaining forces around the Ton-falk (including the dreadnaught and Carrack cruiser if they are willing to listen to us) Have chatter box and the TIE Squadron provide protection.

> Order our navigator to begin plotting a course to the nearest known imperial world so that we can bug out should negotiations break down. (on that note order the dreadnaught to have it's guns trained on Cloud city this along with the rebel prisoners should be enough to force them to keep to their end of the ceasefire).

> Cancel any strike on the enemy carrier, it's not worth the losses, we've done more than enough damage elsewhere.

> If we get the ceasefire through be sure to get that across to any forces on the ground as well, we don't want this falling apart because some rebel or Army trooper decides to go rambo.

We have the means to force the rebels into this after all they were clearly expecting this to be easier than it was... we've bloodied their nose enough any more and we throw any chance of a peaceful withdrawal out of the window and in doing so risk not only more precious assets but risk our flagship as well.
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>>4938168
Agreed
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>>4938168
Going with this.
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>>4938168
Supporting

We can’t win here today and losing the ISD is bad enough
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>>4938168
That sounds decent, but I still want our Ace to tear into the bombers and our spacetroopers to commence with the assault on the corvette while the ceasefire is being arranged, and I want our forces near the carrier to remain threatening them until a ceasefire has been achieved.

>>4938172
>>4938174
>1postanons
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>>4938168
this
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>>4938168
+1
Sun Tzu said if victory is not certain then you must not fight, even if the ruler demands it. TBQH this whole fight was a bad idea from the get go, the smart thing to do now is cut our losses. Since we've got a bargaining chip here we can and should use it to preserve what we have left.

>>4938176
>but I still want our Ace to tear into the bombers and our spacetroopers to commence with the assault on the corvette while the ceasefire is being arranged, and I want our forces near the carrier to remain threatening them until a ceasefire has been achieved.
I believe that's implied.
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>>4938191
I wanted it stated. We're also just giving up the rebel crew, not their VIPs (don't tell the rebels that).
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>>4938191
mhmm till it's agreed our craft will still be in range to make a move (even if such a move would be silly by this point) but once a ceasefire is agreed we will begin moving our forces to a rally point, gathering survivors in space and getting the garrison and our drunken crewmates off world, then doing a POW exchange and getting the fuck out of dodge... as for the corvette well it's likely going to be too full of holes to be of much use (insert that scene from Dead mans chest)
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>>4938168
this has majority. Writing.
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>>4938199
>We're also just giving up the rebel crew, not their VIPs (don't tell the rebels that).
Sure, as long as we don't lie and say we will. If we renege on our word now they'll be less willing to talk when it's time to negotiate their surrender in the next fight.
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>>4938176
I'm >>4937873
My connection reset and gave me a new ID.
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>>4938210
So I'll take that as agreement on our operations for the Ace and corvette until the ceasefire. And at this point, even a corvette full of holes is a welcome addition to our fleet.

>>4938217
We word it as the rebel crew instead of VIP (intelligence agents). But if it's between keeping the VIPs or our word, I'd rather take the VIPs.
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>>4938233
What do you plan on doing with the VIPs then, make them sex slaves?
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>>4938242
Get rebel intelligence. Supply lines and bases, factional infighting, HQs, etc. Like, they must have been based somewhere in region, and they probably used most of their regional force in getting Bespin back. We can stage a counter attack where the rebels are weakest in the Rim territories.
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>>4938252
What if they don't wanna talk?
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>>4938176
It’s called on mobile anon - not every 1 poster is a samefag conspiracy
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>>4938254
We get them to talk anyway. The info will save Imperial lives.
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>>4938242
Trade them to imperial intelligence for favours / a field promotion?

Ysanne Isard would be a powerful ally
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>>4938263
These guys aren't ordinary hydrospanner jockeys, they've probably been trained to resist torture. Not to mention they've got to be willing to give their own lives to save their buddies.
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>>4938265
Well, that's an idea. Another ally will come in handy when we're facing a much bigger fleet motivated by righteous anger.
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>>4938265
this. trade them in for influence points
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>>4938274
Even so, we can still glean something from them.
>>
"Hold your tonuge, little whelp. One of your reputation has no place to claim my actions are inappropriate. I am evacuating the field, you're on your own."

The Vindicator then Hyperspaces out, while the rebels accept the offer of ceasefire, allowing the remaining dreadnought and Carrack to join your flotilla. Their carrier fully decloaks, and their fleet regroups between you and Bespin. The general on the ground offers a silent acknowledgement of thanks for halting the fighting as well.

The rebels patch General Lando Calrissian through to you, who in exchange for the prisoners, to be exchanged in 2 shuttles between both fleets, with no escorts on either side, will allow the garrison force to vacate with your fleet.

Your remaining fighters are consolidating and taking shifts back in the hangars, repairing and patching what can be fixed, the last 2 hours having been brutal on both sides.

The enemy fleet may be rejoined between you and Cloud city, but your dreadnought can still fire towards it and hit the city well enough.

Also no images as am at work, but I will reply to this with a roster of what is left alive at this point
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>>4938282
Yeah, their names, ranks and serial numbers and maybe some fibs about their force concentration.
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>>4938283
Total surviving assets in the fleet so far:
Dreadnought Inexpungible
Carrier Irreputable
Lancers No Second Chances and L-275
Carrack Garland
Captured Mc40
2 and a half squadrons of TIE/LNs
2/3rds of Chatterbox's ARC-170 Squadron
2/3rds of a Y-wing squadron
3/4s of a TIE bomber squadron
Boarding shuttles with 18 Spacetroopers between them

The Intelligence operatives dont give any info willingly, but have some datadiscs that can be decrypted given time, likely with useful information.
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>>4938294
Butchers bill was high…

>>4938265
This is my proposal for the rebel agents / data discs

Where should we head to next?

There are some imperial bases on Kirtarkin according to the wiki
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>>4938283
> Right well step 1, begin ferrying up and making space for the garrison of Bespin/Cloud city on our ships... as well as sending out shuttles to the remnants of imperial ships to search for survivors and bring them back to the fleet (be sure to share our intent with the rebels so they don't take it as an act of aggression).

> Bring about as much salvage aboard as we can reasonably take.

> have our bridge crew figure out where the Vindicator jumped too, that weasel isn't getting out of this easily.

> hold a meeting with the various captains who just joined us, we need to know who is below us, and figure out their strengths and weaknesses.

> Try and get in contact with the imperial base upon the world of Kirtarkin.

> Begin decryption of the rebel data disks and the interrogation of Rebel VIP's.

>Once we have all our men from Bespin and whatever survivors we can find, begin the prisoner exchange (bar the rebel VIP's) and once this is complete leave the system.
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>>4938319
Agreed.

At least we'll have plenty of troops with what's left of the garrison. Are there any supply depots or anything we can loot?
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>>4938340
Don't think we'll have time for that before the rebels get second thoughts about the ceasefire. Anyway Kirtarkin is basically a giant garbage dump, if we wanna go hunting for scrap that'll be as good a place s any.
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>>4938340
well we will probably strip anything of value from the garrison before going (or atleast what we can)
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Generally, i think we have a plan, right? First we gather up every soldier we can, grab what we can, consolidate with the captains and fuck off to somewhere still loyal to the imperium

What is the closest Ord World? We need to get to an Ord World quickly to acquire all the ships, squadrons and manpower we can get.
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>>4938389
well if we got to an ord world we must appease the local Tax chaplain.
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>>4938389
>What is the closest Ord World?
In theory, that'd be Ord Ibanna, but its time as an effective Ord world is literally ancient history. I think our best bet for acquiring more firepower is Eriadu. We'd probably have to stop there on the way to Ord Ibanna anyway.
>>
>told our dudes that we will put survival first
>almost went full victory or death in the first major fight
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>>4938415
survival of the empire*
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>>4938319
Seems like a plan.
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>>4938319
Plan set
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>>4938415
We're Slythas Caime. We always survive.
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>>4938398
Can we deal with Eriadu, though? It WAS Tarkin's planet
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>>4938435
And will be the center of the Eriadu Authority later this year.
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>>4938435
Well who's gonna stop us, Tarkin? I'm sure as long as we have funds they'll be open for business.
Which begs an important question: What does our budget look like?
>>
I believe our first stop will be Kirtarkin and then Eriadu, whether we like it or not were going to have to submit ourselves to a larger imperial force if we are to ever rise up the ranks.
>>
Due to a lack of onboard interrogation facilities, you cannot break the rebel's in a timely manner before the exchange.

The rebels are fine with you retrieving survivors, and begin their own operation as well.

Kirtarkin base is receiving transmissions and you can speak to their commander there, Captain of the INS Desolator. He likely will take you in if you ask.

Gathered salvage can return a squadron of TIE/LNs to service but will take time.

The garrison has enough transports and shuttles to fully evacuate the world, meaning your fleet is ready to go.

The Vindicator and other imperial vessels that fled are likely scattered, north and south along the trade lanes. They probably will look for the nearest fleet however.

Your other captains are all rather run of the Mill. The Dreadnought is helmed by an older republic man, and is at this point your strongest vessel. He doesnt seem to much mind takjng orders however.

>Excellent. Order him off my new Flagship

>nice to meet you(retain current fleet flagship)

>also, talk to Kirtarkin? Where do you wish to take the fleet you have.
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>>4938442
Well probably whatever credits we and our crew's got in our last pay checks and what we get by selling off any acquired Salvage... the rest were probably gonna have to get by acquiring influence... also we still have to deal with Tarkins extended family.
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>>4938442
An imperial officers saved up money, 1 influence and some lint in yiur back pocket. To be quite frank your fleet needs a place to dock and rest, as well as repair and replenishment. Kirtarkin is the nearest major port to offer it, but the commander may draft you to his own flotilla there given the circumstances.
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>>4938446
>nice to meet you(retain current fleet flagship)
>>