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Welcome back to Dark Empire Quest, where you the players aid the reborn Emperor Palpatine and Commander Alana Tyrna as they fight to rebuild the Empire after the crushing defeat at Endor and the subsequent collapse. We will guide their choices, deal with the consequences of their actions, and work to ensure the Empire rises once again.

Important links:

Archive
>http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Dark+Empire

Pastebin for info dumps
>https://pastebin.com/u/Timekiller21

Twitter feed I use to announced planned game times.
>https://twitter.com/DarkEmpireQuest

This is the map system I use for planning
>http://www.swgalaxymap.com/

And this is a gold mine resource for Star wars info, take with a grain of salt since this universe follows its own continuity.
>http://starwars.wikia.com/

I allow between ten and twenty minutes for voting depending on the importance of the issue and how divided the vote is. If the vote is tied up, I usually allow an extra five minutes for a tie breaker, and if no one votes, I roll for the tie breaker (The will of the dark side).

I always try to incorporate (and encourage) write ins if they don't violate the spirit of voted decisions, though I may edit or tweak them to fit better.

***

Previously:

>>1430538

A widespread rash of mutinies and desertions has occurred in the Imperial Navy on the eve of the Howlrunner + Maelstrom campaigns intended to reclaim the Corellian System for the Empire. The exact extent of the problem isn't clear, but it doesn't appear to be crippling, though as Commander Alana Tyrna, you can't know for sure how deep the issue goes. The navy has long been reliant on conscripts to man its vast fleets and fill out the ranks of its armies. In the past, pride in the Empire, fear of punishment, and a strict officer corps kept them in line.

With the Empire and officer corps greatly reduced, morale among the conscripts has sunk quite low. Though recent victories have bolstered it, there are many who have lost their faith in the Empire completely. The problem was exacerbated by a reliance on drafted officers to fill in the gaps in manpower. Clearly many, if not most of the conscripts are still loyal to the Empire, but the actions of a few have left a negative impression on the High Command.

One Carrack-class is missing, presumably hijacked by deserters. More pressingly, the Lancer-Class frigate Turmoil was unsuccessfully seized by mutineers, resulting in a number of casualties, and ultimately, a standoff with the mutineers holed up on the bridge. The mutineers are in negotiations with Commander Tyrna. They have control of Turmoil's bridge, and your former XO Lieutenant Tierce captive. You hold one of the mutineers, former Lieutenant Ralitar aboard your brig. The mutineers have offered a trade, Tierce and return of Turmoil for Ralitar and safe passage away aboard a Lambda shuttle.

You have opted to agree to the terms and then stab them in the back.
>>
The mood on Splinter's bridge is tense. The unease is palpable. With the communication from Yazz instructing you to treat all conscripts with suspicion, well over half of the fleet is now on watch, and they know it.

After Ralitar was escorted off your bridge to the brig, you breathed a silent sigh of relief. You half expected the trooper to refuse your orders as one of the mutineers. That did not stop you from double checking the brig records that Ralitar was taken there successfully.

Now, the situation seems to have stabilized somewhat, with the mutineers barricaded onto the bridge of Turmoil with at least Lieutenant Tierce as a hostage, and potentially more. The mutineers demands are as follows:

1: Withdrawing all boarding craft and personnel from Turmoil

2: Sending Lieutenant Ralitar aboard, along with a shuttle, untampered with, to be confirmed by a technician among the mutineers

3: Withdrawing the fleet to a specified distance, allowing the mutineers to board the shuttle and leave. They will take Ralitar with them, and leave Tierce, and Turmoil behind.

You intend to let the mutineers think they've won and then strike when they don't expect it.

There are a few methods of doing this, all of them carry some risk. Represented by me rolling 2D6 and totaling the result. Dice! Options to follow.
>>
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>Ambush the mutineers aboard Turmoil with a platoon of Stormtroopers. (8+)
This will require speed and precision since the Mutineers can verify with scanners that Turmoil is empty. In essence, you will have to determine when the mutineers are moving and dispatch a boarding party. This carries the risk of the mutineers fighting off your boarding party, killing the hostages, or getting to the shuttle and taking hostages with them
>Sabotage the shuttle. Either by planting a hidden remote bomb, or disabling the hyperdrive (8+)
This will be hampered by time constraints. A skilled tech could do either of these almost undetectably given enough time. You don't have all the time in the world. If the sabotage is botched, it could either be detected ahead of time, resulting in upset mutineers and potentially dead hostages, or it could fail to activate at the appointed time.

>Intercept and disable/destroy the shuttle with fast craft like fighters. (8+)
This one, according to the mutineers stated goal of not brining hostages along, is the safest for your people, though it carries a significant risk that the shuttle will escape to the hyperlimit before your fighters reach it, since the mutineers are demanding all fleet craft withdraw to a safe distance. You currently have 3 avengers traveling through hyperspace searching for Thrasher, your missing Carrack. They could be called back, but their jump would require pinpoint accuracy to drop them near the Lambda, as well as perfect timing to arrive on time. This is astronomically unlikely to happen perfectly.

>Write-in.
Heck, I can't think of everything, but every plan carries a risk. If you go with write-in, be prepared to have me explain the risks involved, and why it won't be as simple as you suspect. But who knows, you may pull off a win here.

>On second thought, let them go and put trackers on the shuttle instead. This is too risky.

I only put this option in, because with the visible risk (8+) I figure some people may change their minds. For this option to succeed, it must get more votes than all of the other votes combined, otherwise a plan will be executed.
>>
>>1440516
A difficult choice. I say that we

>On second thought, let them go and put trackers on the shuttle instead. This is too risky.

And then have fighters jump to their location
>>
>>1440516
Rebels and traitors have no honor. Stall for time by asking them how we know they will honor their word and release Tierce and whatever other hostages they have with them. Also ask to talk with Tierce while stalking. During this stalling have one of your technicians throughly hide trackers on the shuttle. After that make the following proposition:

We don't just trust them to return Tierce out of the goodness of their heart. Give them the sabotaged shuttle but not their leader. Propose a prisoner exchange between two unarmed shuttles in no mans space between your fleet and the embarrled ship. Once the swap has occurred we sent our ties to destroy the shuttle which should be tracked. Our attempt to "destroy" the shuttle should be convincing enough they dot realize they are being tracked. possible follow up depending on if they get away and whether there is a tracker aboard as well as general fleet situation.
>>
>>1440516
>On second thought, let them go and put trackers on the shuttle instead. This is too risky.
>>
>>1440586
Apologies for the terrible spelling. I am on mobile.
>>
I want to find the traitors nest if they are using a shuttle they are planning to go somewhere near. Maybe they will even go meet the other mutinners ship.
>>
>>1440603
Well what if we drop right into the middle of a rebel fleet? I say we just send a few fighters ahead of us
>>
>>1440603
That's why I proposed stalling to ensure the tracker is as well hidden as possible, and why we should send fighters after the escaping shuttle (to ensure they believe their "escape" as authentically as possible).

We will definitely need clearance from the Admiral if we are to abandon our position on the flanks to chase deserters, however. For all we know this could be part of a rebel plot to ambush the main fleet once we are out of position.
>>
>>1440620
I think the rebels are trying to use the defection and gather their fleet with some of the runners to then attack our forces in Kuat.
>>
>>1440620
That's why we send figthers first.
>>
>>1440630
So we'll stall while they put trackers on the ship, but just a few
>>
More or less, the consensus seems to be some degree of "Let the rebels go, track them, then destroy them"

>Writing
>>
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You see no easy way of killing the traitors on board Turmoil without letting them get to the shuttle first. But, if you track them you might be able to not only round them or or wipe them out, but track down Thrasher too, or even discover a hidden rebel base in the area. The idea sets you grinning. That might go a way toward restoring the respect you might have lost over this mutiny. There is, however, a problem.

Splinter has been tasked with defending Trellen and its orbital facilities from Rebel attack. You are a vital flank guard, defending Yazz's main body as it advanced toward Corellia once fighting is joined at Kuat. Hypothetically, if your plan succeeds, you'll have to run down the rebels. With your Avengers that prospect is easier given their hyperdrive capabilities, but you don't know what might await them on the other side. You may not have long to strike before they recalculate and jump again, potentially into friendly space. If it comes down to a chase, what will you pursue with?

>Trellen's orbital defenses will have to suffice, we will take everything!
>We will leave a token defense, a Strike cruiser and Carrack ought to do
>We will send a small pursuit force, a Strike Cruiser and Carrack
>Our Avengers alone should suffice
>>
>>1440684
>>Our Avengers alone should suffice
This is a gamble that they aren't flying right into a base, but maybe they can destroy the shuttle and gtfo
>>
>>1440684
>request permission to pursue from the Admiral. They will know about the importance of holding this location vs the reward of finding the rebels. If pursuit is authorized let's pursue in person, but leave our escorts behind. We have fighters to screen for us even without escorts and we need ion cannons and storm troopers if are to attempt to recapture the second mutinous cruiser.
>>
>>1440684
>We will send a small pursuit force, a Strike Cruiser and Carrack
Who is Alana's daki of? Palpatine? Oxtroe? Sedriss? Isard?
Mara?
>>
>>1440692
Maybe we should ask permission once we find if they are going to a rebel base or not.
>>
>>1440684
>We will send a small pursuit force, a Strike Cruiser and Carrack

Tyvek i got a job for you and the Scylla.
>>
>>1440700
>yfw it's one with Thrawn on
>>
>>1440701
If it isn't a rebel base our fighters emerging from hyperspace will alert them they were tracked. They'll abandon the shuttle and escape with a cruiser.

>>1440702
That being said, I do trust Tyvek here, lets see how he can handle himself against the mutinous scum and let him deal with this. A battle with him as a commander could push Ty towards promotion as well.
>>
>>1440719
Once you go blue you must renew?
>>
>>1440720
If it wasn't clear I'm changing my vote to
>send a small pursuit force, a strike cruiser and Carrack.

But ONLY send this force if we get authorization to send pursuit elements after the mutineers from the Admiral.
>>
>>1440700
>Who is Alana's daki of?
I don't understand.
>>
>>1440739
Search dakimaru on google anon. But do it at your on risk. Once you syare at the abyss there is no turning back.
>>
>>1440700
>>1440749
Oh disregard I'm a fucking reprobate. Canonically, it'sThe Galactic Empire

or maybe Mara . . .
>>
>>1440739
>>1440754
Fucking Trip.

>Send a small force
>writing
>>
>>1440754
That spoiler. I'm tottaly okay with this.
>>
>>1440756
Did we decide to check with the Admiral here? We really need to CYA in case this blows up in our face or she already has an operation to track down mutineers.
>>
>>1440769
Unless there is a sudden outpouring of support, I'm going "no" Alana will assume her actions are covered by Yazz's standing orders
>prosecute with extreme prejudice while trying to maintain fleet cohesion
>>
>>1440771
I'm starting to like Yazz even more now.
>>
>>1440776
Is he Yazz-senpai now?
>>
>>1440771
Gotcha OP. Sounds good. I had forgotten about that element of our orders.
>>
>>1440783
Well he's a admiral so...
>>
Rolled 1, 1 = 2 (2d6)

A small task force should do, maybe Scylla and Obligation. Keep Pennick and Skevins close by, don't let their lack of imagination get in the way. You do have a brief internal debate about whether it's better to ask permission of forgiveness. You won't worry about it now. Time is of the essence.

You've stalled the traitors as much as possible, the thin air on Turmoil is beginning to unnerve them and they've started throwing around the term "hostages" pretty loosely. Fine. The trackers are in place aboard the shuttle. You personally watch Ralitar led aboard, his hands in binders, the two troopers with him being none-too-gentle. You imagine no one wants to be branded as a sympathizer to the mutineers. In fact, it's occurred to you yourself that you may be made a scapegoat for what's happened here.

Ralitar says nothing, his face is defiant.

"I hope you're happy," you reply, with a snarl. "You'll be going back to your friends. Though I would have been happier seeing you go out my airlock."

Ralitar straightens up, "At least I'd die for a cause I actually believed in."

You sneer at him, "You rebel scum."

The Stormtroopers shoulder him forward onto the shuttle. The two troopers will be traveling to Turmoil to verify that Tierce is fine. While the mutineers agreed to let you talk with several of the hostages, they stated that Tierce was wounded and in no fit shape to move. For now. You have to take them at their word.

Tensions are incredibly high, and your two trackers aboard the shuttle have been hidden as well as possible, one on the interior, one on the hull. It's intended the rebels find the one in the interior, they'd be fools not to expect one. It's almost a given, the question is, will their sensors detect the other one? And with time running out, what will they try to pull?

It's unlikely, but possible they discover it. I'll be determining that by our first (in-game) dice roll! :O to remain hidden, you need a 4+.Good luck.
>>
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>>1440801
SHIT
>>
>>1440801
>Rolled 1, 1 = 2 (2d6)
Well . . . that could have gone better.
>writing
>>
>>1440807
Well rip Tierce.
>>
You can only wait in tense silence as the shuttle is swept by the mutineers.

Within a handful of minutes, Turmoil is hailing you.

The ensign you spoke with during initial negotiations appears on your monitor. Red-faced, furious. "What do you think you're trying to pull on us!? Our agreement was the shuttle would be untampered! Two Tracking devices is hardly untampered!"

>Come now, you didn't think we wouldn't make some effort to follow you?
>The deal still stands, remove the tracking devices and take it
>We will send over another shuttle at once
>Enough of this, you can negotiate with our next boarding team (send in the Stormtroopers)
>>
>>1440807
Hopefully our fighters can still shoot them. Otherwise we could easily be made a scapegoat for negotiating with rebels and terrorists in violation of policy.
>>
>>1440823
>The deal still stands, remove the tracking devices and take it
>>
>>1440823
>Come now, you didn't think we wouldn't make some effort to follow you?
>>The deal still stands, remove the tracking devices and take it
>>
>>1440823
>Come now, you didn't think we wouldn't make some effort to follow you?
Talk with the rebels as a distraction while our main thrust is:

>>Enough of this, you can negotiate with our next boarding team (send in the Stormtroopers)
We have 2 storm troopers with Tierce now, right? Hopefully they can serve as bullet sponges when we attack.
>>
>>1440845
>We have 2 storm troopers with Tierce now, right?
So I should probably explain the tactical situation a bit better:

The rebels are barricaded in the bridge. They let no one in. The stormies are on the shuttle with Ralitar and a small inspection team of mutineers
>>
>>1440823
>Enough of this, you can negotiate with our next boarding team (send in the Stormtroopers)
>>
>>1440845
I don't think we have time for it.
>>
>>1440854
If we have engineering cut power and sensors to the bridge will it be completely blacked out? Do our storm troopers have any night vision gear or the equivalent that could help them navigate and fight in darkness?
>>
>>1440886
Yes. Stormtrooper helmets have enhanced vision in low-light conditions at the cost of field of vision. It would be an advantage, but a small one.
>>
>>1440823
>Enough of this, you can negotiate with our next boarding team (send in the Stormtroopers
Enough playing with traitor scum
>>
>>1440895
Any advantage is a good one. I think i will change mine and send the troopers.
>>
Time to make justice to our nickname.
>>
>>1440911
Indeed.

Those poor stupid rebels. All they had to do was hyperspace to an intermediate point, remove the trackers, and then meet up with their fellow scum. Now none will survive.
>>
>Finish them
>Writing
>>
>>1440924
It was really dum of their part but now we can make the lieutenant die for a cause he believes.
>>
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>>1440926
NO! TIERCE!

DAMN YOU ALL TO HELL
>>
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>>1440939
Wipe them out, all of them
>>
>>1440939
It is Imperial policy to not negotiate with hostage takers. We are doing what Tierce would have wanted us to do.
>>
>>1440945
We gotta keep one for torture. If they were part of a rebel group, we need to wipe them out
>>
>>1440939
Beside they are rebels they don't kill hostages...i think.
>>
Oh lord the dock workers are gonna have a fun time cleanning the lancer afterwards. Guess we will stick with our nickname.
>>
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You sigh, "Come now, you didn't think we wouldn't make some effort to follow you? No matter, we'll send a second shuttle for you."

You wave at a nearby officer. The signal. He dispatches a lambda, packed with Stormtroopers.

"Don't bother!" the traitor barks, "We're changing the deal. We tried to be reasonable, but you screwed that up! We're taking Turmoil Move the fleet away and we'll restart her reactor."

"Really," you say, "The deal still stands."

"To Kessel with your deal!" Now he's really worked up, "You know, maybe you're not taking us very seriously." He looks out of frame of the holocamera and grabs something. Someone. He pulls a sweating midshipman over and forces them to their knees, pressing the barrel of a blaster pistol to their head. You don't recognize the young man.

"Commander, please-"

"Shut up!" the rebel snaps, "She can't help you, she doesn't care about you!" he turns his attention back to you, "Pull that shuttle back, pull the fleet back, or he dies."

>Very well, as you insist. (With draw the shuttle and fleet)
>This Empire was built on blood, what's another drop in the bucket?
>Let's be reasonable here!
>You won't shoot. Rebels have "consciences"
>>
>>1440969
Aren't you rebels the "good guys"? The man in front of you is just another conscript like you. If you shoot him, you are no better than us, and at that point, why are you even fighting?
>>
>>1440969
>>This Empire was built on blood, what's another drop in the bucket? But know that if you do fire you will have signed the death warrant of every last one of your rebel friends. Look at the faces of your friends. You condemn them to death if you fire. We are sending another shuttle over now, let's be reasonable about th...
have them cut power mid sentence for maximum confusion before our boarding party arrives
>>
>>1440969
>>This Empire was built on blood, what's another drop in the bucket?
This fucker needs to be captured and put into a special torture session for this
>>
>>1440986
>>1440993
These 2 are good.
>>
>>1440969
>You won't shoot. Rebels have "consciences"
Besides
>This Empire was built on blood, what's another drop in the bucket?
>>
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>>1441002
indeed
>>
>>1440969
>You won't shoot. Rebels have "consciences"
Or you will, maybe who pretends to have ideals to justify your childish flailing. You don't have a goal, a plan, or a mission in life. You want to just sit there in you're own shit. The Empire is for people better than you and you know it. you know that and you know as soon as you pull the trigger, so will I. and fifteen minutes from now no one will remember you, your friends, or what you did here.
>>
>>1441012
maybe you're some who pretends*
>>
>You won't shoot. Rebels have "consciences"
>This Empire was built on blood, what's another drop in the bucket?
Perfect tie
>writing
>>
>>1441029
Only true imperials in this thread.
>>
>>1441029
Well jeez make sure you don't put it too hard on them
>>
Rolled 5, 5 = 10 (2d6)

You narrow your eyes at the mutineer. "I had always heard you rebels were the 'good guys'. The man in front of you is just another conscript like you. If you execute him in cold blood you're no different than the imaginary evil you fight. You won't shoot him." You pause for just a moment, casting a glance at the tactical display, the Lambda was sidling up to Turmoil "Or maybe you will," you add. "Maybe you're someone who pretends to have ideals to justify your childish flailing. You don't have a goal, a plan, or a mission in life. You want to complain and be given everything while you sit in your own shit."

The rebel looks angry and confused, his hand is shaking, the barrel of the blaster waggling beside the hostage officer's head.

"The Empire is for people better than you. And your trouble is that you know it. You don't have what it takes to sacrifice. You know that, and you know as soon as you pull that trigger, so will I. In fifteen minutes it will all be over. " you shake your head, pitying him. "No one will remember you, your friends, or what you did here."

"The Alliance will know!" He spits back, "They know we stood up to you, that we tried to stop this tyranny!"

You hit him with the full force of your noble bearing, "Know this."

The boarding party is racing through Turmoil's empty corridors, nearly to the bridge. The attack is almost ready.

"Know that if you do fire you will have signed the death warrant of every last one of your rebel friends. Look at the faces of your friends."

The rebel spares a nervous glance at someone off camera, in spite of himself.

"You condemn them to death if you fire." you let the words hang a moment before adding, in the most placating tone you can muster. "We are sending another shuttle over now, let's be reasonable about th-"

The lights drop on Turmoil]s bridge and you see a blaster bolt lance by before the transmission ends.

You sprint more than walk to the view port and look down at Turmoil, its own bridge view port is dark, lit from within by strobing red light, blaster fire.

Three things are at stake here. The Boarding party, the hostages, and Lieutenant Tierce. I will roll odds for each of them.

>Boarding Party success (4+)
>Hostages (6+)
>Tierce (4+)

Rolling in that order, boarding party first. Two more shuttles are being dispatched presently, but for a little while, that platoon will be alone against the mutineers.
>>
Rolled 2, 1 = 3 (2d6)

In a flash of blaster fire, and quick action, the stormtrooper platoon manages to clear the bridge of the mutineers, cutting down many of them, capturing a small handful of them, most wounded or stunned.

But what about the hostages, do they all survive?

>Hostages (6+)
>>
>>1441091
I vote letting us roll.
>>
Rolled 3, 1 = 4 (2d6)

Sadly, many of the hostages, captured by the rebels, are cut down in the fighting, primarily in the crossfire between both sides. More than a few are rescued, but it is hardly bloodless. Stormtroopers make excellent shock troops, but poor rescuers.

And Lieutenant Tierce?
>Tierce(4+)
>>
>>1441103
Lol Too late.Plus I'm not smart enough to figure a good way to do that. Best roll of the group?
>>
>>1441105
NUFFLE WILLS IT
>>
>>1441105
>Rolled 3, 1 = 4 (2d6)
Wew.
>>
>>1441111
Best out of three on d20 is how I usually see it done.
>>
>>1441091
Guess they didn't survived. More people killed by rebels what a shame.
>>
>>1441111
Group rolling can be problematic. The best way I've seen it done is best of 3 with a 1d100. However, that won't work with such a small rolling range.

Honestly, I'm fine with you rolling here. It keeps the tension high. And it is certainly much better than those quests where anons can basically keep rolling until one is successful.
>>
>>1441105
Thank god he's alive. To be real the only one that mattered was Tierce.
>>
>>1441105
PRAISE
>>
>>1441120
Nah, best of 3 on 1d20 makes it too easy to get crit succssses or failures. There's a 30% chance of a crit on an average roll if you run it that way.

Honestly I'm fine with the QM doing the rolls. It keeps tension high while the general lack of rolling for most things in the quest allows for plenty of player agency.
>>
Tierce is alive. Barely.

You can't help but look visibly relieved. A small bit of good news, Tierce is taken out of the bridge, wounded but alive. He is in serious but stable condition. You order him rushed aboard Splinter immediately for treatment.

Soon you'll have rebel prisoner's to deal with as they are transported in shackles and on stretchers back to Splinter. You get word the ad-hoc leader of the mutiny, the one you spoke with on coms, was killed in action, but by some strange twist of luck, Lieutenant Ralitar was wounded and captured again.

>Don't bother with prisoners, space them, shoot them, I don't care. Don't bring that scum aboard.
>I will deal with the prisoners later, there are other problems to worry about.
>>
>>1441144
>>Don't bother with prisoners, space them, shoot them, I don't care. Don't bring that scum aboard.

Keep Ralitar
>>
>>1441144
these tratiors were at least partially militaryoly trained. Imprisoon them and then give them to taht shadow droids stih dude
>>
>>1441144
>Don't bother with prisoners, space them, shoot them, I don't care. Don't bring that scum aboard.
>>
>>1441156
This, let men more experienced with interrogation handle them.
>>
>>1441144
>Don't bother with prisoners, space them, shoot them, I don't care. Don't bring that scum aboard.
We'll keep one prisoner, space the rest, let the critically injured suffer.
>>
>>1441144
>>I will deal with the prisoners later, there are other problems to worry about.

Interrogation and torture for these fools. Plus we can turn them over to the Admiral/navy brass to get on their good side.

This operation is more than just a bunch of angry conscripts, it was orchestrated by rebel infiltrators. We need to figure out how compromised we are.
>>
>>1441156
Agreed. I really hope we play this smart.
>>
It's tied up. 3 for spacing them, 3 for worrying about it later. Gonna give a few minutes for tie breakers before the dice come out
>>
>>1441144
Wait till later.
>>
Rolled 1 (1d2)

Alright. Let the Dark Side of the Force choose their fate.
>1 Space them
>Spare them . . . for now
>>
Adios muchachos
>writing
>>
They call you the Bloody Baroness. It's time to demonstrate that moniker applies to your enemies as well.

The shuttles returning with prisoners are strangely empty. It's chalked up as a "clerical error" and the reported prisoners are written off of the official record. The laws of war only apply to soldiers, and what you saw on the vidscreen was not the behavior of soldiers.

"Commander, we've received a report from High Command," your comms officer says, clearly excited.

"Report."

"Kuat defense fleet reports they are invested by enemy force from Foundry. Battle has commenced near the orbital yards."

The rebel attack has begun. The operation is starting. You know that some sort of action will be taking place at Kuat, and your own role in that is minor at best. Your job is to protect Trellen, its orbital facilities, and thus, the whole flank of Admiral Yazz's advance on Corellia. With the attack joined on Kuat, Yazz's forces will be commencing their own attack quite soon. Time is limited

That being said, Thrasher was never located by your Avenger patrol, and Turmoil is dead in the water with no crew to speak of, all the loyal crew having been evacuated during the crisis. Many of the former crew of Turmoil are still suspect, so it will be difficult to crew the entire ship with fresh faces. You'll have to decide what to do with it, should combat break out in your sector.

>Put a skeleton crew on the lancer, pulled from other ships and put under a temporary command
>Withdraw Turmoil to safer space using a skeleton crew. You'll worry about it later.
>Leave Turmoil in orbit under guard from a detachment of storm troopers
>Tow it into battle using tractor beams. It will keep it from being left behind at any rate
>>
>>1441343
>>Put a skeleton crew on the lancer, pulled from other ships and put under a temporary command
>>
>>1441343

>Put a skeleton crew on the lancer, pulled from other ships and put under a temporary command
>>
>>1441343
>>Put a skeleton crew on the lancer, pulled from other ships and put under a temporary command
>>
>>1441343
>Withdraw Turmoil to safer space using a skeleton crew. You'll worry about it later.
>>
>>1441343
>Put a skeleton crew on the lancer, pulled from other ships and put under a temporary command
>>
Turmoil is too valuable to leave behind. Scaring up an officer though . . . That will be tougher.

>That promising Ensign from engineering will suddenly find himself with more command responsibility
>Lieutenant Zepal is the only one with any experience
>Grab and XO from one of my Strikes and put him on Turmoil
>>
>>1441343
>>Put a skeleton crew on the lancer, pulled from other ships and put under a temporary command
Leave a detachment of stormtroopers aboard, just to be on the safe side.

And maybe promote that ensign who held engineering to temporary commander?

>>1441284
It looks like we actually voted to keep the prisoners? That's a shame. I hope we didn't space them all. There's plenty of blood to spill by donating traitors to darksiders.
>>
>>1441414
>>That promising Ensign from engineering will suddenly find himself with more command responsibility

Give him direct command over a squad of stormtroopers and see if we can't transfer a few experienced and loyal crew to fill out his roster.
>>
>>1441417
Hmm. That tie breaker vote came a minute after I closed it. I didn't see it.

Well, I'd rather take the input of players (even a minute or so late) than random chance. I'll retcon that you keep the prisoners
>>
>>1441414
>>That promising Ensign from engineering will suddenly find himself with more command responsibility
>>
>>That promising Ensign from engineering will suddenly find himself with more command responsibility
>Writing
>>
>>1441424
We could perhaps have it both ways? Have some of the prisoners lost due to "administrative foul ups" but still have a number of prisoners remain aboard ship?

It sounds like a good compromise given how close the vote was.
>>
>>1441468
>We could perhaps have it both ways? Have some of the prisoners lost due to "administrative foul ups" but still have a number of prisoners remain aboard ship?

I'm fine with that.Good idea!
>>
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That ensign would have to do. At any rate, you planned to keep Turmoil close by should any fighting break out.

You began the transfer of personnel, a mad scramble of rosters and personal lists to try and crew out the Lancer. You didn't have as much time as you thought.

"Commander! Multiple contacts emerging from hyperspace!" Sensors calls out.

Of all times, the rebels show up now? You wondered if the mutiny was a coordinated plan, or bad timing.

"I want numbers, disposition, and intent," you reply, crossing the bridge to the tactical station.

"One Assault Frigate, the twin-pronged variant, an MC75 cruiser, two Nebulon-B frigates, four corvettes and four armed transports," the tactical officer says to you, his voice calm. He's seen this show before. "By current count they are backed seven squadrons of fighters, primarily X-Wing, Y-Wing mix although there is a new type that our computer reports as E-Wings. One squadron."

New ships. A new class of fighter somehow hurt you worse than your first time seeing those bulbous Mon Calamari Cruisers at Endor. New fighters meant the Rebellion was designing and building their own weapons rather than scavenging and steeling. It was a step toward legitimacy. In any case, you had major problems now. With only five squadrons of fighters within your task to oppose them (two of those being aging Tie/Lns) and a Lancer that was practically dead in the water, your anti-fighter capabilities were sorely lacking. Given the Rebellion's reliance on one-man fighter tactics, it could be a problem. "The Rebel fleet is forming up near Vyaalec and approaching Trellen's orbital facilities," Your tactical officer reports. As he speaks, you study the holomap of the system, Vyaalec being Trellen's small, barren moon.

Trellen's orbital facilities, while extensive, were not the biggest in the galaxy. It primarily consisted of an orbital civilian highport, for handling traffic passing along the Hydian Way and Trellen Trade Route, a small series of refueling stations, both civilian and military, a small repair slip for Imperial vessels, and a single Golan I Space Defense platform.

The Golan is fairly well armed, but out of date, and likely would hurt the Rebels, but not stop them from trashing Trellen's orbital facilities. It also has two squadrons of Tie/Lns taking flight now.

>Let the Rebels wear themselves out on the Golan before we intervene
>Have our fighters rush to aid the Golan
>Send fighters and Carracks to aid the Golan
>We will keep the fleet together and advance to protect the Highport as one, even if the rebels get there first.

ItsHappening.gif
>>
>>1441478
>>Send fighters and Carracks to aid the Golan
We want the rebels to bloody themselves on this platform before they turn to us
>>
>>1441478
>>Have our fighters rush to aid the Golan

Have fighters stay under cover of the orbital facilities and contact Golan to have their gunners focus fire the rebel escorts and fighters. With friendly covering fire our fighters should be able to hold off the rebels long enough for us to arrive.

Don't send the Carracks ahead because we need their support for our task force in case the rebel fighters do not engage the facilities and instead target Splinter.
>>
>>1441478
>>We will keep the fleet together and advance to protect the Highport as one, even if the rebels get there first.
Form up, that Golan will not go down too quick I'm sure.
>>
Things slowed down quite a bit all of a sudden. With three votes for three different options I don't want to advance on a dice roll, and my time is running out at this point anyway.

I'll leave the voting open and tabulate the votes that come in. Unfortunately my next session is going to have to be Sunday because some issues with work came up. Feel free to continue voting over the night (And the week) and I will continue from there.

As usual, you guys have been incredible, Sorry to took so long to get to the battle, I'm hoping the build up was worth it.

>https://twitter.com/DarkEmpireQuest
Follow the twitter to get updates on game times.

I will say I will likely have to modify my playing schedule in the future, but I'll keep everyone posted for that.

See you Sunday!
>>
>>1441589
Thanks for running
>>
>>1441589
Mother fucker, You never posted the link in the last thread or anything. Fucking hell, I was waiting on the last thread when the time came around. God damn it.
>>
>>1441478
>Have our fighters rush to aid the Golan

>>1441589
See you on Sunday man, thanks for running
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>>1441589
Dammit! A cliffhanger!
>>
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>>1441595
My bad dude. Sorry about that. I usually post stuff like that on the twitter. At least you didn't miss the battle eh?
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>>1441602
800 posts or 3 days before something autosages and my twitter is spammed with other stuff so it never popped up as new. Little salty but atleast I didn't miss any empire happening shit it seems.
>>
>>1441608
>800 posts
I thought it was 750? Cause we were up to 690 something. Anyway, like I said, my bad. I'll be sure to cross link next time. Still learning the ropes of this quest shit.
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>>1441616
All good mate, I'mm make note.
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>>1441478
I don't know anything about Golan defense platforms.

I vote:
>Send fighters and Carracks to aid the Golan

If we send just the TIEs they'll all probably get cut down by the time we get there, but if we send the Carracks they'll be the focus, not the Golan. We'll lose the Carracks BUT maybe save the orbital shipyard.

Shit sandwich situation, by God the snobby Imperial Officers were right, can't trust the dirt farmers.
WE DIDN'T LISTEN.
>>
>>1441646
These ain't just dirt farmers. Both the "mutineer" commanders had outer-rim accents, while even with conscripting we've been pulling from the core. We don't have any outer rim conscription at this point and that was a clue.

At least the leaders of the "mutiny" were more than disappointed soldiers. I confident these "mutinies" were in no small part orchestrated by rebel infiltrators and their seizing the ships was part of a coordinated fleetwide effort to weaken our forces ahead of a rebel advance. Remember how Ralitar said "at least he had something worth dying for." Those aren't the words of a deserter afraid of battle, those are the words of a rebel insurrectionist and terrorist.
>>
>>1441478
>Send fighters and Carracks to aid the Golan
We will savage their fighter vanguard
>>
>>1441478
The Golan I was armed with 28 turbolasers, 5 proton torpedo launchers, and 6 tractor beam projectors, and had a small hangar bay capable of launching 24 starfighters.

>Have our fighters rush to aid the Golan.
(But launch only LN and interceptors)
>>
Perfectly tied, 3 to 3 for Carracks + fighters or just fighters.
>>
>>1443706
I think i will change my vote to send carracks then. But have then only support the station no engaging the enemy they will use the station guns to defend then from the heavyer escorts.
>>
>>1443713
Good enough for me! I'll close the vote here. On Sunday I'll make a new thread. 7 EST (11 UTC) If this board is still up, I will cross link here.

Thanks again for playing everyone, hope you're enjoying it as much as I am
>>
>>1443723
Cool TK see you sunday.
>>
>>1443723
Thanks TK. See you Sunday
>>
>>1443723
Your dice system is bad and you should feel bad
>>
>>1448360
Never! I'm really not a mechanics guy. I don't see the fault here though? I mean the dice is only to add risk, I feel I've done that. Tbh, I don't like d20s or d100s, I am a 2d6/d10 system kind of guy.

I'd be interested if you have any constructive feedback for me. I'm still learning how best to quest
>>
>>1448431
It's some random faggot. Ignore it
>>
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>>1448431
you are great friend. THe only way I could like htis any better would be if it was the great galactic war empire but thats neither here nor there
>>
But I have ambitious plans to slowly turn this into the great galatic war empire so it'll work out
>>
>>1448548
>>1448677
Yall are wonderful!
>Great Galactic War Empire
maybe next game? Lol
>>
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>>1448801
sweet, have a map to feed you ideas
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>>1448820
Mmm, delicious map. I'd need to do extensive research before/when/if we reach that point though. By pre-prequel knowledge is "basic overview" level. And Great Galactic War knowledge is shoddy at best. We'll see though
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>>1448826
wait you eat maps? Please stay away from ACME headquarters
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Quick Update, change in plan:

Next game will be in 23 hours.
Saturday, 8PM EST (12 UTC)

Hope to see everyone then!
>>
>>1452563
Can't promise i will be here, got family comming here to visit.
>>
>>1452738
Apologies. Hopefully so, but even if not, there will be many other games!
>>
>>
>>1456857
New Game is up!




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