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File: 1357675196674.jpg-(32 KB, 810x427, House & Dominion.jpg)
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You are Sonia Reynard, Attack Wing Leader and Knight of the House of Jerik-Dremine!

More than half a year ago you became a corvette pilot and fought in your first combat missions. In that time a great deal has happened. The Factions of the Centri Cluster have mobilized and gone to war against the Pirate Warlords who have plagued civilized space for decades. Expeditionary fleets from each of the major powers are now hitting back and the much often disarrayed Houses of the Dominion have ceased internecine warfare for the duration of the campaign.

Its been a time for up and coming young officers to make a name for themselves and you've done your best to do just that.
The first starship you did battle with was one you later captured and commanded for much of your early career. For nearly 3 months the Attack Cruiser Bittenfeld gave you an edge in firepower and served as a second home. Intelligence also took an interest in your vessel, and you volunteered for a mission behind enemy lines to track down a cloaked enemy ship. Success netted you a fortune and the support needed to eventually become a Knight.
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Through the months of February and March you commanded the Second squadron of the Third Attack Wing while fighting for control of the Smugglers Run. Despite near constant recon and combat missions you managed to upgrade your unit with captured attack cruisers and frigates.
The captured Battlecruiser Gungnir aided you through some of the heaviest fighting be it convoy escort or more normal ship to ship actions. The vessel also allowed you to carry starfighters into battle. This gave you the chance to deploy your personal fighter to shoot down a nuclear missile threatening a city on the world of Kaartinen IV.
You've distinguished yourself primarily through fighting in space but are no stranger to ground combat and boarding actions. In your second mission you assisted Marines in retaking a cruise liner boarded by slavers. Later you took part in ground actions on Loran 2 and the Rebel planet Gesaur securing strategic locations.
After your mission behind enemy lines you acquired a suit of Light Power Armor and equipped it with holographic camouflage, providing you with opportunities you hadn't previously been capable of. A mission to liberate a small colony world provided practice for capturing the disabled super heavy cruiser Forbearance. It was there you tested the limits of your new suit at the expense of lengthy repairs.
With your armor repaired you next took part in boarding the Medium Carrier Wayward Treasures. After hard fighting against elite troops you forced its surrender and escaped with scan data on a SP Torpedo production module.
>>
In late March 4024 you took command of the Third Attack Wing and all ships therein. After the House fleet rejoined the main Expeditionary Force in April you found yourself headed for the next Nav Relay held by Dominion forces. While in supposedly friendly territory House Lat'tham attempted a Coup and tried to seize control of starships from the expeditionary force. The Coup attempt failed and after more than a week of intense fighting around the capital the House surrendered to the combined expeditionary fleets.

Your actions against House Lat'tham did not go unnoticed. Many of your people received accolades from numerous Houses while you were given a gift from the eight most powerful Houses in the Dominion. A gold and silver disk which will allow you to take possession of either a Royal Guard Cruiser or a custom built Hunter. After much deliberation you've decided upon a Battlecruiser variation of the Hunter but with some significant upgrades. That will have to wait though.

While on a mission for the Rovinar you scanned down enemy ships for stolen weaponry and spent four days exploring the site of your next campaign. After rescuing the crew of one of your ships you returned to the fleet in time to retake a nav station at the NAV DRH 3 relay. The 1st and 3rd Wings crippled an enemy super heavy cruiser by using nearly all of the remaining SP torpedo stores. A Taskforce is now hunting down the wounded vessel and its sister ship, but you're heading deeper into enemy territory every day.
>>
File deleted.
http://suptg.thisisnotatrueending.com/archive.html?tags=House%20and%20Dominion

New players please see -> http://pastebin.com/yX3uw7bq

http://houseanddominion.wikia.com/wiki/HouseAndDominion_Wiki


Last time you captured an orbital station which your House and its allies are repurposing as a fleet base. At the insistence of Knight Commander Winifred your Wing launched several operations to secure Logistics bases. They will be of use not just to your House but the entire taskforce.

After rolling over a pair of such bases with relative ease, Third Wing, along with Captain Sylvan's Battlecruiser squadron and other Allied ships, attacked a much more heavily defended position. A small Republic fleet made up of either mercenaries, deserters or both had set up operations in a large asteroid over a borderline habitable planet. Armed with powerful plasma cannons you knew going in that it would not be easy to dislodge them.
By trading a captured Rovinar battleship to the Terrans Kavos was able to secure a shipment of SP torpedoes. Without them the battle might not have gone well at all.
>>
IT HAS RETURNED!
>>
File: 1357675606681.gif-(4 KB, 780x400, SR-North-DG2-01 FLIGHT ROUTE.gif)
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The Battlecruisers along with your allies and the more cruiser heavy squadrons from your wing assaulted the station from one direction. You along with the two of your lighter squadrons and an allied corvette unit attacked from another direction.

The plan was for the most part a success, your faster unit avoided serious losses. Your attack squadrons which accompanied the Battlecruisers however were unable to make the best use of their greatest advantage, their engine power. Many of the larger cruisers in second and third squadron took plasma cannon fire despite using the larger friendlies for cover.

When the enemy was at last overwhelmed a heavily modified Republic Medium Cruiser launched from the station. Despite taking numerous hits the now damaged ship managed to jump out of the system, but her course was one Linda has been able to track with relative ease. It's on a course for an enemy held shipyard.

[ ] Jump after them. Take ships that only have minor damage
[ ] Stay and assist with recovery operations
[ ] Other
>>
>>22473717
[x] Jump after them.
Some of our ships have a speed advantage, can we catch up in FTL? Or is the distance too short?
>>
>>22473717
>[ ] Stay and assist with recovery operations

What would this entail, exactly?
>>
>>22473765
Distance it too short. The enemy ship will have arrived at its destination before you can get your undamaged ships out of the gravity well.
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>>22473717
Enemy shipyard? That is bad. It's going to be protected very well. We can't just jump in unaware. I say we and a select few ships from our attack wing jump into the system and provide recon before falling back and counting our options.

Oh, and good to see you back, man!

Also, why did you guys select the Custom B... Now the Knight Commander will make us command a battle cruiser squadron....
>>
>>22473788
Do we have any idea how heavily defended that sector is?
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>>22473806
Get a choice of a free ship
>not choose biggest and most expensive
do you even minmax?

Also, that plasma. (Did we end up choosing the custom B or C btw)
>>
>>22473806
>Now the Knight Commander will make us command a battle cruiser squadron....

Why would she? It's not like they can actually force us to employ it in service to our house.
>>
>>22473806
We only have one of those.
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>>22473787
>What would this entail, exactly?
Deploying recovery shuttles to search the wreckage of friendly and enemy ships for survivors. Using tractor beams to get active debris under control before it can fall out of orbit, collide with the station, etc.

>>22473812
Rovinar ships are scouting the area for larger scale operations at a later time. Current intel list known enemy forces at +100 starships, with the bulk being Frigate sized. Freighter traffic would indicate an evacuation is underway.

>>22473806
>Oh, and good to see you back, man!
Thanks.
>Also, why did you guys select the Custom B... Now the Knight Commander will make us command a battle cruiser squadron....
It would be your personally owned ship, you wouldn't necessarily have to take it with you on every deployment. Besides it will take some time to construct.
Honestly I expected way more people to vote for the Guard Cruiser.

>>22473842
B.

>>22473856
This.
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>>22473856
Oh, they can take our current ship away and then jail us for deserting if we don't want to use our own ship. I am pretty sure its a knights obligation to use his possessions in service of the house. Noblesse oblige and all that.
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>>22473904
Okay, forget that, it just got invalidated by OP. >>22473898
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>>22473898
Okay, how many combat capable ships can we get together in say... half an hour?
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>>22473898
In that case, I would prefer if we used the bulk of our forces to help with the recovery operations. However, we should send a few ships to scout the situation at the shipyeard the enemy fled to.
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>>22473898
Well. Plasma is delicious. And quite a few of us wanted to troll the Knight Commander.
>>22473898
If we disable that ship, could we even tow it away? Because If not, I don't think an immediate pursuit is viable
>>
Doing a quick check it seems you have 20 ships that are combat ready not counting the escort carriers. All of your squadron leaders (including you) have either taken damage or are unaccounted for. This leaves Alex, Mike and Edah from first squadron as senior officers.

EX-K Damage report
3/4 Spinal mount phase cannon
2/4 Torpedo launchers
1/1 Aft turret
0/16 Missiles
208/320 Torpedoes

It seems that most of you want to send a recon party to check the other system while the balance of the Wing remains here. You have six corvette, six frigates and eight cruisers. Which of your senior pilots will lead the recon team and how many ships do you send with them?
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>>22473971
You would need a salvage team to get it out of there if you were to disable it.
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>>22474081
I'd say Mike should lead the recon party. Three flights, with at least 3 of the faster, more nimble Attack cruisers (so not the marauder). If possible don't split the pilots usually in the same flights from another, they should continue to work together.

Also, i think i remember seeing green color on the other sectors west of the shipyard. Find out who this is and start coordinating with them for the attack. We need to attack as fast and hard as possible before they demolish the infrastructure or carry too many things off.
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>>22474081
Is the Blackbird operational? If so, Have Alex lead a recon flight for a quick flight. In the meantime start on Recovery, Salvage, and assembling an attack force against that shipyard.
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>>22474216
Yes the blackbird is operational.

>>22474215
>>22474216
>3 flights
>1 Flight

Compromise. Mike and/or Alex lead two flights to the system?
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>>22474300
Eh, we can just go with three led by Alex. With the blackbird OFC
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>>22474300
I think they know we are coming, so stealth is a secondary concern. Might as well make sure our dudes come back and go with 3 Flights and the blackbird. So let me second >>22474320.
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Also, review salvage.
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File: 1357678861730.gif-(33 KB, 1770x1098, 3rd Wing RP & ORG NEW!.gif)
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You contact your former Wingman. He's wanted a chance to lead a squadron, now he's getting it.
"Alex, you're up. Find out what kind of defenses that shipyard has and where the Medium cruiser is holed up. Take the Blackbird and three flights of ships."
"Understood."
He takes a mix of ships from all 4 squadrons, trying to not break up existing flights if at all possible. Ten minutes later they jump out. With that under control you turn your attention to the debris field in orbit.

Up until now there hasn't been time to get a good look at the losses sustained in the fighting, just finding what ships were still space worthy. Republic ships are built like glass cannons. Your SP torpedoes dealt critical levels of damage with each hit, obliterating more than a third of the enemy craft. It doesn't leave much in the way of enemy ships that can be easily repaired.

In the fighting 3rd squadron's Marauder, one of the largest ship in the Wing, lost shields at an inopportune moment and took two plasma cannon hits to the main body. The damage to the superstructure is such that returning it to service as a warship is out of the question.
Knight Verilis Rah'ne's CCD Bulk cruiser was destroyed. Its thick armor may have bought more time for the crew to escape via emergency teleporters.

In total 6 of your pilots and their crews are MIA.

Roll 6d100
>>
Rolled 67

>>22474478
>Roll 6d100

Rolling 1 by 1.

>First roll
>>
Rolled 27

>>22474495
>2
>>
Rolled 25

>>22474506
>3
>>
Rolled 47

>>22474517
>4
>>
Rolled 43

>>22474529
>5
>>
Rolled 70

>>22474536
>6

If I remember correctly, OP takes the best of the first 3 sets. So the rest of you guys should have 2 more chances to make up for my terrible rolls.
>>
Rolled 52, 7, 30, 94, 73, 16 = 272

>>22474478
Fuck those republicans... I seriously hope they don't become the BBEG races pawns, but i think that chance is slim... And then we will fight HUGE fleets of fucking centurions. Rolling.
>>
Rolled 60, 11, 64, 1, 67, 22 = 225

No salvage? :(
>>
Rolled 9, 24, 42, 37, 99, 91 = 302

>>22474478
Rolling thunder
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>>22474478
2nd and 3rd took humongous damage. I am glad we went for the two pronged attack plan. Again, fucking Centurions.
>>
The command section of the Marauder seems to have suffered unplanned for structural failures when it was hit. According to data retrieved from the black box recorders near the engineering section, the teleporters in the front half of the ship did not trigger. Rescue teams believe the crews from the rest of your ships that had access to teleporter stations likely survived.

The Knight Commander contacts you a half hour after Alex left the system.

"Excellent work, all of you. Against such a force casualties were all but inevitable even with the extra firepower your torpedoes granted. Rescue and boarding teams have already been dispatched and should arrive shorty. Standard corvettes are being deployed to all nearby systems to search for emergency teleport capsules."

You tell the Commander about the ship that fled and Alex's team being sent on recon.

"It will be a day or two before our House forces can prepare to attack another system. Assist in recovery efforts and repair what damage you can until relieved. The planet you're in orbit of may be frozen but its surface temperatures are survivable. Be certain to check it as well."
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>>22474742
Check the planet we are orbiting. Also, how many ships do we have in the salvage que and what can we realistically do with them given that the RP system is currently out of whack?
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>>22474792
I have the feeling first wing would give us some attack cruisers for salvagable centurions. Their Knight Captain has a hard on for the things. We should look into this.
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Fuck Yeah For House and Doimion!
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>>22474818
Or we could trade them to the light cruiser squadron. Those guys probably want our completely intact pair of light cruisers. I wonder if we could trade some of our ships in for an edge with the department of personnel.
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>>22474562
>No salvage? :(

Most of the salvageable ships will be Pandora class Frigates, and even they will be in rough shape. Parts to repair the plasma cannons the few ships in your house use will be available more easily, there may even be a cannon or two that can be recovered or repaired. The amount of debris and wreckage poses a navigation hazard which will reduce the effectiveness of the logistics base until cleared.

>>22474792
>Salvage
current fast ships in the salvage queue
2x afterburner custom Attack Cruisers
5x Frigates
2x ships being converted into escort carriers

>RP system
New RP system will be explained after you return to base.

Alex contacts you with his report on the shipyard.
"I have good news and bad news."

"Which do I want to hear first?" You ask him.

"We have a pair of super heavy cruisers present."

Well that can't be good. "Are they the ones the taskforce is after?"

"Negative, these are in perfect condition. One moment they're up to something weird."
>>
"It looks like they're moving the main gantries and structures from the shipyard and attaching them to the outer hulls of the Supers. I think they're relocating the entire shipyard to another system."

You focus on the real reason for the recon mission. "What about the medium cruiser, is it there?"

Alex sends you the scan data from the system then informs you they're jumping out as they've been spotted. You forward it to intel and ask for their analysis.

The docks where the Medium cruiser is undergoing repairs will be among the last moved. If they're not left behind or destroyed that is. The main dock yards are the ones being dismantled. Cargo containers from the surface are being locked in place between the shipyard frames that have already been attached to the super heavies. Ground to orbit passenger shuttles are crowding the lanes around one of the stations in low orbit where a number of Marauders are docked.

Everything is within weapons range of the orbital defense platforms around the system's inhabited planet. Most are old mass driver types but together they'd have enough punch to seriously harm anyone coming close.
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>>22475002
Those are extensive defenses. I doubt our house can take this alone. By the way, do we still have SP-Torps left?
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>>22475030
Not as extensive as you think. The super heavies must have seriously compromised the firing arks on their weapons to attach that much stuff to their outer hull.
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>>22475073
True that. But without SP-Torps i think our house expeditionary fleet could fire at one of those things shields for like half an hour without effect.
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>>22475214
Agreed though. We need allies, lots of them. The important thing though is to make sure our house is in charge to taking the docks that the medium cruiser is hanging out.
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File: 1357682805056.gif-(5 KB, 869x640, Shipyard.gif)
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>>22475030
Barely any.

>>22475073
Intel concludes the same. The Supers might be vulnerable as the shipyards are loaded aboard. There are defense emplacements on the planet's moon that could hinder an attack on them.

The Medium cruiser dock is closer to the moon.

The Marauder dock is much closer to the planet. Intel believes the larger smuggling craft are being loaded with either escaping personnel or slaves.

It would take the expeditionary fleets 3-4 days to assemble a taskforce large enough to assault the system. Intel believes they could retrofit one or two of the custom Vengeance Types recently captured with fake ID's in 24 hours it you wanted to put a strike team aboard one of the stations.
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>>22475309
>Intel believes they could retrofit one or two of the custom Vengeance Types recently captured with fake ID's in 24 hours it you wanted to put a strike team aboard one of the stations.

I bet every single plan they've made already expects us to do that, right?
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>>22475309
We are so going to salvage that medium cruiser. In the meantime, RTB and examine new RP system
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>>22475309
Thats horribly risky. I am not sure what we could even accomplish there. We have all intel we need, the defense sats are likely controlled from the planetary surface. There are several docking stations, so we couldn't even hinder them from continuing packing up.

The only thing that could do would be capturing the medium cruiser, and even that is not a sure thing.

Unless intel can tell us if there is actually a target worth hitting on one of those stations i am against it.
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>>22475338
The House has started to receive some of the refurbished Power Cell armor captured from the enemy thanks to an agreement with House Astalen. Marines besides those from your Heavy Strike team would like a chance to test it in the field. You would not be expected to board the ships or stations yourselves, though you do have a ship fast enough to give a convincing pursuit.

Both ships were captured relatively quickly so their ID's may still be good.

>>22475434
>Unless intel can tell us if there is actually a target worth hitting on one of those stations i am against it.
An attack on the super heavies might make it difficult or even impossible for one of them to leave the system before the taskforce can arrive. Risk would be high.

Getting troops aboard the lower orbit station would allow capture of several evac or slave ships which may be close to loaded. Again, the risk would be high because of the defense platforms.

Then there's the hidden option.
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>>22475577
How long before the Superheavies are ready to leave?
>>
>>22475577
>REDACTED

Let's capture the moon and use it's firepower to keep the super heavies from leaving.
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>>22475577
But why would they let us on the superheavy? And besides, if we want to keep one of the supers in system we would need to capture and hold part of the engine rooms (with just one ship worth marines) for at least a day. If we fail they sail of with our marines on board or simply kill all of us off.

Horrible problems with the correct timing of the Op.
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>>22475641
I like the way you think. It should at least stop that medium cruiser from leaving. And allow us to attack sooner
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>>22475641
>it's

I'm an idiot. It's "its", of course.
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>>22475641
If they let ships land on the moon and we can identify from where they control the defense weapons that would be a cool solution.
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>>22475577
I'm assuming this is impossible or someone would have tried this strategy, but could an emergency teleporter be retargeted and used to transport to a target as (comparatively) small as a Superheavy?
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>>22475631
Alex estimates a little over three days, Intel says closer to four.

Salvage ships from your House and three others arrive in force along with Frigates to help secure the station properly. Troops from the Battlecruiser squadron have already boarded and begun to clear out the docks. Ten hours in more friendly ships begin to arrive.

After being relieved you and the rest of the Wing return to base for rest and repairs. Some of the salvage ships have already returned from the captured Logistics base by the time you arrive. Priority has been given to what ships can be repaired quickly. With the amount of scrap from the destroyed Republic ships being salvaged in the other system it should be easier to repair your wing.

>Temporary ship repair rate increase!

As more supplies and personnel are brought in to aid the station (in addition to trade routes opening) the civilian population on board is expected to rebound. This alone might seem to be a security risk but it's minor compared to the Mercenaries and smugglers turned legitimate businessmen the House is are hiring.

What will you be armed with when aboard the station? Also will you stick to your duty uniform or something else?
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>>22475798
Something that can be switched to non-lethal mode.

>Also will you stick to your duty uniform
We learn from our mistakes. Some armour this time, please.
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>>22475829
I second this hard. We still have a bounty on our head.
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>>22475829
Add in the plasma pistol, concealed.
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>>22475980
Oh yeah. That should be a nasty surprise for any would be bounty hunter.
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>>22475980
But what if it gets stolen?
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>>22476019
If someone manages to pickpocket a concealed weapon, they deserve it.
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>>22476019
Then we have been stunned or knocked down and our concealed holster has been exposed. I think we will have bigger problems in that case.
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>>22475776
No, you'd need a specially configured receiver platform on the target ship. The Terrans are supposedly working on this.

>>22475829
>>22475858
>Some armour this time, please.
There are varying degrees of protection available to someone with money.

1)A simple armored vest underneath your uniform.
2)Armored Nano weave duty uniform. Made to be visually indistinguishable from normal fabrics, it will prevent penetration by most ballistic weaponry and offers some protecting against energy weapons. You'll have some bruising from those weapons though. Many nobles will have dress uniforms made out of this material.
3)You still have the armored jumpsuit from when you were posing as a pirate. You wore it for a few weeks after nearly being stabbed to death.
4) You could go with a full blown armored vacsuit like most Marines wear.
5) Your Recon power armor. That might be awkward.

Weapons
The only sidearm with a stun option would be the pulse pistol. Your Plasma pistol could be configured to fire a repulsor burst instead of its normal shot.
>>
>>22476084
Option 3? It should help us to blend in a bit.
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File: 1357686293796.png-(1022 KB, 1280x877, 1348253834304.png)
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>>22476084
http://www.surveymonkey.com/s/VXT5BRM
Going for dinner. BRB
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>>22476226
Seconding this. And our plasma pistol stays in Fatality mode i think. Its a weapon for a Shit hit the fan situation, we will hopefully not need it.
>>
File: 1357688914689.gif-(16 KB, 1090x805, Station upgrades -NEW!.gif)
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>3/4 Votes so far are for jumpsuit. I'm just going to assume that'll be fine for the moment.

Throwing your armoed jumpsuit on for the first time in weeks you take the time to make sure the duty uniform still fits on over top of it. No reason to be mistaken for a merc and detained because of trying to reach the attack cruiser docks.

NEW WING LEVEL REQUISITION SYSTEM!
>Not just to make my life easier! (Though that is a bonus.)

Given the casualties sustained by the House so far since leaving the Smugglers Run the Knight Commander has agreed to widespread implementation of emergency Teleporters. Its costing a bundle but it seems to be worth it as there is currently a bottleneck in training of ship crews.

After a set period of time (currently every 48 hours) you'll be given WRP options based on the number of ships or squadrons you're fielding and the state of Logistics bases.

Each squadron in your unit now have a rating for their munitions levels and reserves, their point defense, and starfighters (if any.) Green is good or full readyness, Yellow is operational, but not as good as it could be. Red is not a place you want to be. Each Wing Requisition Point will increase squadron readiness in an area by 1 level.

WRP points are not just for keeping everything in your squadrons operational. You can also use them to upgrade the station. Some areas cost more points than others.

Currently you're getting 2 WRP for each squadron for the Logistics bases that are operational. The one you just captured needs some time before you get a point increase.

Current WRP: 8

How will you spend them?
>>
>>22477100
Bring 1st and 4th Squadron's point defense up to Yellow: 2 points.

Bring all Squadron's munitions up to Green: 4 points.

Bring station Repair up to Two: 1 point.

Bring station Medical up to Two: 1 point.

That's my suggestion.
>>
>>22477100
Okay questions: can we use this to purchase new ships, and or get additional crews to expand the wing? Also, how does the absurd amount of salvage we pulled in factor into this?
>>
>>22477212
Sounds good to me.
>>
>>22477212
I'd actually rather advance station repair to three while leaving out the medical stuff. We will rarely get only wounded in space battles, might as well prioritize getting our ships repaired.
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>>22477276
but we need to fix our ships first
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>>22477319
What are you suggesting?
>>
>>22477220
> can we use this to purchase new ships, and or get additional crews to expand the wing?

Attack Cruisers produced back in the Smugglers Run will be made available at set intervals, you'll then choose which of the available types you want. You can requisition Attack Corvettes if necessary. Other than that its not possible to purchase ships at this time. Expect Frigates and larger to mostly be brought in via salvage.
If a pilot is made available for your Wing so will crew for a ship.

Many Houses are taking to hiring mercenaries. Contracts are available for pilots and crews which would use one or more of your reserve ships, or you could hire on those who have ships of their own.

>Also, how does the absurd amount of salvage we pulled in factor into this?

Given the amount of stuff you're being given with this method, certain ships will be taken by the House to help pay for all of your gear. Mostly transports, but larger and slower ships as well, like battlecruisers or battleships. You can also sell them to hire Mercenaries, or trade them for SP torpedoes.
Obviously you should check with the House to make sure you're not being scammed by Mercs for exorbitant rates.
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>>22477339
Get our munitions up to maximum. Since we can anticipate a major fleet action soon. Although, if we really do get another round of WP before this I think we can do both.
Couple of questions:
How long can we expect to use this base?
Is there anything we can do to ease our house's personel issues?
Also, are other wings going to upgrading the base as well?
>>
>>22477520
>How long can we expect to use this base?
A couple weeks maybe? We'll see.
>Is there anything we can do to ease our house's personel issues?
Stop capturing so many ships, get as few of your people killed as possible or hire mercenaries to get killed instead.
>Also, are other wings going to upgrading the base as well?
1st Wing is off doing something else and are not based here. Command will upgrade part of the base every so often, increasing one of its stats.

>>22477212
>>22477319
>>22477339
>>22477276
Okay so
-2 point defense
-4 to bring munitions levels up seems to be agreed upon by everybody.

Conflict on the last few points.

[ ] 1 each to Repair and Medical
[ ] 2 to Repair
>>
>>22477212
I generally agree with this and lend this choice my support.
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>>22477639
What does the training upgrade do?
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>>22477639
I want 2 to repair, i don't see why we would need good medical stations for our wing.
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>>22477639
>[X] 1 each to Repair and Medical
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>>22477693
On base training facilities. Things like gymnasiums, flight simulators and holobooths. Equipment geared for larger numbers of people rather than just whatever you can squeeze in aboard ship.
>>
And posting is back up!

You have your plasma pistol checked by Mr Nxesi before heading over to the station and he takes the opportunity to introduce his new apprentice.
"Without Mr. Eanraig I don't think I would have ever finished those customizations you wanted for your armor. Even after spending two weeks at FTL."

"The customizations... you mean the removable armor layers and decorations?"

"Yes, that. The real trouble was mounting them so they would not interfere with your silent movement systems. That would have taken a month on my own."

>What say/do?
>>
>>22477896
Acknowledge the skill of his apprentice, but be sure to note that it also reflects his ability as a teacher.

Later on in private make sure the armor works as advertised.
>>
>>22477639
>Stop capturing so many ships
Do you really expect us to stop acting like D&D murderhobos when it comes to salvage?
>>
>>22477896
Thank both of them for their effort and commend them for getting it done so early. Then find out what else they're working on.
>>
>>22477896
He seems to take pride in his work, ask him to show us all the details and how he managed to make it work.
Don't be shy to ask for an explanation if we don't have a clue how something functions.

People who enjoy their work usually love to do that.
>>
>>22477896
I honestly thought we were joking. What sort of insane thing did we ask of him again?
>>
>>22478017
Make recon armor into a halfway passable dress uniform while still being recon armor.

Part of our 'fuck being unarmed and unarmored at social events' plan
>>
>>22478048

Neat.
>>
>>22477950
>>22477991
Both of them thank you for your kind words though the apprentice is a little nervous.

You make a mental note to test out your armor later.

>>22477969
No. I'm the type that takes every crossbow, sword or other weapon collected by the party on a campaign and arms a militia or small army with them.
I'm now envisioning an episode of Hoarding buried alive where they go into a Litch's tower.
"Your grandfather's been collecting everything in here for how long?"
"Two centuries I think. He wont throw anything away."

Getting distracted here.

>Then find out what else they're working on.
A maintenance backlog of the weapons lockers through the ship. Most were never properly stocked, and those that were had been stripped either in Lat'tham space for use by Marines or to sell when you last visited the area.
>>
>>22478137

Can we put their skills to better use designing more weapons/armor and apply someone else to the more menial task of the backlogged weapons?
>>
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>>22478137
You never know what you'll need later. Save everything.

This is the way of Homeworld, the guiding philosophy of the Kushan Salvage Corps.
>>
>>22478048
You receive a text message later from Mr Nxesi asking if you were actually serious about that. You get the feeling that he hopes you're not.

Heading over with your bodyguard Valeri Fusaro, you do a quick circuit to get some excercise then see what your pilots are up to. Most are investigating the few restaurants or bars that are open.
You spot Nytoria Jde just arriving from one of the corvette berths being followed by a Marine medic. The solder is trying to convince your pilot it might be a good idea to get to medical before a trip to the bar. Other than an arm immobilized in a sling she seems fine. Thats one downed pilot recovered.

With the lack of facilaties present there doesnt appear to be any distinction between officer and enlisted establishments. Given your history this isnt a big deal but for some officers it might be. You don't see many Knights around that's for sure.
"Where the heck is Arthur?" You ask one of the pilots from third squadron.

"He's helping with the overhaul of his ship sir. Been working day 'an night almost."

You'll have to talk to him about responsibilities to keeping his squadron running.

It doesnt take long to notice a trend about the conversations in the establishment you're in. The longer serving pilots in Second and Third squadrons are complaining that their proximity to Knight Sylvan brought back luck. Even more maddening to them is that the Battlecruisers took far less damage over all, the much tougher shields and armor allowing them to soak off more plasma cannon fire.
It wont be long before enlisted men or officers from other units begin to hear of these complaints.

[ ] Encourage the rumors
[ ] Agree with your people but tell them to keep it quiet
[ ] Warn your people about insubordination
[ ] Do nothing
>>
>>22478137
Lets go talk to command about the impending fleet action.
>>22478192
I think they are basically expert mechanics, not designers with several PHDs
>>
>>22478192
These guys are technicians. The designers have nice labs back at House R&D will lists of our crazy ideas printed on convenient toilet paper.
>>
>>22478220
[X]warn people about the dangers of bad blood between units.
>>
>>22478220
Do nothing

Sylvan probably is bad luck but we don't need to encourage this sort of thing, and we certainly don't need to be a wet blanket.
>>
>>22478279
It is more accurate to say that he is marginally competent, although presumably he has decent connections or the Knight Captain would have sidelined him to garrison one of the various refineries/colonies/mining worlds we captured during the expedition.
>>
>>22478321
He's probably more suited to his current ships than he was to something that required other tactics than brute force application.
>>
>>22478393
Possibly. On the other hand, there is a long and glorious tradition of promoting military officers with more connections then wits to command places that everyone knows will never be attacked. There is an equally long and less than glorious tradition of everyone being wrong.
>>
>Also, i think i remember seeing green color on the other sectors west of the shipyard. Find out who this is and start coordinating with them for the attack. We need to attack as fast and hard as possible before they demolish the infrastructure or carry too many things off.

House Sirco is leading a trio of Houses that recently took that Logistics base. All three Houses are using their Medium cruisers backed up by Light Cruisers to steamroll the opposition. Usually hitting targets with three Shukhant and six Eminence class Mediums, they haven't run into serious opposition yet. On the other hand they've been staying well away from fights with larger ships.

>>22478226
>Lets go talk to command about the impending fleet action.

You take a lift to the upper sections of the station where the Commander's battleship is docked. Once aboard you're lead to the command center which is far different from the bridge of any other ship you've been on. It's divided into two sections, the forward half contains all of the usual equipment you would normally see, its just bigger. The aft section is built around a central holographic display showing a map of this dwarf galaxy with fleet movements and positions of friendly and enemy movements. A ring of consoles surround it, and matched by an upper level looking down with fleet controllers.

The older woman turns away from the main display.
"Lieutenant, it would appear I wont have any cruisers to assist you until two days from now. A Carrier unit will be ready to deploy in twelve hours."
>>
>>22478745
This is a what say / do.
>>
>>22478745
Fortunately, the superheavies should still be around in two days. Until the cruisers arrive, we can either run drills, attack another target, or attempt an infiltration mission.
>>
>>22478745
(Is this taking into account the pair of light cruisers we captured intact?)
"Understood Ma'am. I have an idea to stack the odds against them, but I'll still need more force than just my wing and a carrier unit. What about allied houses?"
>>
>>22478891
"If you intend to attack the enemy super heavy fleet or the planet by yourself I suspect few would find the idea appealing. I've heard from five Houses that they intend to join the larger taskforce that is being assembled. Most would rather take their chances with larger warships at their side to draw fire. I cant say I disagree with them. However Intelligence has informed me of their own plans for your two cruisers. I want to know your plans. Depending on your method it may be possible to convince part of the fleet to jump in early. There would be a ten, perhaps twenty minute delay on their arrival."
>>
>>22479103
"I'm not sure if intelligence has already considered the idea, but the ground-side Moon defenses seem to me to be the best target for any infiltration attempt. If we could take them offline or better yet turn them against the defenders, we should gain a significant advantage."
>>
>>22479213
The Commander nods. "Landing with Vengeance types would be difficult, and with only the two ships moving enough troops onto the base quickly will not be easy. Do you have any pilots in mind?

[ ] Pilots who lost their ships in the last battle.
[ ] Hire mercenaries
[ ] "I was thinking of flying one myself."
[ ] Other
>>
>>22479425
>[x] "I was thinking of flying one myself."

We've got a lot of hours in a Vengeance type.

>[x] Pilots who lost their ships in the last battle.

Mercs don't typically go for suicide missions. Also be sure not to frame it as a suicide mission when asking for volunteers.
>>
>>22479425
"Given the difficulty we need capable pilots who have piloted a vengeance class before. That leaves either (list the pilots who have experience) or mercenaries. I would prefer to not rely on mercenaries in an OP like this where secrecy is paramount"
>>
>>22479425
[x] "I was thinking of flying one myself."
[x] Accept volunteers who have lost their ships

I think using mercs for the actual assault would be a better idea, but if there are some really good infiltrators who wouldn't expect an insane rate of pay for this mission, we might be able to use them.
>>
>>22479483
>>22479509
"I was thinking of flying one myself sir."

Winifred frowns. "And who would command the rest of Third Wing in your absence? You have a responsibility to your unit as a whole Lieutenant."


>>22479505
In order of experience.
You
Katherine Drake
Vaughn Miyazaki

>>22479509
Shot down roster
Nytoria Jde is one of the more experienced pilots in 2nd squadron to have been shot down. The handling shouldn't be that far removed from her Frigate.
If Knight Rah'ne turns up that would be another good candidate.
>>
>>22479815
I'd prefer to nominate Drake and Miyazaki.
>>
>>22479815
Kat and Vaughn then
>>
>>22479815
We do have a responsibility to the unit, but we also have a set of (now upgraded) recon armor which will fit no one else, and plenty of experience infiltrating, commanding boarding parties, and wrecking the inside of starships. If she want us to continue to command Third Wing, though, we obviously won't refuse.

We should think seriously about training another officer specifically to command the wing.

Drake and Miyazaki are the obvious choices.
>>
>>22479970
>another officer specifically to command the wing.

I don't think so Tim. We ain't gonna climb dem social ladders by shirking our command to play marine every chance we get. Sometimes we just gotta face the fact that we have a more important job to do.
>>
>>22479970
As we get promoted higher and higher up the ranks, the opportunities for engaging in front-line combat will decrease. That is how the military works.
>>
>>22480028
I was thinking more about preparing a replacement for when we move up, get blasted and shoved into medical for a month, or have to split our forces.

We should also look into making our armor easier to reconfigure for a different wearer, since it'll go to waste if we don't use it.
>>
http://www.surveymonkey.com/s/7RQZD2Y

After being told all available intel on the base will be forwarded to you and to "give the pilot issue some thought" you're dismissed.

On the way back to your ship you see a few squads of marines on patrol. One or two of them are wearing Power cell armor with House markings. You hope that the new gear will give the House an edge.

Mr Nxesi's new apprentice meets you at the docking hatch with a package for you. "Sir I was asked to give this to you."

"Its not a bomb is it?" You joke.

The kid makes a mumbled noncommittal noise then hands over the box which has a note taped to the top of it.

>New Equipment unlocked!

Stun Pulse Grenades
Not to be confused with flashbangs or other types of explosive based stun grenades, these use systems similar to the stun setting on a pulse pistol. A spherical device the size of one's hand it is meant to be rolled or thrown and can be configured to activate on impact or on a time delay. The stun pulse is emitted from the entire surface area so care should be taken to prevent friendly fire. There is enough power in each grenade for it to be used 3 times before recharging. Disassembly should be done by a professional.
>>
>>22480125
How many of those do we have? Make sure our marines are properly trained in their use and instructed to retrieve them for recharging after use if possible.
>>
>>22480125
>Reusable stun grenade

Oh man that's groovy. Throw one into an occupied room. Everyone dives for cover, it goes off after 2 seconds.

Four seconds after that once everyone is back up it goes off twice more and then the team rushes the room.

Assuming they can be programmed like that of course.
>>
>>22480125
>Warn your people about insubordination/bad blood between units

I voted for this but I would prefer if we emphasised the latter part.

I was also tempted to vote for ALL THE OPTIONS! at the end.
>>
>>22480175
>>22480182
You ordered a few crates of them from a Terran arms company when you were back in the Smugglers Run. They've taken awhile to catch up.
There are 24 and parts to assemble another 18.

>Four seconds after that once everyone is back up it goes off twice more and then the team rushes the room.
Note. It will only go off once per triggering. You'd have to retrieve and reset it to have it activate a second time. You could probably program one to receive a setting update from a set of power armor but it would have to be customized for each one.


Weapon trajectory analysis program

A HUD modification you found on your eye implants, it projects where enemy beam weapons are currently aimed and predicts movement of missiles and torpedoes. Useful for starfighter pilots who are unlikely to survive hits from starship grade weapons. You ship pilots might benefit from being able to predict plasma cannon fire.
Newer pilots and even veterans can find the added clutter on their displays distracing. If you make the program available to the rest of your pilots they will need time to practice with it.
>>
>>22480299
>If you make the program available to the rest of your pilots they will need time to practice with it.

I think this can wait until we've upgraded the training facilities.
>>
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Available Missions

Recon
Allied ships are scouring sectors but they could always use some more help.
Roll 1d100 for each sector you want to scan down.

Mining op
Needing a break from constant front line action? This is it.
With the fleet in constant combat, armor and structural materials stockpiles are being depleted. Mining operations are needed to provide more raw materials for the fleets. These can be refined locally to produce needed parts. This will reduce the strain on logistics as metals wont need to be shipped in from more than a week's travel away.
The mining barge you helped captured in Lat'tham space will help considerably on that front.

Kaz's World
One of your gunners has it in his head to claim an abandoned colony world for the House. As he does not command a starship no matter how small it is not within his rights to do so. So many Houses have claimed then abandoned the planet over the years that rights of ownership are less than clear.
Send a ship and stake a claim before someone else does.

Smuggler Base
A planet you investigated while recovering survivors, there are known to be smugglers operating from ground side bases.

Smuggler Colony
Return to Tortua and ensure that Pirate forces cant use the planet as a base. Command doesn't care how you do it provided you don't violate ROE.

Independent Colony?
Threat level 3-4
A planet where you recovered one of your pilots and his command crew. They were less than hospitable on your last visit, don't expect that to have improved. A small modular station in orbit would be a convenient rally point for pirate forces in the region.

Grow Op
Site of a strange agro colony run by an ornery old Kavarian. Some of the locals tried to ransom your crew until you tricked them into thinking you were dropping torpedoes from orbit. Whatever they're growing could be worth money, and could be traded for supplies.
>>
>>22480788
>Kaz's World
Sure, why not. We can probably spare one ship.

>Grow Op
This should probably be handled by somebody who isn't us. I'm sure Crazy Has-Ann isn't too popular with these guys.

>Smuggler Colony
What are our ROE? Anyway, we might convince them of siding with us if we send some R&R traffic to them in return.

I'm indifferent regarding the other options. They all seems okay if we don't have anything else to do.
>>
>>22480938
>What are our ROE?
1) Do not violate the Factions treaty under any circumstances.
(Nuclear scale weaponry within a habitable planetary atmosphere.)
2) Minimize casualties to House forces.
3) Minimize civilian casualties.


There are also the following but you may find yourselves in a worse position to carry out the attack plan on time depending on how they go.

Fleet support
The main taskforce needs fast strike elements in the larger battles they're facing. Attack Corvette units from numerous Houses are being rotated out to keep them fresh. Your fast ships would be a welcome addition, even if only for a short while.

Contact Mission
The Free Planets League is rumored to have ships, facilaties and colonies in this dwarf galaxy. Command wants to find ways to minimize our ship losses. Provide assistance to them and they may return the favour.
Be advised, the League is known to use any means necessary to win, which includes violating the Factions Treaty. Be careful you do not jeprodize your career.
>>
>>22481058
I'd prefer if we'd stick to the missions which don't necessarily involve combat.

Anyhow, it seems everybody else has already gone to bed. Shall we continue tomorrow?
>>
>>22480788
I say we check out this abandoned colony and try to see if we can help out with the mining operations.
That mining barge is going to help us out it seems.
>>
>>22481308
Seconded
>>
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>>22481137
Seems like a good idea.
After browsing through the archives it seems I need to fix a few sectors on the map so might as well.

>ROE
4) Salvage anything that isn't bolted to planetary body.
>>
>>22481392
>Salvage anything that isn't bolted to planetary body.

Amateur.
>>
>>22481392
The enemy doesn't know it yet, but they are already salvage.
>>
>>22481392
>4) Salvage anything that isn't bolted to planetary body.

Forgetting 4-B) Salvage the planetary body too.
>>
>>22481308
>>22481337
The EX-K is currently out of action it would seem.

Did you want to send undamaged ships from 1st or 2nd squadrons to the colony?

And how many to send on the mining escort? You can select ships from any of the 4 squadrons for that. Even the escort carriers.

>>22481453
>>22481543
Giant asteroid tug (Captued)
Most of the ship is made up of sublight and FTL systems to help move large cargo or asteroids. The one you have a salvage claim on is currently in use clearing out asteroids blocking the lane into the the local Nav station. The drives are powerful enough to safely encompass a 30x20km asteroid.
Understandably command wants that ship.
>>
I see what happened to the map. Several posts were deleted somehow so when I went back through suptg to compare sector data they were missing.
>>
>>22480938
I am cool with this
>>
>>22481670
yes to undamaged ships to the colony
>>
>>22481670
Let's send whatever is left undamaged of first squadron and buff the squadron to full strenght with some ships from 2nd. It is always good to show up in force, especially if your second highest priority is to prevent friendly casualties.
>>
Bump.
>>
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You decide to play it safe and send larger forces to each of the locations. 1st and 2nd squadrons head out to the abandoned colony while the remainder are sent to help escort the Mining barge. The Blackbird is sent to help the escort group. It should make detecting incoming raiders easier.

After transferring your flag and dragging your gunner aboard Alex's ship, the first two squadrons jump out.

Everything looks much as it did the last time you were here. The planet orbiting a red dwarf, tidal locked to its star because of its proximity.
"Its not an ideal planet but it is habitable. That other agro colony might have been a better choice." Says Alex over coms.

You look to your gunner who shrugs.
"I picked it because there would be less demand for a planet like that than one around a yellow dwarf."

Loading up in a shuttle with a flag and ID marker to leave behind you head out. The shuttle is just entering the atmosphere when a flight of Light cruisers from another House jumps in.

"I hereby claim this world in the name of House Talda." Announces a Knight over an open channel.

[ ] Not If I plant a flag first
[ ] Lets make a deal
[ ] You can have it
[ ] Other
>>
Gone to work. Be back in 5-6 hours hopefully.
>>
>>2248a8305
[X] 1. We got here first. 2. we are going to place a flag first. 3. we have more ships than you do. 4. The ownership records of this place are such a clusterfuck that its going to end in negotiation anyway. So if we work out a deal between our houses one or both of us might actually get to use it.
>>
>>22488305
Not if i plant that flag first. I am sorry, but our flag ID marker is already inside the planetary atmosphere. Unless you give me reason to call the shuttle back i guess that planet belongs to Jerik-Dremine.
>>
>>22488305
What do we know of house Talda?
>>
>>22488305
Yes, who are this "House Talda" they claim to be apart of?
And my whole speech I had planned was summed up by >>22488400.
>>
Bump.
>>
>>22488305
[x] Other

"You should have been here earlier to hear us say the same thing."
>>
IIRC You mentioned a while back that the Shipyard needs more invested in it before it really starts making money right? Could we transfer some of what we got from the armor production interest into that company?
>>
I wanted to notify you guys of something. Way, WAY back, like, 7th session or something, the Neeran came up. Apparently, they were a highly dangerous and xenophobic species that managed to make the factions unite against them. Then they vanished without a trace.

Apparently their worlds lie within the republic today. Since the reunion of the republic came up i remembered them, and i also remembered that a lot of information about them was classified when we last looked into their data.

That said, we were a pilot in training back then, and we are a Knight Lieutenant with secret service contacts now. I think its worth it looking into the Neeran again when we have time, hopefully there will be some newly declassified materials. I suspect they might have something to do with the republican factions reaching their ceasefire.
>>
Bump
>>
>What do we know of house Talda?
House Talda
Size: Minor
The House worked as mercenaries for the Kavarians in the last Faction War, providing them with Attack Corvettes and Carriers to counter Republic Centurions and Starfighters. The Kavarians were more than happy to cede systems from this relay to Dominion Houses given the proximity to Republic space. Understandably their losses were heavy in that war and the territory they'd been payed with was stripped from them by the other Factions. Most Houses that allied with the Kavarians in the Faction wars were destroyed in its aftermath or reduced to shadows of their former selves.

"Not if I plant that flag first. I am sorry, but our flag and ID marker are already inside the planetary atmosphere. Unless you give me reason to call the shuttle back I guess that planet belongs to Jerik-Dremine. Its too bad you weren't here earlier to hear us say the same thing."

The House Talda forces come to an all stop in high orbit but don't challenge you further.
>>
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Your shuttle sets down on a hill overlooking the ruins of a town from the previous colony. Transport containers and cheap prefab buildings make up most of the settlement. All look run down and are suffering from corrosion or decay.

With Kaz acting as flag bearer you place the marker beacon while he and a few Marines put up the flag. You and the others all shout in unison; "We claim this world in the name of House Jerik-Dremine!" before activating the beacon.

After a few minutes of looking around you're contacted by Alex. "More ships just arrived in system. They're from House Aeon and say they were the last ones to have been forced from the area by pirates a few decades ago. They say that gives them the right to resettle the planet."

You curse your luck. "Well too bad for them, we already claimed it."

"They brought a dozen Light Cruisers so you can tell them that. Hang on I'm having my coms officer patch you through."

"What? No, Alex-"

"This is Knight Captain Idoh of House Aeon. To whom am I speaking?" Asks a Dro'all over the audio channel.

After introductions are out of the way the other Knight gets to the point. "You've gotten here first but we both have equally legitimate claims to the planet. I challenge you to a duel for the rights to resettlement."

You frown. "We can't duel, its wartime."

"We can still use holographic weapons."

[ ] Duel
[ ] Refuse
[ ] Give them the planet
[ ] Other
>>
>>22494194
Can we duel with pistols? I am not at all confident in our sword skills if we are not wearing power armor.
>>
>>22494194
How about a Coin flip?
>>
>>22494194
Quick question: Can our HUD modification to our eye implant predict where he is aiming if we go the pistol route? Or swords for that matter.
>>
>>22494194
How rude would it be to refuse?
>>
>>22494270
The other Knight laughs. "Yes I suppose we could duel with pistols."

>>22494350
I suppose it could for pistols but diving out of the way to avoid a shot might be a giveaway.

>>22494357
If you were to refuse and not be handing over the planet? Fairly rude. Expect the dirty practice of litigation in an attempt to take the planet from your House later. The Knight may also block your financial advisers from buying into any companies they may have shares in.
That or he'll just shake his fist at you and promise to "get you next time."
>>
>>22494492
"Okay, thank you for agreeing to that. Honestly, i became a knight like a month ago, and with all this constant fighting i didn't have time to brush up on my bladework."
>>
>>22494492
How about sharing the development of the planet? I'm sure neither of our houses has the financial, or industrial, capacity that what would be necessary to get this planet up to speed.
>>
>>22494492
With our good luck we have had so far I feel the knight might try all of those.
>>22494556
Make the planet a cooperation between the two houses? If such a thing could be done it might lay the ground work for future cooperation.
But if all else fails [X] Duel with pistols.
>>
>>22494556
>>22494639
"Joint development? That sort of thing only works for trade hubs and rarely well. Eventually it would come down to which of our Houses would govern the planet. Who could bring in more loyal civilians and troops than the other. Or one of us would simply end up buying out the other half of the colony."

> I'm sure neither of our houses has the financial, or industrial, capacity that what would be necessary to get this planet up to speed.
Your House was able to push through multiple terraforming and settlement programs back in the homeworlds over the past century. Settling this place would be a cakewalk if there were no pirate raids.

Still, you could try to push for a joint project here. Be aware that ultimately House Aeon would want control of the colony.
>>
>>22494846
Fuck it, lets just duel the guy.
>>
>>22494933
This. With pistols we actually have a chance, so why the fuck not. Noone is going to hold it against us if we fail.
>>
>>22494846
Time to accept his challenge with pistols of course.
>>
>>22494990
>>22494976

it would be quite funny to go regular duel and go marine-fu on him... but pistol is probably our best bet
>>
>>22494846
Ask our gunner. He wanted to have the planet, after all.
>>
You agree to a duel with pistols set on stun. Each will bring a second and a medic, one to check that the others weapon is locked in a stun setting, and the medic to help drag one of you off the field.
Someone makes a crack about pistols at dawn but with the planet being tidal locked it would mean relocating to the terminator.

The other Knight's shuttle lands near the settlement and you select a flat area for the duel.

You'll be permitted to use one of your own weapons set for stun. Will it be your backup concealed pistol or just a standard pulse pistol? You're equally familiar with those two.
>>
>>22495231
I think the standard is easier to handle, especially on longer range. Actually, bring the plasma pistol along so we can show it off. We are not going to use it, obviously.
>>
>>22495231
Standard pulse pistol.
>>22495317
We might be able to ask if they have come across some "power cells" for the thing.
>>
Rolled 11, 16 = 27

>>22495214
"I just figured nobody would want this dust ball, but we've already claimed it for the House so..."

You check your weapon then hand it to the other Knight's second. While its being inspected you hand off your plasma pistol to your medic.
"Any chance you've come across some power cells for a pistol like this?" You ask Idoh.

"No, what is it?"
"A plasma pistol. Some pirates were hanging on to it."

"Well a weapon like that wont do you much good in a duel. Prepare yourself."

Taking back your pulse pistol both of you take positions. Starting out back to back your seconds call out each of the twenty paces.

Roll 1d20
>>
Rolled 12

>>22495539
Rolling thunder
>>
Rolled 1

>>22495539
rolling
>>
Rolled 14

>>22495587
well fuck son... lets hope for a 20
>>
>>22495587
And then it turns out his safety wasn't working
>>
>>22495587
nooooo!!! i'm sorry i didn't mean for this ;_;
>>
>>22495647
>>22495618
I think we are still taking best of three. Not all is lost yet.
>>
We shall make do. If we lose, we lose.
>>
"Eighteen!"
"Nineteen!"
"Twenty!"

At the last number called you turn as fast as possible and snap off a shot. The other Knight's return fire strikes you right in the center of mass, in your lower right ribs. The shock from the stun bolt causes nearly every pain receptor in your body to fire off and your muscles to spasm. Everything goes dark.

You wake up five minutes later with a medic leaning over you administering drugs.

"Well I blew that one." Is what you try to say but it comes out more slurred than the speech pattern of some drunks you've met.

"You clipped him, but it wasn't a solid hit." the medic tells you. "You definitely took the worst of that exchange sir."

What do/say once you're up and about again?

>Gone for dunner 20 minutes.
>>
>>22495833
Good shot. The claim is yours.
>>
>>22495833
Could you be so kind and explain the mechanics and tables behind the duel?
>>
>>22495872
Nothing more to say.
>>
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>>22495872
Once back on your feet with muscles working again you congratulate the other Knight.

"That was a closer duel than I've had in some time I admit." Says Idoh. "It wouldn't be more fitting. I and a number of my Knights were born here and wanted to return for years. Provided we parent shooting at each other in the future feel free to return for a visit."

Packing up the beacon and flag your team boards the shuttle and returns to orbit.

"Where to next?" Aska Linda.


>>22495917
I rolled 2 dice. The highest number was the one you had to beat. Highest of 3 player rolls was how you did. Not quite close enough.
>>
>>22496360
Next duel we do is with the plasma pistol. Even if we only hit the other one in the shoulder, he is still dead.
>>
>>22496360
Let's do the Grow-Op. If we are lucky noone claimed it yet, and i want to kick in the face of that shitheaded pirate from before to blow some steam.
>>
>>22496360
Eh, what a waste of time then.

>I rolled 2 dice. The highest number was the one you had to beat. Highest of 3 player rolls was how you did. Not quite close enough.

I was going to bitch about how nice it is that now that we've switched systems our enemies suddenly get rerolls too, while ours are limited, but I guess I'm just not in the mood for H&D. See you next week.
>>
>>22496445
Oh yeah, and as usual: thanks for DMing.
>>
>>22496360
Well on the bright side we can come and visit here in the future.
First check in to see how our mining boys are doing and if we have enough time I was thinking we might want to scout out those two areas near the shipyard we are planning to hit.
>>
>>22496360
Are there reports of enemy fleet strength on those two Mining Ops by the enemy Shipyard in the 3-hex group on the left?

Both of those might be good for hit-and-run attacks to harry the enemy.

>>22496445
Relax until next week, anon :D
>>
>>22496445
Normally rolls (best out of 3 or not) are based upon the usual system of mid level rolls are average, highs you do some good shit etc. Since you've never been in a duel before and odds are a much more experienced Knight would have been I decided to make it more variable.

>>22496468
You're welcome.
>>
>>22496440
Any other taking for hitting up the Grow Op?

>>22496518
>>22496557
>First check in to see how our mining boys are doing
They're doing quite well and are ahead of schedule. The Lat'tham engineers kept the ship in good shape and your theft caused little damage.
Other than that things remain quite dull.

>I was thinking we might want to scout out those two areas near the shipyard we are planning to hit.
>Are there reports of enemy fleet strength on those two Mining Ops by the enemy Shipyard in the 3-hex group on the left?
Rovinar scout ships have confirmed that enemy forces are conducting mining operations in those sectors. One of them is a normal asteroid mining operation, the other is strip mining of a former colony.
>>
>>22496754
Green lighting the Grow Op.
>>
>>22496754
>enemy mining operations

So no estimate on enemy force strength on the 1-6 scale?
>>
>>22496754
Support for Grow Op has been granted
>>
>>22496833
Asteroid mining
Threat 4
A pair of refit Terran Medium cruisers are guarding the mining ships. A refinery base has been established on the surface of a moon nearby. The base is modular and could be repacked in a day or two.

Colony
Threat 3
Strip mining is taking place benearth a planetary shield. There are few ships in the system but ground defenses can only be speculated upon because of industry.

>Grow Op
Your six cruisers, two corvettes and one Frigate jump into the system you and Alex visited a few weeks ago. Traffic is light. A cruiser is sitting in orbit as shuttles ferry cargo from the surface. More scans reveal a pair of corvettes on the ground. One of them is using a crater Alex left with his mass drivers as a landing pad.

"A whole three ships. Wow." Mike comments. "I bet you they still try to run for it."

"No bet." answers Alex.

You jump to the inner system with your flights spread out to prevent the cruiser from escaping.

Opening the channel you start with the following:
[ ] This is Knight Sonia Reynard
[ ] This is Crazy Has-Ann
[ ] Other
>>
>>22497310
>[ ] This is Crazy Has-Ann
Can't not do it.
>>
>>22497397
"This is Crazy Has-Ann. Who ordered an express delivery of discount torpedoes?"

"That said, i'd surrender if i were you. You are outnumbered and we are faster."
>>
>>22497310

[x] Other

"I am the Dread Pirate Has-Ann! Surrender now or there will be no survivors! My men are here, and I am here, but soon you will not be here. All of your worst nightmares will come true~"
>>
>>22497310
[X] This is Crazy Has-Ann
>>22497465
I like this, but maybe instead of the second line we just move to make sure the ships cant get away with the implication of if they try we shoot them down.
>>
>>22497513
I loled
>Dread Pirate Has-Ann!
"What?! Hey, we payed our dues, the boss was just out with the family over that thing with the crops. Which you didn't take care of I might add."

>>22497397
>>22497465
>>22497554
You promise discount torpedoes for everyone that tries to escape. So discounted you'd be throwing them away. At people.

"Torpedoes? Oh no, not you again. Like I said the boss is out, and you're gonna regret it when he comes back let me tell you."

"Does that mean you're not going to surrender?" You ask.

"What? No, we totally give up, we're just farmers. What do you want, food? We've got uh... Maize in the southern areas and a few other things."

After getting the Cruiser to surrender you go back to threatening the farmer that was on the line before until he tells you what they're really growing.
Apparently there's a native plant that grows in tough densely packed clusters. Specifically the stems and branches are what they're harvesting from the plant they've taken to calling a cigar bush.
"They're growing narcotics that need hardly any preparation." Explains Kavos. "They have the usual health problems associated with inhaled product. We should have the medics check them if only to find out how dangerous they are. If we're holding that planet eventually those plants will hit the black market."

What do you plan to do about the drugs the farmers have stockpiled?
>>
>>22497910

We could turn them over to Intel to be spiked with some sort of disabling chemical and provided to a covert op to sell to a future target!
>>
>>22497910
Medics check them. Sell them if they are legit or can be used for something (like research), dispose of them if they aren't.
>>
>>22497910
Have the medics check them out, and these might be of use if we choose to start negotiations with Tortua.
>>
>Sell them if they are legit or can be used for something (like research),
The Medics determine that there are elevated but not quite dangerous levels of drugs contained in the plants. How addictive they are varries by species but effects are worse in humans. The medics don't know what use they'd be for research.

"We should turn some of it over to Intel." You decide. "I want troops guarding the stuff so that it doesn't find its way out of the storehouses until House forces get here."

"That still leaves the problem of the plants the farmers are still growing on the surface." Says Kavos.

[ ] Destroy them
[ ] Let the House deal with it
[ ] Sell off some
[ ] other
>>
>>22498250

>make the farmers smoke the plants until they're sick!

That will teach them to grow space tobacco!
>>
Keep hitting refresh, still miss this post.
>>22498137

Anyways little has changed even if you do plan to sell some of the stockpiles to Tourta. (Which I keep misspelling)
The question is if you want to allow them onto the market, stop that from ever happening, or let the House deal with the problem.
Alex points out over the command channel that you could potentially make a lot of money.

>>22498324
lol
>>
>>22498373
just set the thread to Auto in the bottom left hand corner of the thread.

Sell it off, use the money for financing things.
>>
>>22498373
I say let them keep growing it, and we can use it as a negotiations tool in getting Tourta to make sure pirates don't set up camp.
Though before I go any farther I have to ask: Would our house like one of their knights delving into selling and possibly encouraging drug growth?
>>
>>22498373

We should secure a decent cargo worth of it in the event we do that infiltration plan. Lock it down with only us having access and possibly inform Intel/Knight Commander that we're holding it for such a task.

Why shouldn't we profit off an unsavory trade when we are under the guise of an unsavory merc?
>>
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For the moment you'll hold onto the stockpile in the hopes of selling, trading or otherwise using it for things the House might need.

>>22498487
>Would our house like one of their knights delving into selling and possibly encouraging drug growth?
I doubt they would care unless it started to effect military personnel or industry. Or protests started, etc.

I'll put up a survey later in case there are any more bright idea for the stuff over the course of the thread.

A Frigate Group from the House along with other friendly ships arrive after a few hours.
By the time you prepare to head back to base a few damaged Rovinar ships have arrived in the system. They inform all of you about a long range sensor array that can more accurately track fleet movements the enemy is using. (Currently off the map.)
>>
>>22498704
How do we make use of this asset?
>>
>>22498704

What sort of enemy strength is present and were the Rovinar ships damaged there or elsewhere?
>>
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>>22498870
The Smokes? There's been plenty of good suggestions so far.

>>22498898
They were damaged while performing recon of nearby systems and enemy ships were able to triangulate where they came out of FTL thanks to the sensors.

After returning to base and offloading captured ship crews you see about finding pilots for what you have.
Some of the ships in reserve have been repaired and the CCD Bulk cruiser you just captured has been added, along with both corvettes. Some of the Republic Frigates being rebuilt with scrap have been added. Most of the less damaged ships left behind have finished repairs.

You missing pilots and some of their crews have been recovered by search and rescue. Thanks to upgrades to the station medical facilities they've all been returned to service sooner than you'd expected. Arthur has also returned to active duty along with his refurbished ship.

NOTE: Verilis Rah'ne has sworn off ever piloting a CCD built ship ever again. She may have to just deal with it though.

Cruisers marked with a blue star are those needed for the infiltration mission. The second cruiser will be ready in another day.
>>
>>22499133
I meant how do we use the long-range sensor array, sorry. I assumed that it had already been captured, since you said it could more accurately track enemy fleet movements. Has Winifred been notified?
>>
>>22499172
I worded that improperly in the previous post, sorry.
The enemy is using it to track the movements of your allies and coordinate attacks on them.
>>
>>22499272
Reminds me of DS9. Since the infiltration mission will only take two of our ships, I suppose the rest can be used to find this array and assault it.
>>
>>22499133
What was that? Verilis said she would pilot our new CCD Bulk cruiser? It is good to know we have volunteers.

Do we have enough time to take out/ capture that sensor array?
>>
>>22499415
But once they infiltrate we have to support them in the upcoming fleet action.
>>
>>22497910
420 blaze up faggot

>>22499133
Second and third are hurting for ships but 4th is going to be light on cruisers once repairs start finishing up.
>>
>Since the infiltration mission will only take two of our ships, I suppose the rest can be used to find this array and assault it.
Ideally the EX-K and 1st Squadron's Aries would form a fake pursuit force to assist the facade. After that it might be a good idea to offer the base support once its been taken.

>>22499415
>>22499422
You contact the Rovinar about leading a strike against the sensor array. They're in the middle of figuring out where all of the sensors are located. Some of them are passive arrays but there are four main ones scattered around the edges of a nebula. There may be a control station hiding inside the nebula but they haven't found it yet. If the station could be found and taken out it would dramatically reduce the effectiveness of the separate arrays.

Did you want to assist with the ships you have or time skip until the second Vengeance afterburner custom is fixed? Be advised that if you take the new Vengeance out on a mission the ID may be compromised.
>>
>>22499618
Rephrasing that. 3 weeks off hasn't done much for me in this regard.

[ ] Assist with the search for the sensor array now.
[ ] Timeskip until ships are ready for infiltration mission.
[ ] Do something else.
>>
>>22499785
Are there any friendly units who are asking for support?
>>
>>22499859
Yes. Distress signal from an unexplored sector near the 3-4 colony. Recon in force from another House is under attack.
>>
>>22499133
Does the reserve Pilots count the pilots of the damaged ships not in the reserve?
>>
>>22499980
Do we like this house?
>>
>>22499980
A rare moment when we can be the cavalry. I suggest we gather the operational ships and go.
>>
>>22499980
I say we go to the rescue, but I have the feeling that array will be giving us trouble.
>>
>>22499998
No it does not. You have 8 pilots with crippled ships. Daska was hoping to get her cruiser repaired in time for the infiltration mission otherwise she was going to borrow Vaughn's.
Drake was going to take command of one of the new ships for the same mission.
Most of your Cruiser pilots are less than thrilled with the idea of downsizing to smaller ships after so long.

>>22500012
They're a minor House whose homeworlds are on the other side of the galaxy from yours. Relations are neutral.

You undock from the station only an hour after the last repairs are done on your ship. The patch jobs are a bit rough in places but functionality is your concern. Joining up with the rest of your squadrons the Wing heads out and jumps towards the source of the distress signal.
"Sensors, coms, check if this is the real thing or a trap before we get there."

"And if it is?" Asks Kavos.

"Well then we shoot our way out."
>>
>>22500215
Put the repaired frigates and the P/CRS in the wing for now. I think once we repair all of our ships we can phase out the attack corvettes entirely. At least until we get new pilots
>>
>>22500289
Done.

The bright light of a blue star fills the screens as you arrive in system. The only sign of planets are a thin dusty debris belt well outside the habitable range.

"Arron where's the signal coming from?"

A marker pops up on the screen 130 AU from your position. "Damn this system is big. I dont think the light from the battle has even reached this far yet."

"All ships prepare for combat on reversion. Escort carriers play it safe."

The micro jump drops the wing in closer to the dust ring when you arrive. Sensors are having a hard time locating all of the friendly ships but there are deffinitely some around.
"Material in the dust is causing problems with our sensors. Compensating."

Two squadrons of corvettes are scattered through the area. A similar number of enemy corvettes, Firestorm Frigates and the occasional Centurion are being picked up. All of them are playing hide and seek, trying to avoid detection by the others.

Your orders?
>>
>>22500593
Move in to support the friendly corvettes. I suggest that we use our faster ships to scout, marking the position and heading of enemy vessels so that our heavier ships can engage with fighter cover.
>>
>>22500593
Target the centurions with attack cruisers backed by massed fighter strikes, shoot to disable when feasible. remaining units are to hunt down less dangerous enemy units. Oh, and send the standard surrender demands.
>>
>>22500593
Which distress beacon did we respond too?
>>
>>22500728
The Corvettes appear to be taking turns broadcasting so that enemy ships cant track them down.

>>22500685
>>22500712
http://www.youtube.com/watch?v=y8tRhgzUMo8#t=1m02s

You and Edah move out ahead of the other ships in the Wing to get better readings, and perhaps scare off a few enemy ships from their attacks.

"Priority targets are the Centurions, I want the Cruisers and fighters to gang up on them. Everyone else break by flights or pairs and go after the other ships."

As you draw closer to the dust and debris you start to pick out ships more easily but most are rigged for silent running when not broadcasting the distress signal. Its difficult to figure out which are friend or foe except in the case of the larger ships.

"This is Knight Sonia Reynard to House Corvette squadrons, we are coming to assist. Light up your IFF's or we'll be risking friendly fire."

Off in the direction Edah went a plasma cannon shot lances up from the dust cloud, grazing the shield of the Aries attack Cruiser. Most of fourth squadron orients on the source of the weapons fire and goes after it.

Roll 2d20
>>
>>22501029
No, no no. I meant did we help the minor house or the mystery signal.
>>
Rolled 12, 7 = 19

>>22501029
rolling
>>
Rolled 9, 18 = 27

>>22501029
>>
Rolled 12, 6 = 18

>>22501029

They shot at us with a plasma cannon?

mistake
>>
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Shit, there was supposed to be a pic to go with that.

>>22501063
I'm afraid you've lost me.
These corvettes are from a minor House you have little relations with. They've been broadcasting a distress signal. I'm uncertain what else you're looking for.

The other missions people were looking at were the strike on the sensor array or the infiltration mission.
>>
>>22501173
Ah okay.
>>
Inside the dust cloud a Centurion attempts a similar shot on the EX-K. The sensor readings don't allow you to predict the angle of the shot but you don't need it. Flipping your ship on its side to minimize its profile you hit the thrusters. The bright blue beam flashes past just missing you. Your shields could have taken one hit you figure but you'd rather not test how well those beams penetrate defenses.

"Centurion here." You call out while changing course and firing missiles.
First squadron is the closest and a pair of your attack cruisers backed up by fighters close in. Your missiles detonate, blinding the sensors of the centurion just before its cannon was ready to fire again. This shot isn't even in the same area.

You enter the dust cloud, navigation repulsors at maximum. Swinging in closer to the enemy ship it seems their crew has developed target fixation and attempt to hit you with a storm of phase cannon fire. Anything you don't evade, or use debris to soak off your shields are able to tank.

Your cruisers and fighters take that moment to drop his aft shield with combined fire, and tear apart the sublight drives disabling it.

"Centurion down." You call out to the rest of the Wing. Fourth squadron reports much the same. With two of the larger ships out of action and only minor damage to a couple of your corvettes the rest decide to bug out.

[ ] Pursuit
[ ] Search and rescue
[ ] Both
>>
>>22501571
>[x] Both

Slower ships stay behind for SAR. Fast ships pursue. Continue to call for surrender.
>>
Seven of your ships continue the pursuit while the rest link up with the friendly corvettes and try to look for escape pods.

You and Edah are able to overtake fleeing enemy ships but the rest have more difficulty. Vaughn and Siri Thal have enough range with their phase cannons and speed from their Vengeance types engines that they're able to catch a Corvette each.
Arthur tests out his refurbished ship and surprisingly begins to outpace most of the others catching up to a Frigate in time to cripple it.

There's only time for you to bag one, as the Firestorm you went after dodges more than half your shots. Finally a pair of starfighters down the shield for you long enough to wreck half the engines.

"Whats our salvage look like?"

Kavos looks through the reports. "Salvageable... One and a half Centurion, two Frigates and six corvettes. One Frigate and two corvettes are beyond salvaging. eleven corvettes and two frigates escaped."

"One and a half Centurions?" You ask.
"Fourth squadron hit theirs a bit hard."

I'm stopping here for the night. Unless there are objections the next mission will be the infiltration.
Vaughn and Katherine have the highest votes to pilot the custom ships into the base. Did you want your heavy strike team and their LST to hitch a ride on one of their ships?

I'll post briefly in the morning before I head to work.
>>
>>22502079
Yeah, let the heavy strike team go on the infiltration mission. And thanks for running this.
>>
>>22502079
Aye, let the heavy strike team go with them and thanks for all the hard work.
>>
bump
>>
Bump
>>
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May 22
0900

After giving your pilots some rest the rushed repairs on the two infiltration vehicles are finished. One of them will need more work when this is all over, presuming they'll survive.

You have a total of five pilots that have either lost their ship or it will be under repair for some time to come. Do you want them to deploy in corvettes?
>>
>>22508226
Sure.
>>
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Okay, so the infiltration ships will attempt to gain access to the Lunar bases any way they can.
At what point did you want the rest of the Wing to jump in to assist?
[ ] Give them a set time limit to get the job done then jump in your forces
[ ] Wait at edges of the system, jump in once the defense weapons go active
[ ] Wait, only jump in if the base starts taking fire
[ ] Jump in with the main task force
[ ] Other

I am headed to work. Will be back in 6-7 hours. If you could work out any plans or ideas for deployment that would help move things along.
>>
>>22508226
As much as it pains me to use our valuable elite pilots in corvettes without emerg. teleporters, i suppose we will need anyone we can get.
>>
>>22508444
Could we just have them call us? Otherwise, jump in once its clear the hornets nest has been kicked. Our objectives are to support the fire-base and capture that medium cruiser, preferably in dock.
>>
>>22508444
We should wait at the edges of the system and microjump in once the defense weapons are activated by our team.

Failing that we assume they are in trouble, jump in with the main force and make an immediate attack on the moon to recover our marines and ships while the task force occupies itself with the supers and whatever plan they cooked up.

If the defense weapons go online on our side, much depends on how far away from the superheavies the medium cruiser docks are.

I personally would like to hit the docks if we can manage to do so without tangling with the supers. Moon defense grid covers us. Priority here take any defenses and point defense the dock itself might have, then we fly in and board the mediums that are being repaired there (if there are any). We will need lots of marines for this, so if at all possible i would like to equip our escort carriers with shuttles for this operation.

It won't easy, but the mediums being repaired shouldn't have much crew on board and their point defense should be offline. If we pull this off right it could be hugely profitable, depending on how many mediums we manage to hijack.
>>
>>22508585
Then, when the enemy is reeling from loosing their medium ships (i hope some of them can actually be used in combat so we can rally around them and the moon defense grid), the main taskforce jumps in and hits the supers. That should send them reeling. Afterwards its only a question of capturing the planet.
>>
>>22508633
Page 10 Bump.
>>
>>22508444
Well it seems like we have a pretty solid plan so far so now to just wait to the master to come and make everything happen.
>>
technical difficulties, please standby.
>>
>>22514017
Standing by.
>>
http://www.youtube.com/watch?v=tW2qLBU5cAM

"Everyone ready?" You ask over the unit com.

The squadron leaders key up reading green. Those of your pilots that have been forced to switch back to corvettes have taken the ones equipped with emergency teleporters.

Katherine and Vaughn both report that the Intel people and Marines are ready. Your Heavy strike team's LST is docked to the topside of the least damaged ship.
"If you could use your Blackbird to help jam communications for a short while after reversion it might help us a bit." Mentions one of the spooks.

"I'll take it under advisement. Reynard to Command, Third Wing is moving out."

"Copy that Lieutenant." says a controller on the Command ship. "The Knight Commander says she'll be disembarking for the taskforce rally point in the next twenty minutes."

Your two infiltration ships are the last to undock from the station. After clearing the repair docks they jet off at close to full acceleration, getting far enough out from the moon before even those who launched early can.

"Don't be too convincing." you mutter to yourself.
>>
>>22514479
Its back!
>>
>>22514479
Is this a what do?
>>
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The Wing drops out of FTL in the space between systems to realign for the infiltration run. You inform Hafnar there there's been a minor change in plans and your five ships get ready for the jump into the system.
"Wait until after we've jumped into the system so it looks like you just caught up."
"Understood."

The rest of the Wing will jump to the edge of the system where you'll meet up with them after the run in on the base. Meanwhile you and your fake quarry build up speed for a minute leading up to the jump.

"Vaughn, your ship still has some minor damage. Wait a second or two longer before you jump."

"Jumping!" Shouts Kat, as her navigator activates the drives.
"Jumping." Adds your other pilot before following.

You and Edah wait ten seconds then follow suit. The distant star you were aiming for grows in size as you move more than a lightyear closer. After dropping in your crew use your own systems to jam coms as much as possible until your ECM ship joints you. The blackbird is fast but it wont be able to keep up with your afterburner equipped ships at sublight.

"We're coming in towards the far side of the planet's moon as planned. Defense batteries are already tracking us." Says Arron.

"Then we'd better make this look good." You arm torpedo launchers and lock onto your subordinates.

Roll 2d20 to make it look convincing without crippling your pilots.
>>
Rolled 11, 7 = 18

>>22514781
>>
Rolled 8, 12 = 20

>>22514781
Rolling
>>
Rolled 17, 1 = 18

>>22514781

love taps!
>>
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>>22514836
Kat would appreciate your efforts. Her wingman would not.

Your and your wingman begin to launch torpedo volleys against the aft shields of the Vengeance types. A familiar enough arrangement but this time without the surface features of a moon threating to hit you at full burn. Your two pilots return in kind, using their own forward launchers to fire over the shoulder shots.

When it looks like you're getting a bit too close to downing their shields you cut your afterburners long enough to fire the spinal mount phase cannon. The shots miss and resume at full thrust but its a convincing feint.

"We're entering weapons range of the moon's main battery." Says Arron.

"Are we going to break off?" Asks Kavos.

You decide to get a bit closer, continuing to harass the intrusion ship.

Coms speaks up.
"Sir, intercepted message. The Lunar defenses are warning the intrusion ships that they're opening fire and to change course."
"Incoming!" Warns Arron a second later.

"Break off." You order Edah, pulling up hard and hitting the emergency thrusters.

An impact reduces the aft shield by one tenth but any other fire missed. A ring of phase cannon turrets begin to open up at which point you figure the plan must be working.
"Jump out as soon as you can." You hang back slightly until your wanman jumps at which point you follow suit.
>>
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After linking up with the rest of the Wing you get a status report on both of the ships and their efforts to land troops. Base tractor beams were able to help slow both ship down enough to approach the surface without risk of smashing into it at deadly speeds. They did not give either permission to dock however.

Drake took measures to make sure that permission was no longer necessary, crash landing her ship into the side of the main base structure. Vaughn has similarly grounded his ship after getting inside of the perimeter of the southern base. He did take some fire in the process but managed to get through.

[ ] Wait for the attack signal from the teams (Roll 1d10)
[ ] You wonder what things are like for your troops attacking the base...
>>
>>22515400
This a what do? Or are we having technical difficulties?
>>
>>22516037
[x] Wonder
>>
Rolled 1

>>22516037
[x] Wait for the signal, I suppose
>>
Rolled 10

>>22516228
I hope we're still doing best of three.
>>
Question regarding the quest:


Where is Mark Hamill?
>>
>>22516237
Hard to argue with that roll. Wait for the attack signal it is.
>>
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>>22516054
No, its a pic related.

>>22516037
>[ ] You wonder what things are like for your troops attacking the base...
Or alternatively, "Meanwhile with the heavy Strike Team"

http://www.surveymonkey.com/s/NWD6Z8G

>>22516237
>>22516342
Er... hmm. Yeah that complicates the vote I'm sure.

>>22516253
The actor? I assume he died some time in the 21st century. Unless he was put into cryogenic suspension before/after he died to be revived later. No idea in that case.
>>
>>22516410
As fun as boarding actions are, I think we should limit our control situations to the original flight pilots.

But that is just me.

[x]Wait and see
>>
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http://www.youtube.com/watch?v=iYEx8_HGDks

Over the next hour your sensors pick up an increase in shuttle traffic around both of the moon bases. Enemy starfighters scramble from the planet's defense platforms escorting more assault shuttles. You hope your Marines can handle the incoming troops.

Sixty seven minutes after the ships went in you receive a signal from Drake's ship.
"Strike team to Wing Leader, northern base defense guns are under our control. Do not send additional shuttles, point defense systems are still being contested. I repeat, northern defense guns are ours."

A minute later the base primary weapons, a set of eight repeating heavy mass drivers open up on nearby enemy ships and shuttles.

"Everyone get ready to jump in. Coms signal the main fleet."

In the time it takes to align and jump in a few of the southern guns begin to open fire. The Moon's gravity well drags the Wing out of FTL in a perfect position to see the fire coming from the base, and the enemy ships trying to close in. Frigates and corvettes are approaching the moon's equator where they will likely use terrain following to avoid the defense guns and assault the base.

The Supers haven't begun to add their fire to the mess yet but 30% of their guns are still clear of scaffolding. Do you want the defense guns to try and target weapons on the Supers, keep firing at the Medium shipyard to delay any launch or try to hit the smaller ships before they get within their minimum range?

What duties will you assign your ships and fighters?
>>
>>22516919
Deploy the fighter to mess with the frigates and corvettes. Back them up with second squad. Remaining forces target the medium yard. Let the primary fleet deal with the Supers
>>
>>22516992
This plan is pretty damned good.
>>
>>22516992
Was trying to think of a better plan than this, but this is pretty solid.
I lend my support.
>>
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"Starfighters and Second squadron, deal with any corvettes and Frigates making a run at the base. All other ships on me, we're headed for the Medium Cruiser docks. Defense batteries keep any ships in the dock parked there until we arrive."

After launching Starfighters one of your Escort Carriers pull back to a safe distance to help support the attack bombers operating around the moon. The other Carrier sticks close to your three main squadron. Some of the space in her launch bays has been reserved for assault shuttles while a pair of your spare LST's are docked to her outer hull. These might be better suited to planet landing but in a pinch they can still help sieze a ship.

Second squadron swings past the northern base, their point defense guns firing into the starfighter and shuttle squadrons trying to get underneath the shield. Your starfighters bypass the engagement, using second squadron as a distraction while they move into position to torpedo the incoming starships. Missile trails and detonations fill space above the moon as both sides enter weapons range.

As your unit draws closer to the closer shipyard, avoiding fire from the lunar defense guns starts to become important. The weapons systems on the station have been chewed to pieces by four meter slugs.

"Hafnar here, heads up. The Supers are warming up their guns." warns your Blackbird pilot.

To make things more interesting one of the ships in dock begins to fire heavy phase cannon in an attempt to cut its way out of the damaged station.

Roll 3d20
>>
Rolled 8, 17, 2 = 27

>>22517538
rolling.
>>
Rolled 17, 5, 13 = 35

second
>>
Rolled 20, 18, 15 = 53

>>22517538
Rolling thunder
>>
>>22517710
You, I like you
>>
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>>22517710
Those rolls...
>>
"Arron, let me know when the weapons are fully charged on those Supes." You turn on your trajectory analysis program just to be sure.
Lines from twenty Phase cannons and more than a dozen heavy ones fill your HUD. "Shit. Take cover behind the station! Defense guns change targets."

All three of your squadrons duck down and out of the way, avoiding the masses of energy weapons fire haloing the station.

"I'm guessing we dont have much time?" Asks Arthur, as he has to maneuver to avoid fire from the ship trying to escape the dock.

"Launch shuttles and LST's. I want our troops on that ship before it breaks out and raises shields."

Another ship in the dock, a heavily modified Lance class knock off, begins powering some of its weapons as well. Six of your nearby ships blast their way through the radiation shielding around the docks and disable its engines and weapons.
You keep on the move and try to cover those ships launching shuttles from the Medium trying to escape.
Weapons fire fills space above and below you where the lunar defenses have begun trading salvos with the Super heavies.

"Assault teams, be advised we don't have a lot of time here."

[ ] Stay in cover until the boarding teams have taken the ship.
[ ] Try to distract the super
[ ] Other
>>
>>22518121
Is the Republic medium cruiser in dock as well? Anyway, we should polity inform the main fleet that the anvil is in place and we would really like the hammer to be brought down sometime soon. Can we fire torps from cover at the superheavy?
>>
>>22518121
I would say we should stay in cover for the moment, but see if we can take pop shots are them like >>22518333 is thinking of.
>>
>>22518333
>Is the Republic medium cruiser in dock as well?
Yes. Its trying a cut through a collapsed section of the dock to escape. Well, you're pretty sure its the same ship.

> Anyway, we should polity inform the main fleet that the anvil is in place and we would really like the hammer to be brought down sometime soon.
The Fleet were notified when you jumped in. Sorry that I didn't explicitly state it. If the Knight Commander was successful in convincing the other Admirals, fleet elements should be arriving in the next ten minutes.

Once the shuttles are taken care of you and a few others begin to use thruster bursts to pop out from cover to fire torpedoes at the enemy warships.

"This is Daska, we've driven away most of the ships from the northern base but more are heading towards the southern. Our fighters are returning to rearm, there aren't enough of us to keep defending the north base and stop them from rushing the southern."
Added distraction you don't need right now.

The shuttles are starting to report they're aboard and the LSTs are latched onto the outer hull of the Cruiser when something else happens. The Radiation shielding and super structure of the yard begins to deform and tear apart like wet cardboard before tearing open.
"Harmonic resonance repulsor." Says Kavos.

Its enough of a gap for the damaged ship to force its way clear with the few working engines. Your pilots jet out of the way, hesitant to return fire for fear of hitting the shuttles or LST's.

[ ] Full pursuit
[ ] The Marines should be fine
[ ] Other
>>
>>22518703
Just our luck, they have the super rare weapon on board that most people got rid of because it usually sucks.
Have some of our ships use our few remaining SP torps on their engines. Get in close to make sure every shot hits.
Then take 1st and 3rd squad to reenforce the southern base.
>>
>>22518703
Order all the shuttles and LSTs to clear a path for our torpedoes. Then aim for the cruiser's engines.
>>
>>22518811
>>22518815
Be advised that several shuttles are already putting troops aboard and the LST's are cutting through the hull.

Fire at the engines only? Roll 2d20

>use our few remaining SP torps
You're going to hate me for this. What SP's you have are either aboard one of the Escort Carriers or being carried by 2nd squadron. Alex has 2.
>>
Rolled 18, 14 = 32

>>22518912
Engines only. If possible, track the torpedoes as they travel and detonate them early if they're headed for any friendly craft.
>>
>>22518912
That seems... statistically unlikely
>>
>>22518912
Rolling thunder.

Engines only
>>
>>22519003
Try not to forget this next time.
>>
Rolled 7, 11 = 18

>>22519003
.....I see my luck is starting to slip already
>>
Rolled 8, 8 = 16

Dynamite with a laser beam!

Guarenteed to blow your engines

especially sub liiiiiiigghhht
>>
>>22518990
2nd and 3rd squadrons took longer to get into close range in the last big fight. Mike and the other ships with him used all of theirs shooting this ship last time. 3rd Squadron has less ships with launchers and most of those that did have any were destroyed. That leaves Alex, because he's careful with his ammo usage and wasn't in position last time, and some of the starfighters.

http://www.youtube.com/watch?v=JkBJ56bRRjc#t=1m0s

"All shuttles, get clear of the engines and aft sections of the ship. Cruisers only, target the engines and prepare to fire."

The escaping cruiser pushes towards the moon for a moment then turns away. Looping off to get clear of the gravity you figure or perhaps to let the other ships get a shot at you without the station in the way. In either case the shuttles move along the surface of the hull, using tractor beams and repulsors to skate their way to safer positions. Even with all of the gantries, docking clamps and additional crap still stuck to the hull the ship still is able to raise shields.

Kavos looks over at the sensor readout. "Shuttles are clear of the fire zone."
"Light him up people."

At this range, the ships in your unit equipped with pulse cannons have the distinct advantage in firepower. Fourteen heavy pulse cannons rapid firing at point blank don't leave much to chance. The shields fail and slightly more accurate phase cannon fire disables the few engines that have been repaired.

"She's adrift." Reports Arron.

"Good. First and Third squadrons, you're on me. We're headed for the Southern lunar base. Fourth squadron, tractor that cruiser into a stable orbit and try to avoid fire from the heavy hitters."

"Copy that." Says Thal, moving her unit into position.
>>
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"Daska, keep holding the northern base, we're headed for the southern." You order while putting on more speed. The two super heavy cruisers are beginning to maneuver a bit and both are starting to concentrate fire on the shields of the southern base.

"The shields will collapse before we can get within range." Says Kavos, updating your display with the shield strength. Enemy corvettes are already nearby, ready to assault the base complex once the shields are out of the way. You're half way there when sure enough the shield drops and the enemy ships jump in.

"Afterburners." you order, and the two of you equipped lead out ahead of the squadrons.

"New contacts. Its the fleet."

Sensors show the taskforce coming out of FTL to your port side aft. The Knight Commander's battleship begins jamming enemy coms and sensors, assisted by three Terran Science ships. At the center of the formation is a Rovinar Heavy Cruiser which begins to charge its siege cannon.

Defense batteries from the north base change their target to the forward sublight drives on the closest super. Sections of the strapped on shipyard provide some added protection, but not much. Space behind you lights up as allied ships open fire and some of the planetary defenses do what they can to hamper the incoming fleet.
>>
Closing in on the southern base you're not certain the enemy attack force has figured out what's going on. The ECM and position on the surface may have them blinded to the arrival of the fleet. That or they think they can recapture the guns and turn them against the invaders. A dozen frigates, five corvettes and three of the base phase cannon turrets fire on you once clearing the horizon.
Five or six frigates have landed right next to the main base structure.

How do you want to handle this? While they have their shields up, protecting themselves and patches of the base stray fire could endanger your troops there.

I'll probably need a roll of 2d20.
>>
Rolled 9, 8 = 17

>>22519805
Assuming they're too stubborn to surrender, we'll have to get close enough to make our fire a sure thing. Of course, we'll warn our troops that the base might take some accidental hits.

Ships with strong shields or enough maneuverability to strafe the enemy vessels closer to the base without exposing themselves too much will move in first, with all others focusing on enemy units farther from the base.

If it's at all practical, use nuclear missiles to blind the sensors of ships further from the base to lessen the amount of incoming fire when we approach.
>>
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8th post into autosage.

Also since I haven't updated the wiki yet and people may miss it, next weeks game will start on Monday instead of Tuesday.
>>
>>22520421
>Updating the wiki
Hurray!

Also going to make a second thread or just call it here?
>>
Rolled 1, 18 = 19

>>22519805
>>22520401
This
>>
Rolled 11, 11 = 22

>>22519805
>>
>>22520495
I have been working on the wiki a bit, there's just a crap load of stuff to do. Hell, I even found the old Kavarian names for their ships... somewhere, I have to find it again. Then again that'd be what they were called back in the Faction Wars not modern times.

>>22520401
"Set nukes for proximity detonation, five hundred meters. Anyone who cant take hits long enough to line up a clean shot stick to targeting ships at the edges of the base. Coms, warn any of our people left down there that the base may take a few hits."

You, cut your engines and let your momentum carry you while turning to fire at parts of the base. Nukes pepper the surface, the blinding light reflecting off of the silver rock. The nukes do little damage, radiating off into open space, but they were just to blind sensors. While the phase cannon and torpedo fire you add doesn't penetrate the overlapped shields of the frigates around the base structure, it does weaken them.

Both of you keep up the missile fire, staying at range until the majority of your two squadrons catch up. When that happens its simply a case of overkill. You out number them, and even with eight pilots in corvettes, you still have twenty three ships to their seventeen.

"Watch your fire." You warn a couple of your pilots, as stray fire damages one of the mass drivers a corvette was parked next to.

"We've got a cannon on the move, its rotating towards the fleet." Warns Rah'ne.

"I've got it." Says Arthur, shrugging off hits while moving into position. Rather than firing at the gun he drops his cruiser on it in a controlled manner, the main body of his Vengeance B forcing the gun down and the engine pods keeping it from rotating.
>>
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"Message incoming from the Knight Commander." says coms.
You take it at your station.

"Lieutenant, what's the status of the southern base?"

"The enemy tried to retake it. We've destroyed their ships but they still have troops on the base."

"Keep those guns firing at any cost. I've taken the liberty of diverting a squadron of corvettes to take the medium cruiser you captured in tow. Your Fourth Squadron is on its way to the northern base now, you'll be relieved when the remainder of the task force arrives in system."

"Understood."

You are essentially out of the battle. Do you remain on board the ship in case something happens or throw on your armor and help clear the base of enemy troops?
>>
>>22521396
Jump in and help clear the base. Per our orders, the only thing for our little group of ships to do now is defend the base, anyway.
>>
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Falling asleep.

There will be a brief bit at the start of the next thread with which ever your choice was.
Survey for that.
http://www.surveymonkey.com/s/FLYH2GM

Meanwhile with the Marine gunners in the northern base...
http://www.youtube.com/watch?v=h3mA4nLepqk
>>
Stay on board. While out of the actual battle we are still part of an active battle. If anything were to come up we could very well be transferred to the marines or special forces and lose our pilot status.

>> catchpa: ahrits Consequence

Catchpa thinks the same as me I guess.
>>
>>22521846
Seconding this. Though it would be fun to black op it up, or be the only marine with a private starship providing support. Hell we should just retire and roam the galaxy(ies(?)) as private mercenaries and elite salvage makers.
>>
>>22521998
I think we got drafted for what? 3 years? Something in that direction. I guess we need to serve our time before we can become mercs!

>implying we won't make it to Knight Admiral and command a captured superheavy fleet in three years.



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