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File: 1359828952355.jpg-(7 KB, 285x177, download (3).jpg)
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In the future, the polar ice caps have melted, and the sea level has risen hundreds of meters, covering every continent and nearly all of the land.
It was not a slow process, humans built higher to escape the rise of the waves or built floating communities to rise with them.
They might of even succeeded in preserving their society if war had not broken out over the dwindling land and so the population of the world was greatly diminished and has been scattered across the ocean into individual, isolated communities.

You take control of Dr. Theodore Crispin, Captain of the H.M.S. Centurion, once it was the one of the most advanced ships of the Royal Navy, now it's the only one. It's seen better days as well, the ship is running on a severely undersized crew, most of which only know enough to keep the ship running.

In the last session you helped the Super Rig known as 'Big Deep' from being over run by the two smaller rigs of the Bragley Brothers Encorp. One week has passed since the Bragley conflict and they have since resupplied the fuel you expended and you have recruited a full 100 new trained crew members. This is all in accordance with the alliance set up with the people of 'Big Deep' in return for which you pledged to guard over the Super Rig for the next month and then to eliminate the local pirate threats.

Currently the H.M.S Centurion is holding position close by 'Big Deep', along with the capture Bragley ship teathred to it.
>>
>>22936347
The Bragley Ship we captured, how much would it take to repair? What's its speed, so that we know if it can keep up with the Centurion.

Also, let's fire up the radar system and try to see if we can get an returns on it.
>>
>>22936347
Population: 393 (0393/6000)

Food: Above Average + Balanced
Animals : 12 Chickens, 6 Sheep, 1 Goat
Plants: Fruit Plants

Ships: Commonwealth-Class Supercarrier, 3 LCVP, 14 lifeboats(solar powered, 400 people max), Anchor Handling Tug Supply Vessel(AHTSV)
Aircraft: 3 Multipurpose Maritime Helicopters, 1 Cargo Amphibious Aircraft, 20 multirole fighters
Fuel(for aircraft + LCVPs): Above Average

Weapons: Pistols, Assault Rifles, Light Machineguns, Grenades, Combat Knives, Khukuri knives, Spear-Guns, Lots and lots of Ammo
Defenses: Tactical Body Armour(marines), Armoured Survival Vest(aircrew)

Ship Weapons: Close in Weapon Systems (lots and lots of Ammo), SAMs (limited ammo)

Technology: EMALS, Aircraft Lift, Arresting Gear, Radar systems, Repair and Workshops, Sealed Labs, Shipboard, Water Filter
Crane, Inflatable Boats, Animal Pens, Garden Lift

Military Forces: 55 Bootnecks, 5 Bootneck (Afridi's Legacies), 10 Ghurkas

Materials: Limited Lumber, Limited Wool, Moderate Amount of Oil(Crude)

Power: Shipboard Nuclear Reactor
>>
Okay, lets crack open the labs for all that tech locked away. Gills, here we come.
>>
>>22936518
If we're cracking the sealed labs open, then we need to break out all of our NBC equipment, and set up a quarantine airlock at the site of the breach.
>>
Last thread: http://suptg.thisisnotatrueending.com/archive/22899648/

I think we should start a chicken breeding program, to expand our ship-board food supply.

We could use a winch system and tow-cable too, I'm sure we can loot one from one of the Bragley rigs.

What sort of shape is our captured ship in?
>>
>>22936379
Let me get to that in a second, just putting up info first

>>22936498
So before we begin a things need to be covered before we start.

1. You've got a couple of badly injured Bootnecks(roll d100, 2 times, to see if they survive)
2. You have 20 Bragley Prisoners(where are you holding them and how?)
3. The Anchor Handling Tug Supply Vessel(AHTSV) represents the Bragley ship you captured. Despite the poor condition it has degraded to and the amount of blood and corpses laying around it it is in working order. (It's armament include 2 heavy machine guns, 3 heavy harpoon emplacements and a catapult of sorts)
4. You have entered into an alliance, this does not put your allies under your control but does mean you are part of a semi-unified body and support you where they can.
5. You have also made a pledge, you can choose not to follow up with action but it can lead to significant loss of reputation and trust by those you made the pledge to and anyone they might be in contact with
>>
>>22936553

Agreed, we should also isolate all electronic systems from the area. OP, do we have biohazard suits? And what's our scientific staff situation? Are we still under-staffed?
>>
Okay, process for opening the labs

>set up airlocks and barricades
>open the doors, probably with thermal lances
>send in the Bootnecks
>put them in quarantine for a week
>once we are sure there is nothing alive, send in the scientists
>take all the glorious tech

Any objections?
>>
>>22936347
>Waterworld

Better drink our own piss
>>
Rolled 19, 48 = 67

>>22936634
2 rolls for the badly injured bootnecks.

Bragley Prisoners. Put them in the Centurion's brig. They're on bread and water rations. Consider simply pushing them off the side of the ship.

And we need to begin looking for pirates to sink.
>>
Rolled 67, 11 = 78

>>22936634

1. Rolling
2. Holding them in the brig, I assume, under 24 hour guard. We should interrogate them. Find out where their loyalties lie, if any of them have special skills which may be of use, and find out about the disposition of other pirate groups in the area.
3. Can it keep up with the Centurion, or does it have to be towed?
4 + 5. I propose we do our utmost to support out new Commonwealth allies, and uphold our reputation.

>>22936667
If we don't have enough science staff to make use of them, it's pointless. Other than that, I support the plan.
>>
>>22936722
No double rolls please, I'll only count you first one
>>
>>22936634

Maybe we can recruit some of these prisoners. Unless they're all as insane as the Bragley Brothers were, they could be a good source of information too.
>>
Well seems like a good thing I decided to wait up

>>22936743
Good roll hun

>>22936634
2.Keep them in the Centurions Brig, but make sure to seperate any possible leader figure, like that mouthy one from last session

3.I'm assuming the Bragley ship is like modern vessels of the same type? In which case it's kind of slow for our uses....can we strip its weapons and tow cable? Then we could hand it over to the 'Big Deepers' as a token of good will(and would replace the ship they lost)
4/5: I agree with the Doc, were the Royal Navy for chris' sake we've got a reputation to uphold

>>22936667
How about we not go digging into the bowels of hell just yet, lets get our numbers up a bit more, and deal with our promise first
>>
>>22936743
Same to you Dr. lets try and avoid double rolls.
Good thing your first roll was better than the second.

The last Bootneck who was lightly injured were discharged days after the battle but a couple had received critical wounds, the worst case had been the private who took a hit to the neck, and had nearly died. They would survive though and after some more intensive care and bed rest they would be back to their posts and kicking ass in no time.
>>
>>22936861

The AHTSV's maximum speed is half of ours, true, but if we just give away every ship we capture we can never amass a fleet. I would suggest stationing it at the Deep Blue rig as a permanent security base, but we don't have enough crew. It's a bit of a dilemma.
>>
The Bragley prisoners are spilt up into smaller groups put into different cells in the brig of the Centurion, the leaders are kept seperate in their own cells. The Bootnecks have a 24 hour guard on the lot of them and, with the battle not long past, they've been watching the prisoners like hawks.

The Bragley ship cannot keep up with the Centurion, if it were to go at full speed constantly while the Centurion went half of it's own then they could keep level until the AHTSV's motor gave out
-----------------------------------

anyways, whats your action?

a. Go fishing.
b. Try to improve your ship.
c. Try to improve your weapons.
d. Train your crew.
e. Research technology.
f. Explore in a direction
g. Search and Scavenge
h. Investigate the big plume of smoke
i. Your choice

Remember, you've promised to watch over 'Big Deep' until their ships are scheduled to start returning in a month(of which 1 week has passed) so keep that in mind
>>
E let's try to isolate the gene that causes the legacies.
>>
>>22937056
i. Breach the sealed labs.
Use this plan >>22936667
>>
>>22936976

It's a good point sure, but we don't really need to start amassing a fleet just yet.
The Centurion has a capacity of 6000 and we number less than 500. We should work on improving and crewing her first before we starting worrying about new ships.
Plus, the AHTSV is kind of useless for us, it is neither faster than us, not better armed or better armoured.
Give it to the Deepers to replace their ship and we can maybe get their help with improving our ship while were sitting here for a month.
>>
>>22937056

[C]. Use this time to improve our anti ship weaponry. I propose dismantling two of our aircraft for their spare parts and their weapons systems. We could use the cannons and missile pods from the aircraft as anti ship weapons.

>>22936861

I was going to propose that Jim be made captain of this new addition to our fleet, but since it can't keep up with us, we should gift it to the Big Deep riggers to further cement our alliance.

Let's take the weapons from the captured ship and put them on our LCVPs. That's one heavy harpoon gun each - should help with boarding actions. We can hold the machineguns and catapult in reserve until we can think of something better to do with them.
>>
>>22937056

Since we're going pirate hunting, we should increase our weapons. Science can wait for now.
>>
>>22937120
>>22937142
Seconding these.
>>
>>22937153
>I propose dismantling two of our aircraft for their spare parts and their weapons
Why, when we have spare parts as part of our onboard stores, and can fabricate the launch systems with our workshops?
And unless we're going up against a military destroyer, cruiser, or similar, the CIWS is more than sufficient.
>>
>>22937114

Guys, i don't know how often this is gonna need more science personnel and we also don't have access to the science labs, the closest we have is the med bay
We only have a small number of them and I'm betting most of our scientists and scientific staff are tied up with a) running the reactor and such or b)treating the sick and wounded right now

>>22937120
and opening up the sealed labs is a bad idea for the above reasons as well

>>22937056
Better we have our Bootnecks perform regular patrols using the Lifeboats as forward observations posts scattered around the are of Big Deep and let us focus on [c] improve our ship by removing the weapons and the cable and winch from the AHTSV and see about attaching them to the Centurion
>>
>>22937234

If we can manufacture missiles and launch systems without dismantling our aircraft, we should do that. I don't think it's possible with our current number of scientific staff and without access to the sealed labs. OP can clarify is this is the case.

>>22937251

Seconding this. Put the heavy harpoon guns on our LCVP boats. A cable and winch would be useful.
>>
OP - what is the situation with our science staff numbers? We are taking on science staff from the big deep rig at the end of the month, right?
>>
>>22937251

If we give the riggers our new boat, could they help us with genetic research? What's the status of their science labs?

Also what are they working on? We should help them with it. How about a full on information exchange?
>>
>>22937234

And what makes you think that the Pirates absolutely don't have any military ships of their own? We can't be the only military grade vessel still floating, if not out of probabillity then out of GM fiat

>>22937251
I like this idea, but lets modify it with the majors >>22937153

Get the Harpoons launchers on the LCVPs and have the machine guns set up by the Bootnecks as defensive positions, 1 of which should be by the entrance to the command tower at deck level(this will play into the idea I've had for next turn of setting up some defensible/movable cover on the flight deck, I didnt like having our men fighting from open ground like they did in the last battle)
>>
>>22937410
If they have a military ship, then the best thing to do is launch fighters at it from beyond the horizon instead of getting close enough to it where they could turn their own guns on the Centurion.
Even Ticonderoga-class missile cruisers have two anti-ship guns.
It's a waste of time and resources, especially because we can't make any more fighter planes and reducing the number we have operational doesn't net us any advantages, especially now that we have a source of fuel in order to keep the fighters topped up.
>>
>>22937410

Good idea with the machine guns. Defence in depth. I like it. The cover is a good plan too, but I think anti-ship missiles are a priority. Even if our CIWS can take out small ships, what about an armoured up hulk on a course to ram us? We need missile capability to take on the pirates.

How about we try to construct some strongpoints on deck, for bootneck marksmen to take cover in? One on each corner of the deck would suffice. We can use scrap metal from the Bragley rigs for this.

We should put our missile system (wherever we get it from) on the top of the command tower, for the best vantage point.

>>22937511

I'm not sure how many pilots we have, but I believe it's about 5. And none of them have actually flown a plane before. I agree that if there is a better way to obtain anti ship missiles, we should use that way.
>>
>>22937344
Correct at the end of the month you will be taking on science personnel from Big Deep, that will allow you to run your ships reactor and perform basic research without putting the ship in danger of an overload, you will need to pick a filed that they free up however(either you free up staff for biological research or staff for mechanical research)

You cannot currently produce missiles of your own creation, you don't have the know how, youd have to research and develop them, not from scratch but rather reverse engineer them from what you have
(you would also require resources to build the casing, the propulsion, the explosive and then the computer that guides it-rockets are easier, not requiring the computer housing)
You could cannibalize the spare parts, of which you have a substantial amount(which I consistently keep forgetting to add to the materials listing) but this will eat up on the materials you have for repair as well
>>
Put explosive heads on our harpoons.

And get as much info as we can on local pirate forces.
>>
>>22937599
I like it
we would need to keep certain amount of space free in order to not interfere with aircraft operation but with the number of planes we can even field that shouldnt be to hard

>>22937612
Creating missiles seems likely to be difficult, circuitry and all that, but a big ass shell and a cannon to fire it wouldn't be to hard? would it? or even a rocket like the OP mentioned, then we just need to set up its trajectory and not worry about computery difficulties
>>
>>22937699

I wonder how many turns it would take to research rockets though. There's no way we can do advanced research like missiles yet. The reason I favour dismantling some aircraft is it's a time effective method for getting what we need.
>>
>>22937767
You'd have to reprogram the guidance and fire control systems in order to compensate for their new role and location. The missiles aren't designed or programmed for launching from a ship, but from a plane already in flight.
>>
Alright let's scrap the missile idea as there's too many arguments about that, and go for

C. Improve our ship. This month we shall...

Take the weapons from the AHTSV, and gift it to the Big Deep.
Attach a winch and towing cable to the Centurion.
Put the heavy harpoon guns on the LCVPs.
One machinegun as close defence for the command tower.
And make some covered positions for our marksmen, using scrap metal from the Bragley rigs.
>>
>>22937825

Pip pip! I'm no scientist, just a weapon obsessed lunatic
>>
>>22937767
You wouldn't really need to dismantle them for that, the fighters weapons systems(missile/torpedo pods, anti-ship/structure missiles) are easy enough to remove and just need to be connected to another targeting computer, it's canons are another matter as both are integrated into the aircraft itself and it's bombs are detached easily enough, but you have no way to deploy them.
>>
>>22937825
It's possible as i've said, but would require enough effort for a roll to be required to accomplish such a task but it isn't impossible
>>
>>22937918
>just need to be connected to another targeting computer
The air-to-air and air-to-ship missile guidance and targeting computer firmware is compatible with the target recognition, guidance, and fire solution calculation software of the Centurion's targeting computers?
Were they built with this kind of unorthodox compatibility in mind?

>>22937946
So it's getting a programmer to reprogram the missiles or to come up with a driver for the Centurion's FCS to recognize the missiles and provide them with a compatible targeting solution, as well as the necessary launch housing.
>>
>>22937946

Would we be able to research this in addition to the ship improvements stated in >>22937881 ??
>>
>>22938013

Sounds like that sort of research could take a long time, given our limited personnel. (If we even have one computer programmer talented enough for this task.)
>>
>>22938068

I'm happy to give up on the idea if it means we can move on
>>
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Can we borrow any equipment from Hennesey's sea-lab?
>>
>>22938013
Not really to the first point, but more along the lines of your second. They are compatible in the sense that they have the same plugs at the end of their cables but it would still require some effort by your programmers(2 turns/weeks of successfull work, 1 turn if you roll really well) in order to get it to work

>>22938016
no, 1 turn is a week for now(might change later) you could
remove the weapons and gift the AHTSV
or
Attach the heavy harpoon guns to the LCVPs and set up the machine gun emplacements(where would the second go?)
or
attach the winch to the Centurion
or
Build some cover with rig scrap

along side the missile work in one turn
>>
>>22938013
>Were they built with this kind of unorthodox compatibility in mind?

It's probably more a case that our computers can work with the salvaged firmware, not the other way around.
>>
>>22938183
Then Build Cover with Rig Scrap and Attach the Heavy Harpoon Guns to the LCVPs and set up machine gun emplacements in the hangar that's open to the sea and on the other side. That way we can fire on things that get too close and that the CIWS can't fire on.
>>
Rolled 92

>>22938183

Week one: Remove the weapons and gift the AHTSV. Ask the Big Deep science staff to assist with missile project. Rolling.
>>
>>22938183
Well then lets go for it!

First week action is to strip the ship of usefull equipment(weapons and winch) and then gift it to the Deepers
>>
>>22938375
Or that...sure lets got with that
>>
Rolled 6

>>22938375

I guess the Big Deep had a genius programmer that was able to sort it out.

>>22938286

Week two: Attach the winch.
>>
Week three...we should attach the harpoon guns to the LCVPs. But I believe Jim has plans for where to put the machine guns.
>>
Week 4: Build some emplacements with scrap metal for our snipers. We can have one machinegun to guard the command tower from the deck, and one to defend wherever we are launching our LCVPs from.
>>
>>22938375

Your new allies are quite pleased with the gifts of the ship, it's not as a big as the ship they lost nor will it bring back the crew that was aboard it, but it will mean that they continue to keep up trade at a similiar level. They would also be put out with the fact that you stripped out the weapons and winch, but they managed to salvage some replacements from the two rigs.

In return they agree to send over some of their scientists to help you work out the coding problem you've been having with Major Gowan's idea to set up weapons systems from the unused Aircraft and install them as shipboard weapons.

The work carries on for the good part of the week and even you put in several sleepless nights staring at your monitor trying to puzzle out how to get the damn thing to work. But after some dedicated and inspired work by the cooperating science team, and a very lucky break when one when you fell asleep on your console and woke up with a fully working program and a keyboard covered in drool, they manage to integrate the weapons systems with the targeting computers of the Centurion.

The weapons systems still need to be built into fixed weapon emplacements but now that the compatibility issue has been solved its just a question of time and effort to do so.
>Gained Technology: Universal Targeting Computer
>>
>>22938644
Population: 393 (0393/6000)

Food: Above Average + Balanced
Animals : 12 Chickens, 6 Sheep, 1 Goat
Plants: Fruit Plants

Ships: Commonwealth-Class Supercarrier, 3 LCVP, 14 lifeboats(solar powered, 400 people max), Anchor Handling Tug Supply Vessel(AHTSV)
Aircraft: 3 Multipurpose Maritime Helicopters, 1 Cargo Amphibious Aircraft, 20 multirole fighters
Fuel(for aircraft + LCVPs): Above Average

Weapons: Pistols, Assault Rifles, Light Machineguns, Grenades, Combat Knives, Khukuri knives, Spear-Guns, Lots and lots of Ammo, Harpoon guns(3), Catapult(1), Heavy Machine Guns(2)

Defenses: Tactical Body Armour(marines), Armoured Survival Vest(aircrew)

Ship Weapons: Close in Weapon Systems (lots and lots of Ammo), SAMs (limited ammo)

Technology: EMALS, Aircraft Lift, Arresting Gear, Radar systems, Repair and Workshops, Sealed Labs, Shipboard, Water Filter
Crane, Inflatable Boats, Animal Pens, Garden Lift, Universal Targeting Computer

Military Forces: 55 Bootnecks, 5 Bootneck (Afridi's Legacies), 10 Ghurkas

Materials: Substantial Aircraft Replacement parts, Limited Lumber, Limited Wool, Moderate Amount of Oil(Crude)

Power: Shipboard Nuclear Reactor
>>
>>22938453
can i have a vote then, is this your action?
If so gotta let me know where your sticking this thing was designed to handle an oil rigs anchors(normal oil rig but still!) so it is not small
>>
>>22938781
I still think we should crack out the sealed labs. Giving whatever is in there time to grow and fester can only lead to bad things
>>
>>22938810
*crack open
>>
>>22938810
If anything is growing or festering in there its been doing so for several generations, i think another month or two ain't gonna hurt
>>
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>>22938781

Yeah that thing is fucking big. Not sure where we could put it that wouldn't interfere with our aircraft. Best leave it in a hangar for now.
>>
>>22938847
Still rather take care of it now instead of later.
>>
As much as I agree with SG, I am willing to wait for more scientists until this month is over. Then we must open the doors, using my posted plan. Anyway, E/B get a breeding program for the chickens, their eggs will be great trade goods. If we can, look into getting pigs too.
>>
>>22938917

I'm with Dr. Monroe on this one. Wait for the rig scientists to join us before we open that can of worms.

Meanwhile we should carry on with our housekeeping. Attach the heavy harpoon guns to the LCVPs, use one heavy machine gun for close in defence of the command tower. We can use the second heavy machine gun as mobile fire support. We might need it down in the labs for all we know.

Also complete Jim's plan of building some scrap metal cover on the deck.
>>
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>>22938644

Fix up a missile emplacement on top of the command tower!

>>22938917

Seconding the chicken breeding program.
>>
>>22938917
Where we gonna get pigs from...sea pigs?
Still breeding our chickens sounds like a good idea and the more of them we have the better and the more eggs we have the even better.

At the same time lets set up those weapons systems...I'm thinking the anti-ship/structure missiles just need to be target and otherwise just need a launch strut on a bi/tri-pod and to fire(and maybe a shield to protect from blowback)
the missible pods seem more complicated...take them and set them up....somehow......im out of ideas
oh!
hey!
if we have the universal targeting computer then we don't even need to do that, can't the SAMS simply be used with it and now be used against ships as well?
>>
>>22939062

The missile battery doesn't have to be particularly complicated, just some pipe sections welded together to house the missiles, on a rotating stand.
>>
So that's 4 actions - or one month
Work out chicken breeding program
Build missile platform
Put harpoons on the LCVPs
Build sniper positions on the deck

Then at the end of the month, the rig scientists join our crew, and we can start our plan to break into the sealed labs.
>>
>>22939062
.....goddammit Jim
yes, yes you could, the anti-ship/structure missiles would require their own set up...though yours would work

>>22939122
and so would this

I would however, need to know how many of these you were stripping from the jets(missile don't need to be stripped they just come from your ammo supply) but there are only four missile pods per jet
unless you start striping weapons off the helicopters as well?

just to be clear on Aircraft ammo you have
anti-ship/structure missiles: limited
pod missiles: above average
pod torpedoes: average

if people have been wondering about ammo values I'll try and line it out(but this is only a rough estimate of how it works, it's very fluid depending on rolls and extent of a battle)

minimal: you have whats in your magazine, you have enough for a couple engagements maybe, possibly only one if its drawn out
limited: you have a couple spare clips, you have enough for several engagements, more if you conserve ammo
average: you have an ammo stockpile on ship and can rely on this weapon
above average: this was considered a main stay weapon on the ship and you won't have to worry about ammo for some time
lots and lots of ammo:ammo is gonna be hand waved for the game so it doesn't get messy, i advise against abusing this however
>>
>>22939176
You want to condense this into one month? Then sure

Gonna need rolls however
>>
Rolled 13

>>22939455
hehehe

>>22939477
Put the missiles on the platform and blow it all up...i mean, heres the roll for the missile platforms
lets try to keep them mostly out of the way(like on one of the ships 'wings' since we don't need as much space for aircraft parking)
and um, for now lets just strip of one of the jets for its 4 missile pods and set them up as explained >>22939122
on the top of the command tower
>>
Rolled 97

>>22939537
I don't think I've seen Jim ever roll that bad
for shame Jim, for shame

rolling for the same though
>>
>>22939546
Motherf***, give that faceless ensign a promotion and a name!
>>
Rolled 5

Chick breeding roll, I'll whip up some aphrodisiac/oystershell to up egg laying.
>>
Rolled 81

Shit. Rerolling
>>
Rolled 92

>>22939455

Just stripping launchers from 2 jets (4 in total), to build one missile turret.
>>
>>22939643

(To be placed on top of the command tower)
>>
Rolled 55

>>22939594
cross things for a crit
>>
Rolled 47

>>22939758
or not

>>22939176
heres a roll for the harpoons and machine guns
>>
Rolled 31

>>22939774
The PMs onboard? when did that happen?
>>
>>22939537
>>22939797
karma in action

>>22939643
Each jet has 4 pods, are you saying your only taking 2 pods from two different jets(thereby leaving them with 2 each)?
Also, im pretty sure nameless ensign just aced that...wanna redesignate that roll?

>>22939546
got it, writing up

>>22939594
writing it up
>>
>>22939824

Just take them from 1 jet then.

Designating roll to putting the heavy harpoons on the LCVPs
>>
These pilots, why are they not using the manuals and training sims to learn how to fly the aircraft aboard?
>>
>>22940202

They're simulator trained, but they've never flown the aircraft properly.
>>
Having detached the four missile pods from one of the fighters they are mounted onto a makeshift frame, mostly from the ruined wreck of a crane taken from one of the Bragley Rigs. The construction goes smoothly enough and though the wiring is finicky but despite numerous knots and tangles it is finally connected to the UTC on the bridge.
Soon a quad of linked missiles pods now sits prettily on the highest point of your command tower, a clever technician even thought ahead to set up a pully and rope system to hoist ammo up from the flight deck. The larger missile launchers were much easier to set up and a four simple launch ramps on tripods are set up with blast screens on the left wing of the carrier.
>Gained weapon QuadPod and ASM(Anti-ship missile) launchers
>>
>>22940202

Ah I see what you're saying. We could train a full compliment of pilots using the simulator.
>>
>>22940240
Need to get them up in a trainer aircraft, once or twice each, just to see if they need to transfer somewhere where they'll be less useless then.
Having pilots and planes, but not using them is stupid. A MASC would give us a greatly expanded interdiction range and target finding capabilities. Need at least 2 trained Helo pilots and 2 trained attack craft pilots. Priority should be trained and capable pilots for our air wing. This is a carrier not a destroyer. Our weapons are our aircraft.
>>
>>22940282
Dr. Monroe and Dr. Pearce first attempts at initiating a chicken breeding program did not go initially as planned. The theory was simple enough and the plan was planned out in detail ahead of time, everything was set to work. But their efforts were met with quite forcefull resistance in the form of pecking beaks and scratching claws, it was made only worse when Dr. Monroe kicked one of the chickens. Though he might now be able to finish his thesis on Chickens as a swarm animal it would take a while for the claws marks to heal. However after hours and hours of effort they finally emerged from the chicken coop covered in feathers, with severely tattered clothing and unable to meet each others eyes as noisy clucking emenating from the closed room behind them.
>your chickens will now produce enough eggs to support food, if you want you can also start to stockpile eggs for trade(at which point you will start at minimal), you will also start to see a growth in chicken population by the end of the year and then a steady increase every month or so

Possibly the simplest job of the month was setting up the number of weapon placements, the LCVPs looked like fearsome assault craft with the harpoon launcher mounted on the top of the canopy, Lieutenant Mckay even comments that, having seen the Bragleys assault Big Deep, he could start training his Bootnecks to use the harpoon lines as a method of boarding ships. The machine guns are set up as well, one guarding the Command towers entrance and another just inside the hangar on the supercarriers side, to discourage unwanted entry.
>>
>>22940310

We have at least three helicopter pilots, and they are combat tested having seen action in the battle of the rigs.

I agree that we should start to make better use of our aircraft now we have a steady source of fuel.

We should shortly be expanding our scientific staff courtesy of our new allies, so we can also think about opening the sealed labs, or other research.
>>
>>22940202
still need for building cover i think
>>
Smoker - how many scientific staff are we taking on?
>>
>>22940508
100 I believe
>>
>>22940508
Im not gonna get into numbers on the break down of all of your crew.
But you are taking on enough to start performing research in one field(either biological or mechanical as overarching fields) as well as run the ship
>>
>>22940310
>>22940437

We really should sort out some pilot training to assist us against the pirate menace.
>>
for training our pilots we could use our CAA (cargo amphibious aircraft) so they can have some real flight experience and since it's a sea plane we don't have to worry about them crashing on the deck
>>
>>22940530
not quite, you took on 100 basic crew, i'm probablly gonna roll a dice on how many you take on at the end of the month(that will be scientific staff and some more base line crew members)
>>
>>22940596
Ahhhhh... ok, misread your post then.
>>
we should have some sort of training for our heli crews for search and rescue missions
>>
Need to set up a MASC (maritime airborne surveillance and control) patrol for and extended radar capability. Also if we stay put for any extended length of time, it might be a good idea to put out some SONAR buoys. You know, just in case.
>>
>>22940594

Good idea. We should take our next action to train as many fighter pilots as possible.

We need to take the best we have (selected from simulator tests) and have them take their first flights in the amphibious aircraft. If all goes well after say, 20 hours flying time, we can move them on to flying the fighter jets.
>>
All good ideas, but remember we have to prioritise as all this takes time. We made a pledge to the riggers to rid the local area of piracy, so we can't hang around much longer.
>>
Rolled 53

>>22940445
here you go?
>>
>>22940759

My vote is to train fighter pilots
>>
Rolled 15

>>22940906
and again hoping for better
>>
>>22940906
>>22940932

Jim with those rolls. Should be nicknamed "The Roller"
>>
Rolled 47

>>22940932
:(
>>
>>22940759
How big is the "local area?" If it's less than 400 sq. miles than we should have already detected other ships, if larger than having a MASC patrol would speed the process.
>>
Okay so not the best rolls, but with the large amount of scrap metal for the taking, the month you had to pull it off and the spare manpower, you really didnt need all that great a roll(honestly I don't know what a roll of 100 would of provided for cover)

anyways while I roll this up I need someone to roll 1d100, just one please
>>
Rolled 94

>>22941012
>>
>>22941007

Not sure.
>>
The work is tiresome and dull, mostly consisting of dragging scrap metal off of the rig, which is starting to look more and more like a skeleton, and onto the main deck of the Centurion. The scrap is quickly rendered down into smaller pieces and over the course of three weeks is transformed into functional, if not particularly pretty, defensive cover. A semi circle around the command towers entrance, centering around the new gun emplacement, a full circle around and on the garden lift, a few pieces of cover serving as walls along the side, mostly near the Close weapon systems and SAM turrets and a number of defensive positions dot the top deck, though the runway and landing zone is specifically left clear and empty. Some defensive cover is also added to the hangar and cargo bays that can open to the sides. Standing on the bridge overlooking it all you can see the finishing touches being added to the new improvements and even McKay and his men practicing on using the cover and drilling on how to counter a boarding party.
>>Added Defenses: Defensive Cover
>>
Hmm... Reading through the thread, I'm interested in this quest. Can someone give me a quick run-down on what's happened before and during the battle? I don't know how many threads there are, so I would appreciate that. Unless there's just three or so threads then I'd read that through.
>>
>>22940722
we can double the training session as patrol as well so we can clear out pirates faster and train our pilots
>>
>>22941230
Just 2 threads.
http://suptg.thisisnotatrueending.com/archive/22860318/
http://suptg.thisisnotatrueending.com/archive/22899648/

Though whoever's archiving really needs to step up their game. The tags are pretty much useless at this point.
>>
>>22941095
This is a problem. We need a definite AOR. I presume the ROE is: Fired if fired upon, Identify targets hostile to allies and eliminate, Identify non-hostile non-allied targets and detain, Maintain security of allies in AOR, Secure borders of AOR. Correct?
>>
>>22941304
We are at a local trade hub, so detaining shipping would only stifle trade.
Better to simply call it in so that the Big Deep can identify them.
Also, we're going to be training pilots on the amphibious plane, since landing will be easier if it's on the ocean and it's slower and therefore easier to pilot. It's not going to have a lot of weapons, so it shouldn't engage, and should disengage as quickly as possible.
We can use the Centurion or an LCVP to do any interdiction.
>>
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>>22941302

Thank ye very much anon, have a wallpaper picture of an SR-71.
>>
>>22941230

A quick summary for any others interested (the threads are quite long)

>>22941230

Archived threads here

http://suptg.thisisnotatrueending.com/archive/22860318/
http://suptg.thisisnotatrueending.com/archive/22899648/

In summary: the Centurion picked up new recruits on a Himalayan island, and acquired fruit trees for a small garden. In between the bickering of the leaders of the two scientific factions, Dr. Zirmad and Dr. Pearce, we managed to get the new crew members fully trained, plant a garden, and house our newly acquired animals.

The scientific staff agreed that we should seek out a super rig, where we suspected we could find additional scientists to improve our research capabilities.

After several months at sea we came across the Deep Blue super rig under attack by the psychopathic pirates of the Bradley Bunch. Calling on both parties to identify themselves and lay down their arms, the Centurion was attacked by the Bradley Bunch. Our weapons systems made short work of their ships, sinking two of them and our marines under Lt. McKay captured a third. After extinguishing a fire on one of the Bragley's rigs, fighting continued on the super rig. Major Gowan led an airborne assault and cleared the rig of pirates.

We have now formed an alliance with the Deep Blue riggers, as the foundation of a new British Commonwealth.
>>
>>22941043
Thank you, Now for its results

Your lookouts catch glimpse of a ship on the horizon, a pair of sail ships, each at least 80m long skirt along the edge of your vision their tall masts gleaming and their sails a bright vivid yellow with a jagged streak of black across them. They hold position for a while and you believe they are watching you right back, even with your binoculars though you can't make anyone aboard them out. But before any real decision can be made on what to do, they dissapear from your sight, but you did manage to make a note of something, they were head west and as they had move you'd caught sight of third much taller mast further back.
>>
>>22941409
hehe Bradley Bunch...but seriously their names was the Bragley Brothers Encorp, whatever that means and the super rig is called Big Deep(which is why i keep calling them Deepers for short)
>>
>>22941416
Ask Big Deep about the sailing ships, in particular their sails. See who they are, and where they might have been going.
>>
>>22941416
What way are we facing right now? These could also be pirates, seeing as they have a black streak on their sails and that they are actually using sail boats; quiet boat equals quiet night raids on rigs.
>>
>>22941304

Our current area of operations is the loosely defined antarctic oilfields and associated islands. Due to the high number of islands this is one of the most populous areas of the world.
>>
>>22941416

PIRATES AHOY!!

We should ask the riggers about these felons.
>>
Except for the strange sighting the month ends peacefully with the scheduled return of the Mirabel and the Louisa, two huge Platform Supply ships sporting winches at least twice the size of the ones you stripped off of the Bragleys ship(now rechristened the Maria), and with them several smaller ships, both motorized and with sail. They quickly take up position around the bottom of 'Big Deep' and soon trade is flowing both ways. The Centurion is also alive with activity with the last of the ships new crew coming aboard and getting settled, the carrier taking a total of another 43 new crew. The only dampener on the month has been the constant grumbling and discontent about the men still held in the brig and having to feed them, there have been suggestions of hanging them off the remains of their rigs as a warning but its just the usual mutterings. You hope so at least.
>>
>>22941547
So no-one uses RADAR anymore?
>>22941416
How did these things get close enough for our first glimpse to be by mk1 eyeball?
>>
>>22941678

Stealth sailships?
>>
>>22941731
Not with sails their not. Masts are not conductive to fractal breaking the RADAR carrier wave.
>>
>>22941785
/they're
damn it 4th grade English teachers.
>>
>>22941785

But not nearly everyone has state-of-the-art RADAR. Hell, not nearly everyone has RADAR in the first place. So if you're raiding, do it in the dead of night, and with a sail, no one will hear you coming.
>>
>>22941678
>>22941785
The radar and ECM system we have on the carrier is not working properly.
It has a tendency to not work most of the time.
Any attempt to use the radar system requires a roll; it's not on all the time.
>>
Ok the radar issue is just like the "sea levels would never go that high" issue. It's just more fun to have the sort of ship to ship combat, spotting etc, that you would find in napoleonic times, rather than blasting everyone out of the water without seeing them.
>>
>>22941553
Quite an apt summary and yes, the southern oil fields are one of the most populated areas because a)there are islands to support life
and b) there are active oil rigs in the area which attracts motorized ships of all kind to populate the waters between the islands.

There are other areas like this around the world, the Himalayas are one of them, though the numerous craggy and peaks above and just below the water discourages most ships.

The Hunting Grounds in the Chinese Ocean attracts people for very different reason, namely the prolific amount of whale and dolphin which are hunted throughout the area. Most ships there are powered out of a mix of sail and water wheel that are fueled by a concoction rendered from the animals blubber.

So far these are the only places you actually know about, you have extensive maps of the old world pre-flood, modern geography less so.

>>22941516
They themselves don't recognize the sails but after asking around one of the merchants from the African Oceans does. He says they belong to a fleet of ships calling themselves the Privateers under the command of Admiral Van De Meer. They are known for showing up out of no where and their terrifying night raids.

>>22941850
And thank you yes, I'll make a mark of it on the next status post so people remember.
>>
>>22941850
This shit needs to get fixed FAST. Seriously, one of the most advanced ships left on the planet and we can't get our FUCKING 1980's POS working? RTFM and replace the transmitter and signal receiver box.
>>
>>22941965

Ah great. Dutch privateers/sea beggars.

Yer getting RADAR online would be good, seeing these privateers before they make contact is going to be critical, while I'm sure we have enough marines to repulse such an attackm letting them get inside at all is a serious risk.
>>
Population: 436 (0393/6000)

Food: Above Average + Balanced
Animals : 12 Chickens, 6 Sheep, 1 Goat
Plants: Fruit Plants

Ships: Commonwealth-Class Supercarrier, 3 LCVP, 14 lifeboats(solar powered, 400 people max)
Aircraft: 3 Multipurpose Maritime Helicopters, 1 Cargo Amphibious Aircraft, 19 multirole fighters, 1 multirole fighter(podless)

Fuel(for aircraft + LCVPs): Above Average

Weapons: Pistols, Assault Rifles, Light Machineguns, Grenades, Combat Knives, Khukuri knives, Spear-Guns, Lots and lots of Ammo, Harpoon guns(LCVPs), Catapult(1, in storage), Heavy Machine Guns(2)

Defenses: Tactical Body Armour(marines), Armoured Survival Vest(aircrew), Defensive Cover

Ship Weapons: Close in Weapon Systems (lots and lots of Ammo), SAMs (limited ammo), QuadPod, ASMLs

Technology: EMALS, Aircraft Lift, Arresting Gear, Radar systems(damaged), Repair and Workshops, Sealed Labs, Shipboard, Water Filter
Crane, Inflatable Boats, Animal Pens, Garden Lift, Universal Targeting Computer

Military Forces: 55 Bootnecks, 5 Bootneck (Afridi's Legacies), 10 Ghurkas

Materials: Substantial Aircraft Replacement parts, Limited Lumber, Limited Wool, Moderate Amount of Oil(Crude), Minimal Eggs

Power: Shipboard Nuclear Reactor
>>
>>22942001
What makes you think that our radar system is from the 1980's, or that we have the right parts to fix it?
>>
>>22942021

South Africa, Suriname and some Caribbean islands are littered with dutch last names. Might be from there.
>>
>>22941676
Lets do something about those pirates then. I don't think any can be trusted to stay on-board the Centurion, so can we trade them as forced laborers to Big Deep?
>>
>>22942035
a. Go fishing.
b. Try to improve your ship.
c. Try to improve your weapons.
d. Train your crew.
e. Research technology.
f. Explore in a direction
g. Search and Scavenge
h. Investigate the big plume of smoke
i. Your choice

Your promise to guard Big Deep for the month is complete, now you still need to uphold your promise of stopping pirate activity in the area however you can
>>
>>22942035
Also OP, was the problem with our satellite unlink on our side or on the sat side? Because a link to GPS, old British spy sats and hell even the old communication sat network would be a huge plus?
>>
>>22942075
Seeing as we have to stop pirate activity, how about we go with F) and have a couple helicopters in the air so they can scout over the horizon.
>>
>>22942075
Does the Big Deep want to try and hang the Bragley prisoners?
Do any of the prisoners say they have information that can save their lives? Such as locations of pirate bases and pirate tactics?

d. Train the pilots on the amphibious plane for real-world flight time and for patrolling the area.
b. Attempt to repair the radar system with what parts we may have.

Also, you still have Investigate the big plume of smoke there. We already did; it was the rig fight.
>>
I propose we interrogate these prisoners - perhaps some of them could be useful. With their leaders dead and their organisation destroyed, maybe they will join us. I mean it's not like people choose to become pirates in this world.

The psychopathic ones who we can't trust we can make a public example of, hanging their remains from our prow. Just like the good old days
>>
>>22942075
b. lets try and get our radar up and running well at least get it to be more reliable
>>
>>22942075
I should point out listing it as Privateer activity will not do, they want them driven out or dead otherwise they will consider the deal broken.

>>22942092
It was on your side
>>
Hey OP how's our air wing readiness? If our pilots and planes are in good enough condition we could have them fly recon flights. Find the ships we're looking for.

Also if our fighters' RADAR's are functional we could also improvise a radar by sitting the planes on the deck and have their radar returns hooked into our own computers.

It would only be a stop gap measure, but it should work.
>>
>>22942145
Right, that's good to hear then. I second the Major's proposal to interrogate the prisoners. Integrate the one's that we can, trade or execute the ones we can't.

i - Send out 4 chopper flights to search the immediate area for any activity, pirate or not.
>>
>>22942122
bugger me uncle i do

a. Go fishing.
b. Try to improve your ship.
c. Try to improve your weapons.
d. Train your crew.
e. Research technology.
f. Explore in a direction
g. Search and Scavenge
h. Do a dance on the main deck and waste time
i. Your choice
>>
>>22942187

[D] Train crew. Train fighter pilots - pick our best using the simulator, then train them for real world flight using our amphibious cargo plane. Then move onto the fighter jets.

Explain to the riggers we will clear the area of pirates, but first we must achieve full combat readiness
>>
>>22942179
That would work, but won't have the range or reliability as your ships Radar

Your planes are in pretty damn good condition actually, the planes are in good order, even if the colours and serial numbers have faded and the helicopters have proven to be reliable and in complete working condition
Pilots are another matter, your helicopter pilots (all 3 of them) are fairly capable and have gained some confidence from actually flying, however your fighter pilots(5) have never flown live before, although they have practiced in the simulator and know their planes inside and out, I don't think I have to tell you that throwing them in the deep end might lose you a plane or two
>>
>>22942244

I concur. Give them some hours in the cargo planes, before even trying to use the fighters.

Let alone the fact that the catapults and arresting gear might not be in tip top shape. Have that checked out too.
>>
I'm getting three different messages here
first seems to be a drive to repair the Radar system
Training up your pilots to actually fly live rather than just in the Simulator
And finally a drive to interrogate your prisoners
whats it gonna be?
>>
>>22942312
Excellent, if the equipment is reliable we can focus on other things.

>>22942338
>>22942244

Seconding these. Although the EMALS should be in fairly good condition, seeing as it isn't reliant on steam so there aren't any channels to corode, well except for wiring.
>>
>>22942388
If we can only do 1, then interrogate the prisoners first. They are a drain on resources and the faster we get rid of them the better.
>>
>>22942338
It got brought up in one of the last two threads but sorta got lost in the mess, but would it be possible to use the aircraft catapult as, you know, a catapult or rail weapon or something?
>>
>>22942388
I'm going to go with repairing the RADAR, seeing as we're one of the most advanced ships right now we should have a working RADAR to protect that status.
>>
>>22942388

Vote one for Pilot Training. RADAR does little good if we can't reach out and ID the contacts. Another added advantage is long-range and quick strike capability. Dropping some bombs is one hell of a way to tell people to fuck off. Third advantage is pure psychological: the sheer intimidation factor of a screaming turbojet on re-heat and a sonic boom.
>>
>>22942388

Interrogating the prisoners and training the pilots could feasibily be a joint action, as they use different personel.

Very much in favour of executing uncooperative prisoners and hanging their remains from the prow.
>>
>>22942388
can't we do all three in parallel?
>>
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>>22942447
Woah now. We're Commonwealth, we don't do such barbarish acts. This isn't "Lord of the flies" bollocks, interrogate them and toss them off the side if they don't.
>>
>>22942440

I doubt many people alive have even seen a plane before, let alone had one fly over their heads.
>>
Rolled 47

>>22942447
Agreed.

Rolling for interrogation.
>>
>>22942410
Agreed

Do the leaders first, play good cop bad cop, Major Gowan as the bad cop with his new broadsword and the Captain as the good cop with a cup of tea

Then once we've pumped him for information we move on to the next lowest and then so on and so forth

If they won't talk we make them watch as we hang them one by one off the old oil rigs
>>
>>22942493

Exactly. That's the whole point. Something THAT loud, connected to the massive ship on the horizon, is a pure show of 'we can do things you cannot possibly imagine doing. DO NOT fuck with us.'
>>
>>22942528

If Van de Meer isn't incontinent now, he will be by the time we're done with him.
>>
I'm counting a fair tie between interrogating and training pilots.
Considering that interrogating the prisoners can be done by yourself and a couple of bootnecks, I suppose your pilots can train at the same time.
Give me a run down of the questions you'll be asking and how you want the pilots trained.
>>
>>22942563

And on that note, I have assumed the guise of the best sim-trained pilot.
>>
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Rolled 35

>>22942510

I imagine the interrogation to be a bit like the hitchhikers guide radio series, when Arthur and Ford are captured by the Golgafrinchans.

"Alright! You scum, you vermin! What do you want to drink!!"

As the captain relaxes in his bathtub.
>>
>>22942563
Yar har fiddle de dee being a pira-AAAAARGH WHAT THE FUCK WAS THAT!
Are we just going to be trolling pirates now?
>>
>>22942613

Pilots will be flying in the cargo planes until they manage to make resonably-smooth landings. Landing on a carrier is a controlled crash anyway.
>>
>>22942613
>Prisoners
What pirates operate in this region, what are their flags, where do they operate out of, and what are their tactics?
Cooperate, and they'll be pressganged into becoming crew.
Don't cooperate, and we throw them overboard.

>Pilots
They are to fly the amphibious plane at around 1500 ft, and range out 60 miles. 5 hours of flying per pilot, rotating so that all of them get a chance to fly in daylight as well as at night.
>>
Rolled 90

>>22942613

How did you come to be with the Bragley Brothers?
What skills do you have?
What can you tell us of local pirate activities?
What can you tell us of the Big Deep riggers?

We have to use our own judgement to see if they are worth keeping alive or not.

As for training the pilots, let's send them up in the cargo plane so they can get some real life flying experience. Once they've got a suitable number of hours (at least 30) in the cargo plane, we can put them onto the fighter jets. They're pretty good in the simulators, so our main focus should be getting them up on the air for real. Take off and landing should be drilled, along with strafing runs and dummy bomb drops.
>>
>>22942613
I guess some questions could be about their pirate group, what they know of the area, about their individual skills, why the joined the pirates and what they think of their fellow prisoners.

Interrogations will be conducted individually by myself and the Major, as suggested our illustrious PM.
>>
>>22942713

Agreed, though, for landing especially, they need to be able to to it perfectly almost always (I.E. 99/100 times) in all conditions (flat mirror ocean, all the way to thunderstorms or even a hurricane), in the sim, before they get to take a fighter up. They are a very, VERY limited resource, and as such should be handled like it.
>>
>>22942773

Agreed, we don't want them crashing into the ship and killing us all!
>>
>>22942890

Killing us all isn't the problem, modern carriers have reinforced sterns just to cope with the occassional OH SHIT EJECT landing. The problem is that we only have 20 fighters, and can you imagine an opportunity to get more?
>>
Rolled 38

Guys! I've been working on a truth serum ever since we took the prisoners. With only a few side effects, it will make people tell the truth. In other news, anyone know where my wife and Steve are?

Side effects:
Diarrhea, light headedness, vomiting, cramps, nosebleeds, tooth loss, tumors, uncontrolable masterbation, hair loss, death, and acute amnesia
>>
>>22942948

Sounds like something Dr. Zirmad would cook up. By the looks of him, he already made some and took it all himself!
>>
>>22942713
Most of those interrogated answer the same. I'll give you the high light reel:
>How did you come to be with the Bragley Brothers?
"I was born on that rig, lived on it my whole life."
"Magical fairy dust what did ya thin?! I was born on it ya fairy!"
etc.
>What skills do you have?
"Sides running an oil rig thats more rust and plywood then metal? I can play the banjo pretty well."
"Mechanic, used to be on our excuse for a maintenance crew and i'm a decent shot with a nail gun."
>What can you tell us of local pirate activities?
Local pirates? Well theres Kruger and his lot that used to harass us back by our old hole and then there is Red Rob, hes supposed to have a working cruiser, with cannons and everything!"
"Well there's the Cargo Cult, not so much pirates but weirdos on this massive ship."
>What can you tell us of the Big Deep riggers?
"Assholes who got lucky, they have the best spot in the fields and the biggest rig, then you show up an save them...bastards."
"Jerks!"
"Scum of the earth and sea!"
"Nancy F*cks"
etc. etc.

After picking the brains of the lot of them you manage to piece together a story of sorts. The Bragley Brothers Encorp has existed since before the flood but degraded to what you fought a month before. For a long time they had their own spot in the Oil Fields, drilling it for the black gold and trading it to survive. But about a decade a go it started to dry up and then suddenly, empty all gone, no more oil at the bottom of the draw. So they did what they thought they had to, search out a spot and take it for their own. It was normal for them, happened every so often, a rigs spot would run dry and they would fight to take someone elses who would fight back to keep it, just survival of the fittest. Most don't care anymore, without their rig they have no hope of surviving or making a living. The leader is a little more violent and threatens to cut out your eyeballs everytime you pass by for what youve done.
>>
>>22942934
There are plenty more, we just need diving equipment to get at them!
>>
>>22943038

All the personnel that respond with 'maintenance' or similar, ask them to join us. Redeem them through hard work. All the useless guys, one bullet the back of the skull, overboard, done with.
>>
>>22943038

I like the cut of these chaps' jibs. They shall all be part of our crew - find that man a banjo! Men do not choose the life they are born into. Make it known that there will be no trouble with the Big Deep riggers we took on - all are now part of the Centurion's crew and old rivalries are OVER.

The leader needs to be made an example of though. I give him a clean death with my broadsword. Use the corpse as shark bait.
>>
>>22943125
Waste of a useful bullet sir. I say we ask our Commonwealth allies if they wish to trade for any of the prisoners. If not, then we hang them.

Piracy is a capital crime within the borders of the Neo-Britannic Empire after all.
>>
>>22943198

Hmm... Aye, I agree. Hangin' 'em right proper will not be hard, tha bow 'll be high 'nough for a proper snap of the neck.
>>
>>22943198

All who play the banjo shall be spared death!

Really though, these guys aren't pirates per se. Rig wars a common occurrence, and we could use the crew. We let them know that it was the madness of their leader choosing to attack us that led to the battle, and welcome them aboard as equals.

Recruit them into general crew, and any marksmen or boarding experts among them into the bootnecks.
>>
>>22943151
I'm liking this as well, but lets do something interesting with them, they have technical and mechanical knowhow right? well lets put them through Bootneck training, with a British Bulldog drill sergeant and all. We train them hard until they earn their place through sweat and blood and once their earn their beret we form them into the a Pioneer division of the Bootnecks to handle things like breeching a bulkhead/sealed door, or shutting down a ships engine or general purpose demolition
>>
>>22943255
Not quite common, but an accepted fact of life certainly

And no they aren't technically pirates, their more life two small countries warring over oil
>>
>>22943263

I think segregating them from the general crew like that is asking for a mutiny. Sure, recruit a few with related expertise into the bootnecks, but I would prefer they are integrated into the general crew as fully as possible.

Pioneer division of Bootnecks is a bloody good idea though.
>>
Rolled 25

Do we have the scientists from the rig yet? If we do, let's go open some doors! To the bio department.

>inb4 mantis shrimp the size of wienerdogs
>implying we wouldn't all love that
>>
>>22943365

Yes we do, and we forgot to choose a specialisation focus - biology or mechanics.
>>
>>22943365
sounds like a pretty damn good food source

>>22943339
good point, so lets keep Pioneer division in mind? and for now integrate them as much as poosible?
>>
>>22943411

I vote for Mechanics. It'll be hard to properly run quite a bit of gear related to the fighters without proper understanding of the engineering behind it.
>>
>>22943339
There are simply too many to intergrate them all into the crew and make sure that they don't cause any trouble in the process.

If we have to take some of them, lets take half. The mechanics, fighters and other skilled positions. Hang or trade the rest.

We must also ensure that the ones we do choose to retain are trained up and made to take an oath of loyalty to God, King and country.
>>
>>22943446

I say we take any that were cooperative (seems to be most of them). Our crew is over 400 so integration shouldn't be much of a problem. Their general attitude seems to be "We were born into it, we'll be as helpful as possible...*shrug*". We can't in good conscience hand them over to the Big Deep to be slaves for the rest of their lives. Their mad leader was the problem, I trust the men. Especially the banjo player.
>>
Rolled 99

If we have to choose, I'll go with biology. Start work on crabs the size of cars, land(ship) sharks and animals made to give us the most meat in the smallest amount of time.
>>
The first take off was nearly a disaster, after a bad case of nerves and tension you could cut with a knife the first pilot nearly crashed the plane into the ocean. Quick reflexes and hours spent in the simulator pulled the plane up from disaster and the flight training proceeded fairly smoothly from there. Under the observation of MacNeil the five pilots spend damn near every waking our in the air and after proving proficient with the larger sea plane, the pilots began their first foray into live jet piloting and suprisingly only came close to crashing a couple dozen more times.
The pilots are still green but they've managed to avoid crashing yet, the only remedy is ongoing time in the air.
>>
>>22943521
Hmm. I guess if we eliminate the corrupting influence of the leader and his top lieutenants then we might be okay.

On a different note, can we pass the knowledge of how to refine crude oil to jet fuel to Big Deep so they can work on that while we're away. We definitely won't have the ability to do so on our ship.
>>
>>22943521
Think about it, if we are seem like the type to hang people or sell them into slavery arbitarilly after having floated them the option of integration that makes us seem like asses or at least no better than anyone else on the big blue
and from what Smoker has hinted at with the pledge and allegiance thin, reputation seems like a big thing on the waves
>>
>>22943614

I think we should integrate the prisoners that wish to be. If they are uncooperative, like the psychopathic leader, what else are we to do other than give them a quick death? Slit their throats and chuck them off the boat.
>>
Voting for bioscience specialisation.

Biology - 2
Mechanics - 1
>>
>>22943529

With a roll like this I think biology is a must. Cow-sized crabs here we come.
>>
A good number of your crew is on deck for the proceedings of the execution, the leader of the Bragley attack, one Carl Bragley, and his surviving lieutenants, three in all, were marched out onto the surviving remains of their rig.
The merchants and oppurtunists below watched as well as their crimes were read off by one of the Big Deeps officials.
No mention of piracy or of unwarranted assault.
Crimes like "Endangering the life of riggers through the use of open flame aboard a rig, the failure to maintain safety protocols during his assault and failure to bargain for the position before assaulting the Big Deep rig."
When the list was finally finished a rope was placed over his neck, tightened and lightly pushed over the side. He danced a frantic jig at the end of the rope for the entertainment for those who watched and soon he was joined by three more on the dancefloor before they eventually stilled and stopped.
Those still in your custody agreed to join up as crew, and once out of their messy yellow jumpsuits, were cleaned and had shaved they looked almost at home in their new uniforms.
They certainly looked better than their erstwhile boss.
>>
>>22943811
>Endangering the life of riggers through the use of open flame aboard a rig
They got a point. If we hadn't arrived to put out that rig fire, it would have destroyed both rigs and the super-rig.
>>
>>22943811

"Endangering the life of riggers through the use of open flame aboard a rig"...hahaha, I love the Big Deep riggers. Seriously though that would definately carry the death penalty.

+16 crew for us then

Also, anyone else keep reading "riggers" as..."negroes"?
>>
>>22943811
Hmm, fair crimes on a rig I guess.

Can we get a general update?
>>
>>22943811

Laddie, I feel that it's wrong to hang a man 'till he's dead. He should always be givn' da dignity of dying quickly.

(This is the proper way of hanging someone, dropping them a distance long enough to snap the neck, killing him almost instantly.)
>>
>>22944167

General update please
>>
File: 1359859528853.jpg-(61 KB, 387x488, 1328306432791.jpg)
61 KB
61 KB JPG
So GM is asleep
>>
>>22944800

Hopefully he's just eating or something
>>
>>22944862
Yeah, hopefully.
>>
Posting final summary, then archiving

*****

Population: 436 (0393/6000) + 16 Bradley Boys

Food: Above Average + Balanced
Animals : 12 Chickens, 6 Sheep, 1 Goat
Plants: Fruit Plants

Ships: Commonwealth-Class Supercarrier, 3 LCVP, 14 lifeboats(solar powered, 400 people max)
Aircraft: 3 Multipurpose Maritime Helicopters, 1 Cargo Amphibious Aircraft, 19 multirole fighters, 1 multirole fighter(podless)

Fuel(for aircraft + LCVPs): Above Average

Weapons: Pistols, Assault Rifles, Light Machineguns, Grenades, Combat Knives, Khukuri knives, Spear-Guns, Lots and lots of Ammo, Heavy Harpoon guns(LCVPs), Catapult(1, in storage), Heavy Machine Guns(2)

Defenses: Tactical Body Armour(marines), Armoured Survival Vest(aircrew), Defensive Cover

Ship Weapons: Close in Weapon Systems (lots and lots of Ammo), SAMs (limited ammo), QuadPod, ASMLs

Technology: EMALS, Aircraft Lift, Arresting Gear, Radar systems(damaged), Repair and Workshops, Sealed Labs, Shipboard Water Filter, Crane, Inflatable Boats, Animal Pens, Garden Lift, Universal Targeting Computer, Chicken Breeding Program, Science Specialisation: Biosciences

Military Forces: 55 Bootnecks, 5 Bootneck (Afridi's Legacies), 10 Ghurkas
3 Helicopter pilots, 5 Fighter pilots

Materials: Substantial Aircraft Replacement parts, Limited Lumber, Limited Wool, Moderate Amount of Oil(Crude), Minimal Eggs

Power: Shipboard Nuclear Reactor


Current Mission: rid the antarctic islands and oil fields of pirates, including Kruger, Red Rob and Van de Meer's privateers.
>>
>>22945638

Don't forget the winch (unattached)

See you all next time, Jim, Wicks, MacNeill, Chinston, doctors Monroe, Pearce and Zirmad

GOWAN AND OUT
>>
>>22945669

http://suptg.thisisnotatrueending.com/archive/22936347/



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