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For House & Dominion: Crucible (4)

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

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You are Sonia Reynard, Viscount of Rioja and a member of House Jerik-Dremine!

The Alliance's invasion of the Neeran Empire is underway. With the first wave having accomplished its objectives the second wave units began their deployment a few short weeks ago. Your fleet has departed Rioja and crossed the hazardous depths of space known as the Crystal Sea. As part of the second wave you'll be targeting critical locations that could potentially turn the tide back in the enemy's favour if left intact.

Many of your allies in the Dominion are busy attempting to capture shield piercing weapon technology. You've elected to pursue a different target. During your expedition to the Dyson sphere you recovered data providing the location of another builder facility. The Rioja fleet -with additional support from the Ruling House- will attempt to capture the facility or recover as much tech and knowledge as possible.

Besides Rioja's already formidable fleet you've brought Jerik-Dremine's super heavy cruiser Forbearance. Combined with the Ruling House's Sovereign class "Ta'jek Ber'helum" you have a fast powerful force that in theory can outrun whatever it cant out fight. Those aren't your only allies, the Knights of the Dominion, Krath mercenaries and PCCG mercs under the commander of former Shallan Admiral Mezan round out the fleet.

The Terran AI known as Versa was requested. With Dominion crews remaining wary of artificial intelligence after the Kythera incident Versa was installed aboard Mezan's command ship, a new model Eclipse Medium Cruiser. You've moved your flag to the same ship to help take advantage of the improvements in command and control functions.

Having completed raids against two dwarf galaxies you've been pressing deeper into this cluster. The most recent target is one closer to the front lines where South Reach mercenaries are hard at work causing disruptions.
Knowing an Alliance invasion force could arrive within the next few days or weeks the Neeran have heavily reinforced this dwarf galaxy. Raids have been tougher to carry out and it was necessary to take the fleet into the interior while your people opened a gap in the sensor coverage. That damage has already been largely repaired so you'll need another exit.

After conducting a refueling operation the fleet picked up a distress signal from a large SRL unit that was under attack. Responding with a mobile force of Hera, Phas, the Dominion Knights and yourself the response unit found the friendly units. 4 SRL Supers under pursuit by an equal number of Neeran super heavies, the Neeran force has a substantial advantage in numbers of support craft.
>>
For House and Dominion, Sonia's Rescue Rangers!
>>
After making contact with the SRL fleet you made plans to aid them. A unit has been sent ahead to lay a minefield along the planned escape route. Meanwhile the rest of your mobile force will do what it can. Your command ship and escort jumped in to join the allied formation. In addition to direct support it's also allowed Versa to help assist the gunnery of the bigger ships. Due to battle damage you've been forcibly disconnected from Versa's system. It's too dangerous to try reconnecting while the fleet is under fire. Hopefully her gunnery assistance will be enough.

Everyone else has jumped in behind the enemy fleet and begun to cause as much damage as they can. It's a desperate attempt to distract them but it has helped keep some of the enemies from simply overwhelming you.

At your end of the field the fighting soon becomes just as desperate as it was before your arrival. The AI assisted gunnery is definitely making a difference but the fleet was already on its last legs. Fire from the Executioner batters down the extra shields of the Monitor and then much of the protection on the right most super. Their attempt at a shield restart is interrupted by a few more shots from the Cinquedea.

"They're going to lose that ship on the next volley." Maybourne warns.

Time to make a fateful decision.
"Evacuate one of the Sledges. We'll use it to block the next volley."
"But sir-"
"Do it now! Versa calculate ideal positioning so the rest of our mediums can help soak some of the damage. Helm be ready to go evasive if it looks like that Executioner is going to kill us instead."

Roll 3d100
>>
Rolled 100, 53, 60 = 213 (3d100)

>>3418105
>>
Rolled 3, 80, 21 = 104 (3d100)

>>3418105
>>
Rolled 65, 74, 95 = 234 (3d100)

>>3418105
>>
For House and Dominion!
>>
If high is good we have 100, 80, 95. If low rolls are what we need we got 3, 53, 21. Maybe sledge-kun will actually manage to survive?
>>
Versa sends out heading data to each of the ships and soon Mezan's Eclipse is swinging in towards the aft sections of the beleaguered Super. The sledge that's being evacuated positions itself farther ahead while dropping shuttles and escape pods. Emergency teleport capsules are probably being reserved for the last ones to bail out.

Corvette fire continues to intensify while the timer counts down to the next jump.
"That minefield better be ready when we arrive." Says Mezan. "We're not going to get another chance at this."

"They're charging for the next volley!" warns sensors.
The helmsman of the doomed sledge reverses engines then side slips behind the Super and locks tractor beams.

The first shot from the Executioner is largely soaked of by the overlapping shields. Of the second only part of it is intercepted, the rest striking the drive section of the Sledge and destroying half the ship and scattering debris and flame in every direction. One of your Eclipses rolls avoiding the worst of the third but still losing part of an engine pod. The final shot punches through the shields, inflicting damage to much of the upper starboard side of the Super. Some of the engines are lost, but enough are still online to keep going.

You're thrown against the restraints once again as fire from the Cinquedea peppers your ship. Fortunately the reprieve has been long enough for the Monitor class medium to restart its shield generators. It's able to absorb any subsequent fire. At least for a few minutes.

At least some of the crew aboard the sledge is still alive because they use their tractor beams to haul themselves onto the aft section of the Super they were shielding.
"Looks salvageable." is you r assessment.

"Looks can be deceiving Viscount. The ships interior is being consumed by plasma fires."
Versa brings up a scan showing that the Sledge will soon be gutted. The crew teleport out soon after.

The fleet gets the signal to jump soon after. That minefield had better be in place.

Did you want the rest of your units to keep hitting the rear of the enemy formation?
Or do you want them to join you so that they'll be protected behind the minefield?

[ ] Continue hit and fade
[ ] Take cover behind mines
>>
>>3418228
>[ ] Take cover behind mines

Get to cover and be ready to receive the enemy. If plans haven't already been made. Make sure our fleet is ready to GTFO from this galaxy real soon. I think the Neeran are going to be alert all over the place.
>>
>>3418228
>[x] Take cover behind mines
Fucking plasma fires.
>>
"Tell the others to cease attacks on the enemy rear and link up with us at the next reversion point.
Then send a signal to our main fleet that we're pulling out of this galaxy. Things are way too hot around here and I'm betting they'll only get worse."

Your people to the rear turn and get out as quickly as they can. They'll need to make 2 jumps to catch up. All escort craft with the SRL fleet maneuver to get a clear line of sight before the jump. The Neeran have seen this enough times. Half their corvettes pull back to the carriers or supporting transports. The rest try to make it difficult for your own corvettes and attack cruisers to get a clear line to jump with the fleet.

As your unit jumps out Versa puts up the outbound angles of the other friendly ships in their escape. Many of the attack cruisers have been forced off and will have to make a subsequent realignment and jump. Things are going to get messy.

On reversion you see the minefield ahead. Battleships and the AM Helios are deploying torpedoes and mines as fast as they can. The numbers are impressive but it's questionable if it will be enough. The fleet pushes through carefully, allowing time for the mines to maneuver out of the way.

"Alert, field deployment is not optimal." warns Versa.

"What's wrong?"
"The mines are not close enough to the reversion point."

Maybourne isn't sure there's enough time to move them safely, especially with more friendly ships on the way. The enemy may have time to shoot down some of the mines before impact. Though in the case of the AM mines that may not be a big problem.

The Commanding officer of the SRL detachment doesn't especially care as long as it buys time for his fleet to make a proper escape for one.

[ ] Move them, arm on schedule
[ ] Move them, but dont arm until enemy arrives
[ ] Keep them where they are
>>
>>3418412

> [ ] Move them, arm on schedule
>>
FOR HOUSE AND DOMINION

>>3418412
>[ ] Move them, arm on schedule
>>
>>3418412
>[ ] Move them, arm on schedule
>>
"Move the mines. We still arm on schedule. Have all ships begin cold launching conventional torpedoes and add them to the field. Maybe we can saturate their torpedo defenses."

After pushing through the minefield you have Mezan bring her ships around, ready to direct their forward firepower into the enemy fleet when they arrive. Allied ships continue to jump in and take up positions to assist. The other groups arrive later than you were hoping but still before the minefield activation.

Some of the damage already done to your forces is a bit worrying, the mediums especially. Repair scarabs are hard at work patching as best they can in the short time available. For now they're simply covering holes with armor so that there's some protection until it can be done later.

"Projected arrival in 10 seconds. Minefield arming."
"All shields front. Watch your fire, we still have a few friendlies straggling in."
In theory the mines shouldn't target them but it only takes a few. Or one big one. Energy discharges could blind their sensors and make IFF difficult to confirm.

Versa is in the middle of confirming that the scrap cannons and other armaments on the Supers are ready when the first ships begin to arrive. The Executioner reverts with her bow alreading beginning to enter the minefield. A few of its escorts are similarly far forward, though the other Supers are in a staggered formation as before.
Two heavy cruisers are blotted out by explosions and you're unable to get a solid read on the lead super due to AM detonations. Regardless the scrap cannons open fire on what should be its bow. The Cinquedea reverses engines with afterburners active trying to keep from hitting the mines.

"Target the Krakens." Mezan orders her gunners.
Spinal mount Medium plasma and heavy phase cannon fire tear into the torpedo defense ships, shredding three of them in the opening barrage. It opens enough of a hole that mines are able to hit the Cinquedea, though not enough to overwhelm its shield.

A wave of enemy corvettes launch or detach from their mother ships, spreading out in all directions towards the edges of the minefield. Those closest to the field begin launching plasma balls to kill, disable or blind mines and warheads.

The Cinquedea changes course, turning broadside to spread impacts out across a larger surface area. Its guns continue to inflict damage on your mediums. Versa redirects scrap cannon fire towards it, apparently satisfied that the main weapons on the Executioner are disabled.

Do you want to spend enough SP torpedoes to cripple to the Cinquedea? Just enough to take out its guns, or simply focus conventional fire while withdrawing?

[ ] Cripple it
[ ] Knock out its guns
[ ] Conventional fire
>>
>>3418642
>[ ] Knock out its guns
>>
>>3418642
>[ ] Cripple it
>>
>>3418642
> [ ] Cripple it
>>
>>3418642

[x] Knock out its guns

Extract allied forces. The enemy is going to keep the field.
>>
>>3418642
Do we have enough supers to tow the Cinquenada if Versa coordinates it?
>>
>>3418744
Maybe if there weren't 2 Super carriers, another 10 heavy cruisers, more than a dozen mediums and many thousand other enemy ships nearby.

Also that Executioner may be down but it is not out. Even without their main guns it's still a hazard.
>>
Anyone want to tie break?
>>
If no tie break within 5 minutes we're going with cripple since it had the most votes under the 30 minute mark.

>>3418739
>>3418740
>>
>>3418806

RIP SP torp stockpiles before reaching the objective
>>
>>3418806

Cripple
>>
"Back us away from the minefield. Any ships with spare SP torpedoes target the engines and main guns on that thing."

Two assault corvette wings immediately dive in, each launching a salvo and breaking off before reaching the nearest side of the minefield.

On the flanks of the minefield the corvettes trying to get around it towards your fleet are met with a hail of torpedo fire from starfighters and drones. Two groups of ships are caught by surprise, having apparently been distracted by more immediate threats and apparently not noticed them. Others are more difficult and the fighting there is what you would have ordinarily expected.

Satisfied Tama is taking care of things there you turn your attention back to the main battle. Mines continue to hammer the enemy super even as the first volleys of SP torps strike home. Enough punch through a partial gap opened by an AM mine to take out their starboard afterburner. While powerful the explosion is largely contained to its section, detonating AM stores pushing the vessel farther to port.

While the maneuver spoils the attempt to cripple the big guns it makes the main engines an easier target. Many of the remaining nearby mines dimple the shields with impacts. A storm of scrap cannon fire likewise helps wear down the defenses. With the minefield dissipating assault corvettes help hold back the oncoming wave of smaller craft and make a hole for one of the attack cruiser wings to punch through, dropping a combined salvo into the supers engines.

As detonations become visible you send the signal for everyone to fall back.
"Let's go! Let's go! If we're lucky most of their fleet will stay here and help repair those two and we can lose their main force."
>>
"Let's go! Let's go! If we're lucky most of their fleet will stay here and help repair those two and we can lose their main force."

Turning and burning a bright explosion lights up one of the mediums on your side.

"Zinovev's command ship has been hit." reports Maybourne.
It looks like half their drives were taken out when an afterburner module was hit. Mezan is already on it, having the helmsman change course to help pick up the wounded Shukhant. You're about to suggest one of the other Eclipses get it but the other two aren't looking so great. One has the engine damage from the last area's battle and the other has recently taken a hit near the bow.

Assault corvettes help cover you while tractoring the vessel then you're headed for the SRL fleet as fast as you can. Versa's gunnery support was diminishing somewhat as the Supers were gaining distance but once you close in again they're able to put fire into any heavies or mediums trying to pursue.

"They're pulling back. Enemy Shallan vehicles are going out wide. It looks like they're going to keep tracking up from range."

By this time Tama has withdrawn the starfighters and is preparing to have the escort carriers jump. With the extra time spent charging their drives the SRL fleet is soon ready to get clear of the galaxy. Your people's help is needed shuffling salvage between the larger vessels before the jump to put less strain on the damaged super. A few repair scarabs head over as well.

Double checking that everyone has the same rendezvous coordinates as what your main fleet will be headed for the SRL ships jump out. You and a the remaining pursuers are hot on their heels.

Exiting the galaxy long range sensors soon begin to detect multiple powerful drive signatures headed your way. At least two of them have to be enemy Supers on an intercept course. It's expected to take an hour for them to catch up. Over the next 30 minutes you consider options. The SRL ships cant outrun them given the current state of their drives and if both vessels are Executioners you're going to take a lot of losses.

Before that happens though they break off and head back. A few minutes later sensors detect 3 Faction supers angling towards the fleet. Once they're a bit closer Baron Izolan Xedols hails you.

"It would seem we caught up just in time Viscount. Knight Cinayk suggested we modify the FTL signature of the Heavy Carrier to that of an Alliance Capital Ship. Apparently that was enough to scare them off."
>>
The projected course of the SRL fleet will take them back to the Alliance invasion forward staging area on this side of the cluster. In theory it should be possible to get serious repairs looked after more quickly there. Most of the damage your fleet has taken can be field repaired it will just take longer. Getting more SP torpedoes could be difficult. Not impossible but resupply is going to be stretched at this point and time.

Did you want to continue with the SRL fleet to the staging area or did you want to go somewhere else? If necessary the fleet can stop here to transfer salvage.
>>
>>3418908
>"It would seem we caught up just in time Viscount. Knight Cinayk suggested we modify the FTL signature of the Heavy Carrier to that of an Alliance Capital Ship. Apparently that was enough to scare them off."

Great timing and planning. It's almost as if we have competent people working for us. Thank both of them for the timely arrival and have our fleet join with the SRL so we can get them patched up enough so that they can make a longer jump unaided.

Also to remind the SRL commander he owes us a favor for coming to his aide and saving them and their Supers. Also they will also need to think of a way to thank/ repay Mezan for sacrificing one of her ships. This is not to say we shouldn't think of how to repay her for her losses. But to let them know he owes the Shallan Admiral something for the loss of ship and crew.
>>
>>3418936
I'm fine with heading with the SRL to drop off salvage and resupply. After that last galaxy I think the crews need a breather, before we head on to our next targets.

Question for planning, there is another force coming from the north that isn't Neeran Empire but is not confirmed un/friendly, right? Should we plan on encountering them on the galaxies on the route here? What is the projected time table for that force to arrive? We may need to head directly to our target depending on the time window. If we want to make sure we get there before that force shows up and stars making a mess of things.
>>
>>3418950
>there is another force coming from the north that isn't Neeran Empire but is not confirmed un/friendly, right?
The north east and very likely yes.
>Should we plan on encountering them on the galaxies on the route here?
Your objective is in a dwarf galaxy that is 4th or 5th closest to their likely invasion point.
>What is the projected time table for that force to arrive?
They haven't entered the cluster in force yet but they could begin to arrive as early as a week from now. Latest Intel projections show it should take them 2-3 weeks at best to secure their beachhead before pushing outward.
>>
>>3418936

We may as well head to staging to ensure we recover any crews that had to be taken aboard the SRL supers on the way out, get some fresh intel on friendly raiders or enemy strongpoint galaxies, and possibly see if the SRL guys are willing to thank Mezan's crew.

See if we can't restock some SP torps, share collected intel on rebel groups, turn over prisoners, top off some fuel and maybe secure some spare fuel tanks for the captured Neeran Tanker?

Quick turn around, and I'd guess we'll want to skip to one of the small galaxies near our objective.


And we can always see if there are some Dominion or otherwise friendly ad-hoc units being reformed that are looking to join up on our mission. Mezan might also pick up some additional shallan bodies?
>>
>>3418807
We can get reimbursed for the SP toros from the SRL guys.

> Did you want to continue with the SRL fleet to the staging area or did you want to go somewhere else?
>>
>>3418987
>>3418936

We saved the SRL group so we can be shameless about it.
>>
>>3418975

>Ulgean

Oh joy, so we have to compete with the Neeran Empire and the Ulgean's who've gotten their freedom and are looking to take turf from them. That's not a terrible thought at all!

How much do we want to bet they're going to throw a fleet or three our way targetting the super yards. And oh hey we will just be sitting over a Neeran world and will demand we remove ourselves or be shot. More enemies to shoot, but hey at least they'll give the Neeran extra hassel and maybe allow us a chance at those super yards.

Alright, lets regroup and recover with the SRL forces. Drop off unneeded loot or loot that will be to cumbersome to drag along and get more ammo. And again, make sure SRL commander is aware how much he owes us and Mezan. And also talk to Mezan about repaying them for sacrificing their ship.
>>
>>3418992
>>3418996

>be shameless about it
>make sure the SRL commander is aware how much he owes us and Mezan

That just seems so terribly not Sonia.

And I'm the guy that wants to define the target world as an artificial construct to technicality our way to legal orbital bombardment & turn over the false flag war criminals to the rebels because non/false uniformed folks are nothing more than spies.

Now getting them to link up with us to raid, pillage and salvage our pirate-blooded guts out? That would be a Sonia move.
>>
>>3419021

If their heavy hitters weren't floating scrap yards and liable to slow us down. I'd be all for telling them to come with us. As it is, they are a liability and we can only hope they decide to pay us back later by coming in sometime down the line to help us with either those Super yards in our target galaxy. Or just providing us support when we need it. Of course they could just hand us a Super for all our troubles.

And making sure the SRL commander is aware he owes us one and owes Mezan a ship. Is just good business. I don't know about being shameless, but should make sure he is well aware he would have lost a lot more ships and crew as well as prestige back in the SRL if he came back without those Supers. Maybe suggest to him he try and buy a Dominion Fast Super.
>>
>>3419040
>Maybe suggest to him he try and buy a Dominion Fast Super.
That would be like suggesting to the Ukraine that they should buy F-22's.
>>
>>3419021
> That just seems so terribly not Sonia.

You mean Crazy HasSonia the SP torpedo salesman and Salvage Queen wouldn't want fair compensation even if it means someone else who would have suffered much worse and possibly lost all their ships if we hadn't acted wouldn't ensure she had enough supplies to complete her mission?

You all have been playing with too many resources for too long to remember how shameless Sonia can be when needed.

All it would be is fair compensation for the resources we expended, not to mention the lost Sledge.

SRL are our allies, but they aren't part of our House.
>>
>>3419050

As far as I can recall, Sonia has always been fair to allied forces when it came to bailing them out for a larger strategic interest, or cooperating with them in order to tackle targets that would savage our force.


Asking for some compensation is fine, but treat the allied force that was in a bad spot with respect. We can't rule out that these Supers and their SRL buddies might be in a position to reinforce our fleet when we're in the bad spot.

And we're not some big damned Terran Alliance Hero Ship protecting certain tech.
>>
>>3419073
True.

But it's just SP torpedoes. They should have plenty.

We're on an important mission not just for our House but our Dominion. A key mission in fact.

When it comes down to the wire, we have to ask for what we need.
>>
>>3419079

I can't imagine they were holding on to many SP torps when they were about to lose their Supers.

We'd be firing EVERYTHING. And possibly AM generators as scrap cannon ammo.
>>
>>3419083
That's why we're stopping by the staging area.
>>
Before talking to the SRL fleet you assure Mezan that you intend to repay her for the loss of the ship. If everything goes well she might be reimbursed by both you and the Warlords.

Contacting the SRL commander you make them aware that with your gravity well generator the fleet can stop for repairs at any time if they're needed. It would be good to make sure the Super you helped save didn't suffer a failure. While on the topic you make it clear that their Warlord owes you one for the save. More importantly they also owe Mezan for the loss of her Sledge.

"The many thousands aboard are certainly grateful. They'll try ta find a way to repay the good Admiral. If they cant I will do what I can. And if for some reason I can't then I'll make sure my Warlord will. Somehow. Either way they'll know of what you did for us. I'm to understand the crew members who abandoned ship have been given a heroes welcome aboard."

Discussing plans its agreed that the fleets will stop farther out from the galaxy you just left. Once in real space the gravity well powers up. Though not strictly necessary within the cluster it's added insurance.

Repair teams from both fleets are soon hard at work. Your units took considerable damage. Easy repairs are cycled through quickly. Corvettes and some other SRL ships and transferred over to help them free up dock space. 8 Hours are spent on repairs needed to make the SRL fleet safe to jump.

Resuming flight it takes the better half of a day to reach the Alliance staging area. Patrol ships challenge the fleet on approach and order all of you to drop to real space for a quick inspection. Satisfied that you're not a Neeran fleet false flagging they send navigation data. Soon enough the fleet arrives at a busy repair area. A larger version of Cascade Class mobile base is present along with an older one refit from a mobile asteroid fort.

An Iratar unit has a number of Mega class ships modified to conduct more extensive repairs to Medium cruisers. Everyone is logged in to be looked after in sequence. The burned out Sledge is considered only briefly and is soon recommended to be scrapped.

Warlord Bhumi Patil soon contacts you and thanks your fleet for rescuing one of their units. She should be able to get you a replacement Sledge powerful enough to keep up.
"I wonder if you might consider trading me the remains of the ship that was lost? Not all of the Warlords have gained full access to certain PCCG upgrades they've performed on our design."

Looks like someone wants to haggle over scrap and salvage. Mezan is getting a replacement ship regardless. What would you be willing to trade the burned out wreck for?
>>
>>3419180
>What would you be willing to trade the burned out wreck for?

What do they have available to haggle for? If the PCCG upgrades are that valuable. We should obviously try to get something good out of this. But first, what are they willing to haggle that is of equal or greater value to the PCCG upgrades on that Sledge and maybe throw in some of our own salvage to get some of their salvage.
>>
>>3419180
What do they have?

Can they loan us a replacement Super for the duration of our mission? Otherwise a reasonable amount of SP torpedoes us always useful.

Open to their offers though.
>>
>>3419205
>Can they loan us a replacement Super for the duration of our mission?
Nothing that could keep up with yours unfortunately. That doesn't mean she wouldn't be interested in sending a fleet unit out to your target area as backup. It might take a bit as their support craft took heavy losses.

>>3419200
>What do they have available to haggle for?
-Bear medium transport (not a front line ship, they have some back home)
-Medium salvage ship (Poor defenses)
-South Reach Fast Battleships with upgrades (You could further improve them)
-An Oberon blockade runner with cloak and 1 week old codes
-500 to 1k SP Torpedo stockpile
>>
>>3419267
-South Reach Fast Battleships with upgrades (You could further improve them)
-An Oberon blockade runner with cloak and 1 week old codes
-500 to 1k SP Torpedo stockpile

All of these and we keep the battleships.

Just as an opening offer.
>>
>>3419267
>South Reach Fast Battleships with upgrades (You could further improve them)
>An Oberon blockade runner with cloak and 1 week old codes
>500 to 1k SP Torpedo stockpile

These interest me the most. Are they equal to the PCCG upgrades they want? Or shall we haggle some of our own salvage for certain parts?
>>
>>3419295
>Are they equal to the PCCG upgrades they want?
In theory any 1 of them could be equal to a crippled ship with superior tech. The Warlord hasn't been able to acquire it through the black market yet. Probably because she's not on the best terms with certain other Warlords, the PCCG or both. This is as much a political matter.
>>
Gotta be up for work. Resuming tomorrow night.
>>
>>3419367

Well then an upgrade-able SRL Fast Battleship seems like a good start to at least trade for the PCCG upgrades on the medium, at least to me.

What from our salvage would be worth either the SP torps or the Oberon on their own and together?

Questions for tomorrow.
>>
Oh and roll a d100 for SP torpedo resupply.
>>
>>3419367
How upset would PCCG be with us if we made this deal?
>>
Rolled 73 (1d100)

>>3419397
>>
>>3419267
>SR Fast Battleship

Doesn't J-D basically produce one of, if not the top of the line variant of this? And a cloaked version?

I have to question the wisdom of potentially taking downgraded, presumably crew-heavy (800 crew a pop still?) battleships into our fleet. How badly are these things a downgrade if we're able to upgrade them?

The last time we did behind-the-lines raiding on the Neeran front, I recall manpower being one of our major resources to manage.


This Warlord seems to be in terrible shape, judging by their access to tech.
>>
>>3419486
I assumed crews would be included with the ships.

After all, it's a good experience for them to train with us and people are one resource Warlords have a lot of, no?
>>
>>3419492
>>3419486
Also crews would get a share same as normal from our salvage, given our reputation I would imagine that would be a big draw for them to risk doing with us.
>>
>>3419492
>>3419494

Wasn't one of the reasons we didn't take the SRL merc allies for this mission (and with at least 1, a J-D upgraded SHC) because we didn't want to involve non-Dominion forces to minimize any sphere world claims?

Why would we suddenly take on SRL ships & crews when we barely got the shipless PCCG aces?
>>
Rolled 50 (1d100)

>>3419267
>-An Oberon blockade runner with cloak and 1 week old codes
This seems like the most useful choice. Worst case, we trade it to some rebels on our way out and it counts against alliance salvage. The battleship would be fine too.

>>3419180
>An Iratar unit has a number of Mega class ships modified to conduct more extensive repairs to Medium cruisers.
>Mezan is getting a replacement ship regardless.
Can we buy any of the present mediums as a replacement for the one we lost? There's probably a fleet that will head home after repairs and Sonia has the cash reserves required to purchase one.

>>3419397
Rolling

Also, now that we're back in friendly territory, review the fight against that fleet with Versa to see if we can do anything to increase the survival rate of our medium cruisers in engagements like these.
>>
>>3419513
Well then people aren't an issue after all.

And if they're under our command, then they get paid as crew, not by making claims. Still, we pay our crews exceptionally well.

Like I said, the ships would be ours not theirs at that point.

Or do you think the PCCG aces would have a claim on the world?
>>
Rolled 35 (1d100)

>>3419397
Bones
>>
>>3419267
>-An Oberon blockade runner with cloak and 1 week old codes
>>
>>3419420
I'm curious about that as well. Also, what kind of person is Bhumi Patil?
>>
>Last thread Versa noted how shit everything about the scrap cannons was aside from the accelerators and power systems
That got me thinking. J-D has helped to design the current top of the line siege phase cannon cannon turret, the house is producing large plasma cannons and the turrets for them. Sonia's companies produce dedicated point defense mass driver turrets and specialist torpedoes. Would it make sense to design an upgrade package for scrap cannons or dedicated higher quality turrets for them? Specialist ammunition would be another idea. High power one shot repulsor devices at the center of a scrap cannon shot could make the weapon more effective at breaking up formations of smaller ships by making the scrap act like a traditional AA shell.
>>
>>3420143
Well the big advantage is that we can fire scrap, so ammo resupply ain't an issue.

The main downside is that we're firing scrap.
>>
>>3420144
If they run out of scrap and start firing salvage instead... does each shot have a chance to lower Sonia's sanity points?
>>
>>3420143
We could maybe help design a better "scrap cannon" as much as the idea of throwing scrap and salvage is a no. There could be a market in building a better cannon. Especially if it means a profit and a chance to gain more salvage.
>>
>>3420152
> throwing away money

Sonia: "Fuck no. Everyone with PA hop in the cannon, we're going to get shot over there so I can hit them with my HF blade."
>>
>>3420143

I'm still just amused that the suggestion of "why don't we launch obsolete standard corvettes as massive explosives? The Dominion could finance their fleet upgrades selling them." became an actual weapon.
>>
>>3419420
>>3419818
Patil was one of the last Warlords to stage raids against PCCG space. She also targeted a number of shipyards belonging to the main CCD member companies. When they continued to be a problem she carried out an orbital bombardment of the planetary headquarters of one company. Surviving company brass and shareholders alike have taken that rather personally.

The PCCG know that she'll gain access to the tech eventually they've just resolved to make it as difficult as possible for her. They'll be annoyed but they should get over it soon enough.
>>
>>3419422
>Rolled 73
Good enough roll. You haven't been able to get replacements for all of the SP Torps you expended helping the SRL unit but most of them.

>>3419389
>What from our salvage would be worth either the SP torps or the Oberon on their own and together?
Most Neeran salvage apart from a fast medium or larger would be of little interest to them. They'd prefer to keep the torpedoes.

>>3419513
>Wasn't one of the reasons we didn't take the SRL merc allies for this mission [...] because we didn't want to involve non-Dominion forces to minimize any sphere world claims?
I was under the impression people didn't want their slower Supers holding you back but that's just me.

You could always trade 2 iou's for having them hit that galaxy but make no claim against your objective?

>>3419486
>Doesn't J-D basically produce one of, if not the top of the line variant of this? And a cloaked version?
Yes. Daska made sure the line was upgraded with tech borrowed from the newer Iratar Battleships. Probably done under license since the House already had an existing deal for the EC-K with them.

>How badly are these things a downgrade
Not much of one actually. The original design always had the ability to be upgraded with a cloak, just most Pirates couldn't get hold of one. Out of date systems have been replaced with newer models clearly copied from Iratar as well.

The upgrade they referred to is a modification that replaces the heavy torpedo launchers (or minelayers) with spinal mount LD plasma cannons. While this does increase its overall firepower it takes away one of its strong points. The heavy torps were fairly versatile and could be armed with specialist payloads like shield breakers. Having the guns in a spinal mount is also a point against it, as 2 of its Faction competitors lack that problem.

In the mod's defense its fuel reserves mean much longer battle longevity. They wouldn't have to return and rearm with heavy torpedoes in an extended fleet engagement.
>>
Opening negotiations with a fairly unreasonable suggestion you scale back to the Oberon and two of the battleships to evaluate them. Even if they're still worse than the Alliance's version, your House has much better LD plasma cannons than the SRL.

Engineers and House intel look over the ships in detail as soon as possible. The SR Battleships are lacking in certain areas as expected and can easily be refit to deal with that. Armor is not the same quality on the outside but they've added a new under layer that makes up for it.

Maneuvering characteristics are only slightly changed. One of the older Knights have volunteered to take one of them when the fleet deploys.

>>3419486
>presumably crew-heavy (800 crew a pop still?)
Crew requirements have continued to decrease, about 500, though it's still a good idea to keep more aboard for additional shifts or as prize crews.

The Oberon has been concealed with the other cloaked ships in the unit and are currently outside of visual range of the refit area.

Engineers are hard at work repairing your damaged Mediums. It's going to take more than 3 days to rebuild damage to Eclipses, even with the help of your crews and some shallan tech experts. Fortunately their main guns are being swapped out with longer ranged republic versions.

Another chapter of Dominion Knights is present and a trade is worked out for Zinovev's crippled flagship. Reconstruction is expected to take longer than a week for the new model Shukhant but as the other chapter will be here on guard duty for some time they've agreed to swap out ships.

For the older Shukhants it should be possible to get the 6th gen one operational on time to join the fleet. The Knights had already assigned some of their spare people to help with repairs. The wrecked 5th gen may not be a write off but it's going to be a struggle to get it back in operation. That wont be any time soon.

What did you want done with it? Not much trade value atm.
>>
>>3421489

Temp loaner to the SRL guys we saved, if they'll head our way later?

They could probably use an extra medium, and can transfer the crew to a ship they capture on their way to or once they've joined up with us.
>>
>>3421511
>Temp loaner to the SRL guys we saved, if they'll head our way later?
It could be a couple weeks to certify the thing. They'll probably be ready to head out again before that. Though you never know.

You could always transfer it to RSS and they can deal with it later.
>>
Sorry kind of out of it tonight.

Repairs will be completed, stocks of assault corvettes and parts refilled and a few replacement crews and pilots picked up to top up the reserves. Salvaged Neeran ships that aren't immediately useful are traded in to the Alliance earning some credit for later. Intel is very interested in some of the captured equipment, and the crews involved in the false flag operations.

The following day you find out that you're not the only one to have seen similar activity. Two more units were observed attacking rebels with Republic and Kavarian ships. Each fleet uses vessels only from one particular Faction. The Alliance wants everyone to be on the lookout for more of these groups. If encountered they must be stopped.

While Alliance IFF's are more secure they're especially worried one of these units might make use of their ships and codes since that would be even more damaging. If you think it's necessary to challenge an Alliance unit acting suspiciously then do so. Expect others to do the same with your mobile units.
>>
Tama wants to go over deployment plans with you.
"We've ended up placing ourselves in a situation we were trying to avoid. Once we leave the Alliance beachhead we'll have to worry about enemy interception or at the very least their attempts to track us."

The Admiral has 3 suggestions ready.

1) Continue towards the next targets as you'd already planned. Raid 2 other dwarf galaxies along the way. Provided they dont become major fights, those should be avoided at all cost until you reach your objective.

2) Take a course out away from the beachhead, seemingly not aiming for anywhere then change course in flight and head for the target.

3) Make a feint at one of the main enemy galaxies, possibly with decoys. Change course and make efforts to minimize drive signature.

Or did you have another plan in mind?
>>
>>3421837
> 3) Make a feint at one of the main enemy galaxies, possibly with decoys. Change course and make efforts to minimize drive signature.

This seems good. Also quickest.
>>
>>3421837
>3) Make a feint at one of the main enemy galaxies, possibly with decoys. Change course and make efforts to minimize drive signature.
>>
>>3421837
>3) Make a feint at one of the main enemy galaxies, possibly with decoys. Change course and make efforts to minimize drive signature.

Didn't a Neeran once tell us it was possible to use the Veckron Crystal/Amplifier to beef up a drive signature to ridiculous amounts?
>>
>>3422180
Found it

https://archive.4plebs.org/tg/thread/40714184/#q40741789
>There are stories that our people could greatly augment their own personal energy output. With an item like that an experienced or powerful enough Neeran could theoretically destroy a starship. Or fool an enemy's sensors into thinking they had a fleet ten times their size."
>>
>>3421837

>3) Make a feint at one of the main enemy galaxies, possibly with decoys. Change course and make efforts to minimize drive signature.
>>
>>3421837
The idea mentioned here >>3422180, >>3422290
seems worth trying. We have several Neeran who might be able to try if we brought the artifact. Otherwise, ask the Alliance if we can get a Krath engineering team to help modify our drive flares.
>>
Deciding that the third option might be best you contact Uller with an additional plan in mind.
"We're going to make it look like we're part of a larger force headed for the central most galaxy. I'd like to pad out our potential decoys. Back on the sphere I remember someone mentioning using an amplifier artifact to create decoy signals in subspace. Is that a thing anyone with us could manage?"

"I will discuss it with the others. They will need special assistance I'm sure if it even is possible."
"I'd like to make it work so just tell me anything you need."

They get back to you 3 hours later.
"We'll need a ship with a view port or as little between the inside and out as possible. Line of sight with the edge of the ship's drive bubble would help us focus. Energy shields that we can tune to block certain parts of the EM spectrum. Neeran sized Medical stasis units would be a good idea as well."

Not many ships in your inventory have a parade bridge or even windows for that matter. They're generally only seen on civilian ships or in peace time. One of your Excalibur class ships still has its topside parade bridge intact fortunately. It's in rough shape, with some of the blast shutters refusing to retract, but a team is able to get it back in livable condition within a day.

Uller believes they'll be ready in time for departure. They should be able to create a signature similar to a city ship or a number of smaller ones. They've not that experienced with doing this so they remain limited.

[ ] City ship
[ ] More / Smaller
>>
>>3423696
>[x] More / Smaller
Seems more believeable than a single city ship to me.
>>
>>3423696
>[ ] More / Smaller

I'm pretty sure if they see a city ship, we will have all the attention in the universe we could ever want. Which is NOT what we want.
>>
"We'll stick to smaller ships. Maybe an ACC or two or a few Heavy Carriers? Whatever is easiest."

Works is also done on the 3 Eclipse class ships to allow them to fake a super heavy signature. It should be easy to switch it back again later. It would certainly be a good idea to do so on final approach to the target.

Repairs are still progressing on schedule even though the Eclipse is not a great ship when it comes to speedy refitting. Some of the engineering teams are working double shifts with the promise of downtime when the fleet is in FTL. The Kavarians are apparently prepared for such eventualities. Their repair ship has rest stations with built in sleep headsets to maximize available crew.

You and Troy talk and spend a few hours sending off messages to the kids when there is some down time. Things remain under control back home. No emergencies to report.

As final preparations are underway there is the question of Versa's command and control system. In battle a Medium cruiser remains more susceptible to damage. Some impacts still get through and when taking fire from a Super Heavy they can be powerful enough to disable the system. For this reason and others it's usually only placed aboard capital ships.

Did you want to move Versa to another ship at this time?
>>
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Sleep headset rest stations are still a long way from this. Though I suppose it would be possible now with the current medical tech. Just expensive.
>>
>>3423896

If we moved her over to any other ship she will likely be required by Terran authority to tell them everything about whatever ship she has been attached to. Which was an understandable reason why the Baron didnt want her on his ship. Also there were fears that having her aboard Dominoin vessels would harm morale.

Has the fleet gotten used to her presence enough that we wont receive a moral hit if she is attached to a Dominon vessel?

And if we have reached the point where the moral hit is negligeable. Do we want to risk the Terran's learning about all of Outer Haven's systems or all of Foreberances systems? I am more concerned about her learning about Outer Haven's systems.

Out of the Foreberance and our Heavy Carrier, which would be a less risky for Terrans to learn about?

I know Foreberance is an old ship which we've been modifying since the end of the Warlords Campaign. But are there certain systems on it that neither the House or the Dominon want the Terrans to learn about?

And I get the feeling after this deployment anons will want to sell the Heavy Carrier because we emergency bought it because we thought we were going to fight our own house. And having it is a large drain on resources, but it is a much newer vessel compared to the Forberance and likely has many more secret technology that I'm pretty sure the Dominon doesn't want the Terrans to learn about just yet.

So again, in terms of secrecy. Which ship presents the least amount of security risk. When Versa returns to the Terrans and have her give them the data on whatever ship she was on.

I assume it is out of the question to ask Versa to delete from her memory any scans or data of any of our ships she was attached to? I don't know much about AI, but I assume that would be akin to asking someone to get a lobotomy or whatever. Just to forget something.
>>
>>3423696
> [ ] More / Smaller

Can we mimic Kythra drive patterns? Just to mess with them?
>>
>>3423896
Nah, Versa is fine where she is.
>>
>>3423944
>Has the fleet gotten used to her presence enough that we wont receive a moral hit if she is attached to a Dominon vessel?
Some of them. The majority remain unconvinced at this stage.

>Out of the Foreberance and our Heavy Carrier, which would be a less risky for Terrans to learn about?
I'm not sure if the carrier could even handle the command and control systems. Even the Ceres built versions are meant as fairly cheap refit platforms, not a top of the line craft like the Talos and Cage Heavies.

Forbearance is out of date by any measure. It's upgrades have let it hit above its weight class far past the point it should have been replaced. Aside from the guns and a few intel databases there isn't much the Terrans could learn from it. At least in theory.

If the war were to end tomorrow it would probably be used to help haul smaller ships to be scrapped for as long as its hull lasts.
https://www.youtube.com/watch?v=QsO-7ENKGP4

>least amount of security risk.
Keeping Versa on Mezan's ship and staying out of direct fire situations is still the best.
Forbearance would be ok with minimal work, though it might take time to verify.
Quattro+ is mostly Neeran and House Kharbos tech so high end stuff can be dismissed as experimental.
Outer Heaven and Sovereign are bad for different reasons.
>>
>>3424043

Well with all that, then yeah, keep Versa where she is on Mezan's ship. Though I'd at least like to make sure we have the Foreberance screened for any sensitive intel or systems. If we hadn't before, should the need arise that we need to move her over to the Foreberance for god knows whatever reason.
>>
>>3424043

Forbearance had something like 6 different sub-command centers, iirc from the boarding threads?

Any chance that one of those isn't really utilized and could be configured into a limited access deal so Versa wouldn't have full access to the whole ship?

Possibly via a partial AI war protocol?
>>
>>3424063
Not impossible but it would take time to perform the necessary modifications.

Did you want to have crews begin work necessary to do so (and secure archives) while the fleet is headed to its next destination?
>>
>>3424076

I'd like to.

While I understand the morale problems and the mistrust of Versa, that system being on Mezan's ship has some rather serious risks. Like incapacitating Sonia if the ship takes a hit.

I'd like to at least give our people time to get working on precautions, in the event that Mezan's ship takes a hit or it becomes impractical to risk using the system from her ship due to enemy action.
>>
Any other preparations before departure?
>>
>>3424129

Can we secure some planetary shield generators to upgrade an escort Medium or two for the Supers?
>>
>>3424129

Nothing really comes to mind that isn't just extra padding and wasting time.
>>
>>3424043
Which ships could handle Versa the easiest?
>>
Mentally spinning my wheels and getting nowhere tonight. I'll write up some things at work tomorrow since it shouldnt be as busy as today was.

Give some thought to how you want to enter the target galaxy. Stick with what you've been doing, or try to use captured codes?
Or even send in the blockade runner with an infiltrating team to take out a sensor array.
>>
>>3424238
>Which ships could handle Versa the easiest?
Sovereign and Eclipse(II).
>>
>>3424129
-Does the Alliance have a dedicated V-torp ship available which we could attach to the fleet?
-A dedicated team of alliance diplomats to help out in case we run into the former Neeran client species that's expected to invade this cluster in a couple of weeks could prove useful as well.
-Stock up on ships from the rebel ship fund if the alliance wants us to bolster the partisan presence in our target galaxy.

>>3424254
Let's stick to what we've been doing so far. If things prove too challenging or there's an opportunity we can still fall back to the codes.
>>
>>3424256
How much "at risk" is Versa of being lost if we lose Mezan's ship?
>>
>>3424129
Can we buy a pair of proper storm cannons for the Earl class ship?
>>
>>3425020
There's a teleport capsule for her core systems, though there is never a 100% guarantee that they'll always work. There is also a risk of her being captured as a result.

>>3425498
You can requisition some from the Alliance but there are none available for sale.
>>
Additional ships intended for use by rebels you encounter are requested. 3 squadrons of Nirium and older Vulture class are picked up. You've seen older CCD warships around as well but being a Dominion unit the Alliance would prefer you take ships from your own Faction. This is as much so that you can make use of them in an emergency as allowing allies to operate with you.

Considering the lower end Dominion designs there is one class you haven't seen made available.
"What about the Hellcat?"
"They're being given to the SRL." replies Maybourne.
"Right. That makes sense."

A dedicated V-torp ship is also requisitioned. When it arrives you initially mistake it for a newer model of long range battleship until you notice the central section is greatly stripped down. It looks like they reused sections from the original prototypes to build its central core. Most of the body is devoid of weaponry aside from a central heavy torpedo launcher at the bow. The outboard drive sections retain their plasma cannons however so it's hardly defenseless.

Your subordinates are glad to see the Dominion can field a modern V-torp ship. You've seen a few other updated Terran ones that seem to be based off heavily modified Sydney class ships.
The commander of the new addition confirms that they can fire their weapon without irradiating the entire crew, which is always good.

To ensure the vessel has an escort that can keep up your small contingent of LRBS II's are assigned to it. With luck it can blend in while in normal operation.
"Any chance we can help that out by adding holoprojectors?" you suggest.

"I swear you'll throw holoprojectors on anything." exclaims Mezan before heading forward to check on ship operations.

You look to Maybourne. "So is that a yes or a no?"
"I'll see if we can buy some more."

Unfortunately the area is running low. Alliance covert logistics teams have been requisitioning all of them. Probably for concealed asteroid bases. It was worth a shot.
>>
"Final checks are good."
The damaged Eclipse II's are the last ships to rejoin the fleet at the edges of the staging area. There isn't much wait. As soon as they've formed up the fleet jumps. Anyone watching the fleet's FTL movements will count at least 5 additional super heavies in formation. You certainly have enough support ships for such a fleet.

Engineering crews that have been busy helping with refits get a chance to rest along the way. The same cant be said for the Neeran members of the fleet. They're pushed to their limits trying to maintain the flase signatures for as long as possible.
A few unidentified ships are detected trying to match the course of the fleet while still near enemy controlled territories. Unsurprisingly they're suspected to be enemy scouts trying to get better readings. Because of this it isn't until very near the planned course change point that you signal Uller to halt the illusion.
While exhausted they've gained a great deal of experience with handling such a trick. It can be done again in the future but they'd just as rather not.

Two thirds of the way to your objective the fleet is preparing to reduce speed to minimize drive signature. Most of the cloaked ships will soon detach and begin striking sensor arrays before your arrival.

"Unidentified ship detected on an intercept course." reports sensors.

From the available readings it looks to be little larger than an attack corvette, though it's most certainly using an FTL system of Neeran manufacture. It doesn't match any known ship in the enemy inventory or rebel ships sighted so far.

Tama is quick to speak up.
"If that's an enemy we can't let them report our fleet strength."

>Your orders?
>>
>>3426261

Get someone in there to knock them out of FTL and board them. Before they can report to anyone.
>>
>>3426261
Send everything after it. Fire Drakes, Assault Corvettes, anything we've got.
>>
>>3426261
Send a unit of our fastest/most maneuverable at ftl ships after it
>>
>>3426261
Send a unit of ships with fast FTL to intercept. If it's of unknown design, it could just as well be a ship cobbled together by rebels or dissidents.
Or the Neeran might have copied the Krath drive flare scattering tech, so be careful.
>>
>>3426261
>>3426632
It could also be a scout for the Ulgean fleets that's trying to establish contact with the Alliance prior to their invasion. So, yeah, I'd prefer to not shoot that ship immediately.
>>
>>3426021
>"I swear you'll throw holoprojectors on anything." exclaims Mezan before heading forward to check on ship operations.
>You look to Maybourne. "So is that a yes or a no?"
>"I'll see if we can buy some more."


Lol. He isn't wrong. Do we have holo-projecter grenades? I'm remembering how they explode, we could throw holo-projecters from hiding and make them look like Sonia so that they get shot close to enemy troops and then they blow up, give them incentive to not shoot us in close combat just in case.
>>
>>3426261
>From the available readings it looks to be little larger than an attack corvette, though it's most certainly using an FTL system of Neeran manufacture. It doesn't match any known ship in the enemy inventory or rebel ships sighted so far.


This is why we brought the Grav Well generator. Trap it with that then initiate communication and board it, it may be from a separate group.
>>
Status update:
1)my wrist is killing me.
2)I anticipate having a lot more time for H&D the next couple weeks.
>>
>>3428508
I hope those two aren't related!
>>
>>3428508
>1)my wrist is killing me.
I think this came up before when you had trouble using a mouse and somebody suggested using a trackball instead. I don't know how insurance stuff works in Canada but you'll likely qualify for therapy if there's danger of this becoming a chronic ailment. It might be worth visiting your physician instead of toughing it out.

Regardless, I hope things get better soon.
>>
>>3420177
Hey guys
What if
Mass driver launched boarding pods
>>
>>3432686
It's come up before. Space Marine boarding pods.

I'm so happy, nobody else wanted it before.

We could even make the pods teleport cages in case we miss. And also put a drill on the front so they could use that to penetrate deeper into the ships.
>>
>>3432686
>>3433649
Terrans did this and even put SP material onto them.

It didn't end well, but that might have changed since we last asked.
>>
>>3433728
Well really I think it would be better to have drill type bunker buster missiles to get through armor and attack internal systems.

Or limpet mine style torpedoes that could latch onto ships and crawl along to the same spot to focus damage.

I mean, I really view Supers and Heavy Cruisers as being too big to really be affected much just by losing chunks of armor.

We don't use Time on Target barrages as much as we could either, for instance. Especially now that we have Versa to co-coordinate it.
>>
"Send a unit of EC-K's to intercept, and tell the gravity well and an escort to stand by in case they need to drop to real space."

"Orders sent, but I'm not sure the grav well generator could power up quickly enough." replies Maybourne.

"They can't use the focusing to trip their drive?"
"Might still a bit chancy at FTL."

At any rate it's still a good idea to have the gravwell crews ready. If the attack cruisers manage to knock the other ship out of FTL they can then help trap it.

Following the intercept on sensors the incoming ship changes course to match the speed and direction of your fleet. Multiple attack cruisers soon take up positions surrounding it. It takes a few minutes but soon enough there are signs the ship has cut active sensors. After another minute the commander of the cruiser squadron contacts you.

"They claim to be part of a rebel group that's trying to get in contact with the Alliance. Given the state of their ship I'm inclined to believe them."

"Which empire sub-faction are they with?"
"That's the thing, they have crew from at least three client states. Aladore, Trayan, even a few Spikers."
"Okay, what specifically do they want?"
They wouldn't be searching empty space for Alliance fleets just to give high fives all around.

"They want the Alliance to know that the rebels are gaining significant support in a number of galaxies but they'll need help. Soon."

You hesitate to ask anything specifically about your target galaxy in case they escape or get a signal off.
"Do they have any info about the galaxies closer to the Ulgean approach?"
"They think there may still be rebel groups present but the Neeran have put wiped out their main fleets. Population centers have either been recaptured or scorched."

That's not good.

What's your plan?
[ ] Escort them back to Alliance beachhead
[ ] Secure their ship, send rebels back to Alliance beachhead aboard faction ship
[ ] Send unit of ships to loan to the rebels there
[ ] Capture and hold them for now
>>
>>3433850
>[ ] Secure their ship, send rebels back to Alliance beachhead aboard faction ship
Delete the sensor records too, if we can. Don't want it getting out that our big drive flare trick was a decoy.
>>
>>3433850
>[ ] Secure their ship, send rebels back to Alliance beachhead aboard faction ship
>>
>>3433850
>[ ] Secure their ship, send rebels back to Alliance beachhead aboard faction ship

Inform them that we've already dealt with multiple false flag attempts from the Empire using captured Alliance ships and personnel to scorch population centers so extra precautions are necessary.

We will also need to examine their ship to determine how they found us, in case the Neeran Empire can also find us that way.

Finally, give them our personal contact info and our guarantee as a Noble of the Dominion that if the Alliance is too slow to act we will do what we can personally pressure the Dominion will step in to give aid to at least help with protecting innocent civilians.

Let's steal a march on the Alliance here for getting allies in the area. Also it should help to pacify concerns about us, since we have a pretty awesome reputation for things like this. Also that we already stopped one false flag attempt, and even moreso if they don't believe it was a false flag that we were willing to prevent Allied Atrocities.
>>
>>3433850
>What's your plan?
We do have stuff like the forward operations bases and fleet fund ships that were intended to be used by and strengthen rebels. If the resistance in our target galaxy has been more or less wiped out, we might as well provide the materiel to these guys.

Do they know anything that's worth knowing about the Ulgean forces approaching the area?

>[x] Secure their ship, send rebels back to Alliance beachhead aboard faction ship
If they want to get in touch with Alliance commanders in this cluster, this is probably the most efficient way to do it.
>>
>>3433963
>Do they know anything that's worth knowing about the Ulgean forces approaching the area?
Not much. Just that nobody is looking forward to dealing with them.
>>
>>3433985
They don't have a particularly good reputation?
>>
"Inform them that due to security issues involving Neeran false flag attempts we'll need to send them to the Alliance staging area aboard one of our ships.
Have a long range battleship secure their vessel then catch up to us once the crew have been transferred to another fast ship. Do we have a Clarent or anything else we could send them back aboard?"
"I'll find something sir." Maybourne assures you.

The rebels dont really like the idea of giving up their ship but see it as a preferable to a number of alternatives. Their ship drops out of FTL along with an escort to supervise their recovery. Within a few hours everyone else has caught up.

Analysis of the ships shows that it's been built using tech copied from smaller Rovinar vessels in addition to Neeran tech. Other than their power systems the ship is unremarkable. A single engine with 2 spinal mount phase cannons and 4 drives plates attached to a central body. Fuel tanks on outriggers act as makeshift shields. Not great but it has substantial fuel range and endurance.

"No additional info on the Ulgeans?"
"Just that they've always been seen as the Neeran fleet's yes men. Nobody really trusts them, and they're not exactly known for dealing with things diplomatically when they have superior firepower available."

Clearly they must be used to only having a hammer to work with.

Approaching the next target the cloaked ships head out ahead for the usual smash and grab with the enemy sensors. Hopefully it'll be easier than the last galaxy you hit. The approach side is that of the less dense region of the galaxy. The opposite side has the denser regions where stars are too close together for habitable systems to survive. That puts the three super heavy shipyards on the far side.

When the cloaked units report in you find that the sensors along the left flank have been reinforced. They struck a few but were unable to do any real damage to the combined sensor coverage. Units closer to the middle and the other flank fared better and the Krath mercenaries managed to steal a few sensors.

Did you want to send raiding units into the interior to exploit the gap or will you be taking your fleet in?

[ ] Send in raiders from here
[ ] Take fleet into the galaxy
>>
>>3434124
Will we be able to request reinforcements from the alliance invasion fleets on the dark green approach if things go poorly for us?
>>
>>3434167
>Will we be able to request reinforcements from the alliance invasion fleets on the dark green approach if things go poorly for us?
I'm going to assume you mean if the fleet goes into the galaxy.

It would probably be a good idea to leave a com relay outside just in case. The signal might still be detected but it's certain it'll get through in that case.
>>
>>3434180
>I'm going to assume you mean if the fleet goes into the galaxy.
Yes.

>It would probably be a good idea to leave a com relay outside just in case.
We should probably do that, then.

>>3434124
>[x] Take fleet into the galaxy
This is our target, right? Might as well go all in.
>>
>>3434124
>[ ] Send in raiders from here
>>
If it helps to keep things moving I'm fine with switching my vote to raiders instead.
>>
>>3434389
>>3434233
I prefer to have more than 2 people voting but I guess that's not going to happen.
>>
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"We'll park a safe distance outside the galaxy for now. Launch raids into the interior like before. Make disabling addition sensors and communications a priority. Hera, Phas and the Baron are up first. The rest will swap out after a day or so, or as needed."

As the first three groups head in Tama suggests having crews begin working on setting up one of the captured sensors. It'll be aimed towards the shipyards.
"With a narrow enough field of view we might be able to focus it enough to see any large fleets launch even though we're outside normal long range."

"Wouldn't it be easier to have a cloaked ship drop sensors and com relays closer to the yards and network them back to us?" you ask.

"It could be. That would be more work, it would use up all our spare sensors. Also they might see enough FTL movement of the ships dropping them to trace where they're deployed."

You have that Oberon blockade runner. It could probably do the job and not get caught, but then you might not be able to use it for other covert missions. For now it's easier to wait for the field teams to bring back more stuff you can potentially use.

Baron Xedols and Hera each bring in the usual assortment of broken warships and the occasional odds and ends. Phas however requires the salvage Kilo to pick up her latest acquisition. An Archangel Type Fast Medium. It will need some structural work certainly but the engineers think they can get it done, it'll just take awhile.
"How long?"

"Two weeks maybe?"

The Krath mercenaries have spent most of the day on the lookout for useful and easy to acquire ships and equipment. They've narrowed down a few potential areas but need more time. They're requesting data on what regions your raiding parties are going to strike next as they'll need to avoid those and search elsewhere.

[ ] Tail
[ ] Center (Near previous raids)
[ ] Area closest to target system
[ ] Dense region
>>
The Yang dwarf galaxy is like this galaxy but smaller.
>>
>>3434590
>[x] Tail
We might as well focus our raids there. That's the side with the strengthened sensor setup, right?
>>
>>3434590
>[ ] Center (Near previous raids)
Hopefully they'll think we've moved after raiding once and will have reinforced other areas.
>>
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>>3434609
The end of it has a substantial sensor gap at present.
>>
>>3434590
[x] Tail

See if we can knock out sensors and damage logistics infrastructure, as that appears to be the 'friendly landing zone' for Neeran reinforcements.

If we can damage the main logistics bases via raids and blow up the smaller ancillary ones in outer systems, we can degrade combat readiness by forcing the damaged logistics bases over their capacity. The fleet assets will have to eat into their supplies and pick up the slack.

Is there intel on how the Neeran fleets hop between galaxies? Could we attempt to subvert their navigation sensor arrays (Neeran Nav Guild Equivalent?) and send bad data to fleets to fly them into spooky/killy space between galaxies?

Like that one fleet during the civil war that Kharbos was chasing.
>>
>>3434662
>send bad data to fleets to fly them into spooky/killy space between galaxies?
Inside of a galaxy cluster the charting is much better and more active and the risks of severe anomalies are lower. You're thinking of the bigger navigation stations located at the edges of galaxy clusters.
>>
>>3434683

So we'd be limited to dropping them into 'safe' reversion points that are filled with massive antimatter minefields?

Still, do we have enough intel on the Neeran to subvert such a system, or does it effectively not exist?
>>
fucking captcha post

>>3434690
Fleets are going to ask for navigation data when incoming towards a galaxy and the commanders would decide themselves where to go based on available intelligence. If there was no enemy activity reported in the area and it was routine peace time patrol you might get away with it. It's a tactic better suited to terrorist attacks on the unsuspecting.
>>
You tell the Krath that you're going to focus on the tail region of the galaxy.

Lyas has some success targeting additional sensor arrays but has to break off due to a substantial response force wanting to visit reprisals on the fleet. On the plus side this leaves a fairly wide area open for the rest of you to plunder.

Zinovev locates a good sized logistics base while a small tanker convoy is present. By the time he leaves there isn't a ship or fuel container left intact. In the process they picked up a surrendering cargo ship carrying ground vehicles.

Your group takes out logistics facilities on an asteroid station and a lunar base. Last in the area is a planet that intel reported was fairly under defended towards the end of last year. That still seems to be the case new though for different reasons. The atmosphere isn't reading the same as before and the neeran equivalent of a modular station is in orbit acting as a cargo handling facility.

"What are we looking at?"
"I believe this planet suffered an orbital bombardment several months ago." Versa answers, pointing out a number of craters and swaths of burned surface. Its not completely uninhabitable but it isn't exactly a place where most would want to set up shop.
"A few population centers are still intact but they're few in number."
"Protected by shields?"
"Shields protecting industrial areas, some of which happened to have city within their bubble."

The planetary industry is still producing material for the war effort. Did you want to deal with them or simply remove the handling station in orbit? There are some SP kinetic impactors if you wanted to take out the shields then follow up with mass drivers.

1A) Leave the surface
1B) Limited bombardment
1C) Destroy all surface industry

2A) Leave the station
2B) Destroy the station
2C) Capture / Salvage station
>>
>>3434892
>2C) Capture / Salvage station
>1A) Leave the surface

Inform them that if they don't send a signal off, we won't sound any ordinance at them.

But if we get disrupted during salvage, mission priorities will change to doing as much damage as possible.

Then when we leave

> Limited bombardment

So they don't look complicit.
>>
>>3434892
>1A) Leave the surface

>2C) Capture / Salvage station
>>
>>3434892

Give one of the rebels a chance to contact the surface. See if they can get people to shelters after we've jammed the place. Have a few people prepared to commissar them if they're spies

Unless they ring up rebel remnants somehow,

1B) Limited bombardment

2C) Capture/Salvage station

Ensure we've got a few ships positioned for early warning of reinforcements and jamming up.
>>
>>3434892

>1A) Leave the surface
>2C) Capture / Salvage station
>>
Lightning storm outside! Shutting down for the night.
>>
>>3434892
>1A) Leave the surface
>2C) Capture / Salvage station
>>
>>3434903
Dis
>>
>>3435160
Good luck.
>>
"Ready the boarding teams."
"Here we go." you hear Maybourne say as she straps in.

"Nav, I want you to jump the Eclipses in as close to the station as possible. We're going to surround and capture it. Shoot to disable. Deploy attack cruisers in positions around the planet to cut off escape routes and cut of long range coms. Once captured we'll break down the station for transport. Heavy teams you know the drill, secure reactors and command areas so they cant trigger a self destruct."

The navigators relocate to a better location for a micro jump in system. While that's happening one of the few remaining rebel contacts from the long range scout is brought to the bridge.

When the fleet jumps in you land almost on top of the station. Forward weapons blast the few warships present. The station doesn't even have time to properly raise shields. A few assault corvettes catch the partial shield activation and are deflected with off in different directions.

Swinging in above a station arm the aft bays on the Eclipse dump their LST's. Within seconds they've latched onto docking connectors and are disgorging troops into the interior. Having had time to study the layout of another station like this you captured the Marines know precisely where to go. Within a few short minutes key areas are secured.

"Have our guest hail the planet. If they leave us alone we'll leave them alone. Don't give us cause to bomb the surface."

Having been put on the spot the rebel crewman isn't well prepared for making announcements or speeches. Fortunately they get the vital information across even if it's not the best propaganda brodcast you've ever heard.

"T-the rebellion is not defeated. We still fight for your freedom from the Neeran. We will return to liberate this planet. For now please wait for our return."
You signal to have coms close out the broadcast now that everything you need has been said.

Capture of the station is easy. Clearing it of local workers while preparing to salvage it is much harder and more time consuming. Any HLV's that are docked are loaded with people to be sent planet side so you dont have to deal with them. Most of those are only capable of sublight anyways so it's not much of a loss.

Attack wings intercept a few ships arriving in system or leaving the planet. None of them manage to get a signal off as far as anyone can tell. With the kilo class ship being forced out of range by enemy movements elsewhere you're forced to buddy jump the station out using two Eclipse. Not ideal and the return to the fleet will be slower but it'll get the job done.

"Sir we're detecting ground fire."
"Aiming for us?"
"No, they're trying to shoot down a pair of outgoing transports. It looks like they've been hijacked."

A moment later coms confirms that two ships leaving the surface are requesting to join you and fight for the rebellion.

[ ] Refuse
[ ] Take them to another system
[ ] Agree
>>
>>3436632

If they come with us, they're going to need to be screened. Once they are screened, point them towards wherever the rebels are in this galaxy and let them go. If not rebel cells in this galaxy. Then we can always take them along and give them proper training and put them in another galaxy where rebel cells are active.
>>
>>3436632
>[ ] Take them to another system
>>
>>3436632
>>3436646
This seems sensible. Just make sure not to take the ships directly to our fleet. If any of them are knowledgeable about this galaxy, they might provide us with some idea where to set up the forward base modules.
>>
>>3436646
>If they come with us, they're going to need to be screened.
That will be arranged.

>point them towards wherever the rebels are in this galaxy
You have yet to make contact with any.

>>3436647
>>3436666
As you may be operating in this galaxy for some time did you want to deploy one of the bases you brought along? Or set up a dedicated (mobile) staging area for rebels until you make contact with a local group?
>>
>>3436632
> [ ] Agree

But yeah, highest security protocols.
>>
>>3436682
It would make sense to set up one of our bases if we start collecting more rebels.
>>
While you'll be taking the rebels with you they'll have to be screened before allowing them anywhere near the main fleet.

Once you've withdrawn from the system you make contact with the salvage fleet and set up a rendezvous point. The Kilo and teams of engineers are brought in to inspect the station and any captured transports. Meanwhile Uller and Alliance intel personnel begin screening the rebels, searching for sleeper agents.

Of the several hundred that boarded the transports from the surface nearly 40 of them are found to have suspect intentions. Half that many turn out to be Neeran loyalists that had every intention of giving away rebel positions or causing sabotage.

Those who are cleared can be brought back to the fleet. They still wont know where it is but they can at least start some training. Zinovev captured Neeran ground vehicles, mostly smaller conventional ones. You could get the rebels training on those, captured warships or the Faction built ones.

What sort of unit would you like the rebels to form first?

[ ] Ground force
[ ] Neeran ships
[ ] Faction ships
>>
>>3436842

A combination of both, with a focus on Neeran ships.

>[ ] Neeran ships
>[ ] Faction ships
>>
>>3436842
Considering how incredibly lethal ground campaigns against Neeran forces tend to be even for properly trained and equipped professionals, ship training seems the way to go. If they had prior training, Neeran ships seem like a natural choice. If they don't, we might as well train them on factions equipment.
>>
>>3436864
>prior training
Many have basic training with firearms but that's about it. Nearly all of them are raw recruits. A small number are older rebels that survived the bombardment and rebuilt new cells. Other than the crews of the two transports none of them have piloting experience.

"We upgraded the medical suites right?"
"Right. To deal with any fallout if shield breakers are used in the atmosphere again."
"Tell the medics to see if they can do memory imprinting with the recruited rebels. Hopefully that will shave some time off training, even if its only for future recruits."
>>
With 7 Neeran battleships and numerous smaller craft now operational the pilots of the two transports are brought in. After trying their hand at the helm in training mode they soon get the basics down. With their help a training regimen is worked out to get the rebel recruits up to speed.

Roll 3d20
>>
Rolled 15, 10, 20 = 45 (3d20)

>>3436936
>>
Rolled 66, 57, 66 = 189 (3d100)

>>3436936
>>
Rolled 8, 1, 1 = 10 (3d20)

>>3436936

derp ignore last roll forgot to change to d20 like an idiot
>>
Rolled 17, 17, 14 = 48 (3d20)

>>3436936
>Roll 3d20
It's probably a pretty significant challenge to adapt the imprinting systems to new races.
>>
With some work the medics and the pilots think that they could eventually get training time down to 9 days with memory imprinting. That'll produce some green as hell pilots but it's better than nothing.

"So the imprinting works?" you ask.
"It works but for better results they'll need to fully monitor some recruits as they go through regular training. That way they can compress key parts of that into a single imprint."
"How long?"
"18 to 21 days until all the bugs are worked out and the first group finishes."
"So not soon."

Hopefully you'll be able to find more rebels who have actual pilots among them.

On the next day's raiding the others continue to target enemy logistics, sensors and communications. There has been a response. Outer sectors are on increasingly high alert and from what you're hearing shipyards farther in are preparing to transfer additional warships to help them.

Tama's attempt at modifying one of the long range sensor arrays to focus on a smaller area pays off. Two super heavies are detected launching from one of the shipyards and are on their way to help patrol the hole you've punched in their sensor net.

"What are we looking at?" you ask Versa.
"Profiles match that of a Super Carrier and a Scorcher. Both ships have an escort of heavy cruisers with some Quattro mediums as backup. I am unable to determine of they have Kraken torpedo defense ships with them."

Probably wouldn't be good to bet against it.

Maybourne turns to you. "What's the plan sir? Stay out here or get inside before they put new sensors up?"

[ ] Remain outside, possibly relocate
[ ] Head inside galaxy
[ ] Harass them so they cant deploy sensors
>>
>>3437051
>[ ] Remain outside, possibly relocate

I am loathe to get caught in another big battle again.
>>
>>3437051
Seems like they're sending a fleet that's well equipped to deal with battleships and larger vessels.

What do our officers think? Would it make sense to pick off the sensors as the fleet deploys them? They won't be able to guard them all without risking the supers' escort.
>>
>>3437051
>[ ] Head inside galaxy
>>
>>3437051
[ ] Head inside galaxy
Can't remain reactionary. Let's go balls deep.
>>
>>3437066
>What do our officers think?

Phas is the first to speak up.
"If we focus on their fleet of bigger ships it will just buy time for the regional forces to get new sensors back online. If we ignore them it runs the risk of giving them time to track down our main fleet."

"Then what? We should go somewhere else?" Asks Hera.
"Make them think we did. Or better yet, punch a hole in the opposite sides heavier network, all the while remaining here. They seem to be much more concerned about sensors on that approach."

"Overthinking." proclaims Hera. "Minefield and gravity well. We get a ton of mines ready before hand, ask the AI to plot their most likely reversion points then we drop a field somewhere. Maybe let the starfighters do the support work so we dont risk more ships."

You look to Lyas next who appears to still be considering options.

Baron Xedols looks over the charts.
"As long as we intend to continue avoiding major fights our best bet would be in the interior. If would be difficult for anyone to follow us into the dense star regions and FTL sensors would hard a harder time distinguishing our drive flares from stars. It would slow down our raids though. Each would need more time to get in and out of that area and into the more populated on open star fields."
>>
>>3437190
> Xedols plan

Honestly raising isn't our main goal, we should start conserving our forces.

And we can always use a consistent route with smaller forces to bait them into a minefield there, where escape is restricted.

If we could hide cloaked ships along their escape route, we could use the gravwell generator to then split their forces and hit them again as they escape.
>>
>>3437190
I guess hiding in the dense star region is the way to go.
Does the quantum communication device allow us to stay in touch with the alliance from this galaxy or is the range not long enough for that?
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>>3437238
>Does the quantum communication device allow us to stay in touch with the alliance from this galaxy or is the range not long enough for that?
I keep forgetting you even got that thing.

It should be able to reach the fleets on the east flank from here. Leaving a larger conventional coms array outside is a good idea as well.

Okay heading into the interior looks like. What did you want to tell the Alliance? Just that you're here and will be operating in this galaxy? Or did you want to tell them anything else? Request reinforcements?
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>>3437273
Give them an update on the forces and general defenses present. It would also help us shift our operations from raids to more serious preparations for their arrival if they could give us a time frame to plan with for the arrival of larger alliance units in this area.
>>
>>3437273

Provide some intel, mention possible eradication of rebel forces.

Warlord of the Maelstrom is back, baby.

That said, we should attempt to get some intel on those shipyards to report enemy super heavy numbers.

Information is ammunition, and if we have the ability to report intel via quantum entanglement that is untraceable, we should do so regularly.

But do not provide our fleet numbers or that we have 2 SHCs, as that information could be intercepted by spies after transmission.
>>
>>3437190
Suppose we could hide in the stars and just be the biggest pain in the arse possible.

>>3437273
Analysis of possible enemy strength and sensor coverage etc. Basically all combat data we have.
>>
>we should attempt to get some intel on those shipyards to report enemy super heavy numbers.
One of the better equipped Krath ships make a quick run and determine that numbers at the shipyards are still similar to what were previously observed by intel. 6 Supers there at any given time. A few that must have been completed since the last pass by intel have probably been moved closer to the front.

Before attempting to head into the galaxy with the full fleet you send off a report to the Alliance and request an update on when the Alliance will be capturing this region. Their response is not promising. It may be 8-12 weeks before any substantial fleet presence considers going after the Yang galaxy. Most of the focus is going to be on the main galaxies and the navigation routes towards the center of the Empire.

Obviously if the situation there looks promising for a quick victory they could divert more temporarily. Until then there are Rovinar fleets that may attempt raids but they cant promise anything.

If you find anything that is absolutely a priority for the Alliance to secure they'll try to divert ships more quickly. Be certain it is though. They dont want to get out there only to find a planet with a sensor jamming crust.
>>
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Messages sent and received the fleet jumps towards the sensor gap. You make it to the outer edge without incident. Zinovev and Lyas take their units out ahead to scout the best path to reach the denser regions.

Arron being more than a little curious decides to investigate the enemy super fleet. He reports back with sensor data showing that the Scorcher has seen a few modifications.
"I think the plasma array has been fitted with multiple long range sensors. I doubt they can fire their siege weapon while the sensors are deployed but that thing could become a problem for us later."

Tama agrees.
"Especially if it hangs back and is used to vector in other fleets on our position. Scorchers aren't that good at ship to ship engagements because they're a big target. They've mostly stopped building them. This certainly gives them another support role."

You look between your officers. "Any chance they've detected us?"
Arron doesn't seem to think so.
"They've started looking outside. The star density in the interior should still make it too difficult for them."

Well that's good.
"Keep an eye on its position." you order.

A few hours later you reach the star dense regions of the galaxy. Space outside is bright like being near the core of a major galaxy, not like you'd usually encounter in a dwarf.

While trying to find a good initial staging area you get a message from the Krath mercenaries. They've found a station that is preparing and provisioning a number of new warships for deployment to help hunt down your fleet. They want to put covert ops teams aboard the station and steal the ships from their berths. Obviously they lack the personnel to pull this off on their own. Backup would also be needed if enemy reinforcements were to appear.

How much of your special forces would you be willing to commit to such an operation? Or would you prefer the more expedient solution of sabotaging a majority of the ships? I doubt this.
>>
>>3437622

Realistically, how much of our special forces do they require?

Is this a repeat of our own ship theft mission? Or would we be jumping in attack forces to support? Or laying a minefield to shake pursuit?
>>
>>3437622
Combination strikes by Special Forces and a series of cold launch torpedoes to hit any communications.
>>
>>3437622

I love the initiative, this is an incredible tech grab opportunity. I'd be willing to commit most of our special forces power to getting this done right.

If they're provisioning a high quality unit, we might get to loot some Neeran SPs too!

What size ships are we talking here?

I hope we acknowledge Tama and Arron for their successful scouting efforts.
>>
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>>3437782
>>3437680
>Realistically, how much of our special forces do they require?
Quite a bit.

You have enough recon teams and commandos that working with the Krath mercs you could probably take 2 medium cruisers easily enough. That or the 1 heavy cruiser.

If you split them up, using them as pathfinders for conventionally equipped power armor troops, taking down communications? Probably 4. 4 Mediums, or 2 and 1 Heavy.

If you wanted to risk more it would require a lot more manpower. Power cell troops being infiltrated into parts of the station in large numbers then busting out of cargo containers at a set place and time. You're going to be fighting a lot of enemies. It's high risk but there's a chance to capture quite a few ships relatively intact.

Regardless of the scenario it would be a good idea to have a fleet ready to jump in and provide cover or slag the rest.

1A) Full stealth, small number of targets
1B) Stealth pathfinders, middle number of targets
1C) Infiltration station assault
1D) Disable station shields. Surprise fleet attack while docked

2) What ships would you want to target for capture?
Fast Mediums
Cordate ECM Medium
Quattro Med
Compact Heavy
>>
>>3437808
To be clear, 1d will result in a lot of busted ships that will take quite awhile to repair.
>>
>>3437808

>1 Have stealth group infiltrate with the Krath ready shaped charges and other disabling equipment. Get them to learn more about the station, then we capture a Neeran transport of some kind. Send it in with more troops/ special forces and with the Krath stealth team. Disable the station and its response teams. And try to get the mediums out. While making it difficult for the Neeran to get that heavy and other ships out.

>2 Primary targets are the Fast Mediums. But if they can grab one of the ECM ships that will give us some good intel on their ECM tech and maybe hopefully snoop in on their tech and comms. And maybe even better jam their units once we know what frequencies or whatever their units are working at in this galaxy. Also the infinitesimal chance there might be intel on one of those ships that we could use.
>>
>>3437852
>shaped charges and other disabling equipment.
Yes you can split off a few people to plant explosives.

>capture a Neeran transport of some kind
You already have an Oberon blockade runner with cloak and 12-13 day old codes. You can put a lot of troops aboard with it if you want to, or you can use cloaked ships to do it. That remains to be decided. If you were only going after a small number of targets it might not be worth wasting it at this time.

>try to get the mediums out.
I'm counting your post as a vote for: 1c) trying to get as many intact mediums as you possibly can.
>>
>>3437808
>1B) Stealth pathfinders, middle number of targets
>Cordate ECM Medium
>>
>>3437808

1A&D) Target a medium for takeover & disable the station shields.

2)
Fast Mediums


The way I see it, securing a mostly intact fast medium would be the primary prize of this mission. It gives us a solid upgrade to a raiding force.

But the primary goal here is to remove enemy fleet assets, and this station that supports them. If we can hit this fleet while it is at anchor and without the benefit of the station shields, that seems to be the maximum carnage option, and I want maximum carnage for maximum speed.

And I doubt people will support it due to salvage greed, but I'm all for overkilling the Compact Heavy & Quattro if our initial alpha strike doesn't cripple them. Either of those ships is valuable to our main fleet, but could cause terrible damage to our fleet if allowed to enter the fight properly.
>>
>>3437808
>1B) Stealth pathfinders, middle number of targets

>Compact Heavy
>>
>>3437808
1D) Disable station shields. Surprise fleet attack while docked

2)
Compact Heavy
>>
Seeing more of a 1B, possibly with a bit of 1D.

Split vote on the fast mediums or the compact heavy. Any tie breakers?
>>
>>3437937
>>3438009

I'll change from Fast Medium to Compact Heavy. It can always be used to blast neighboring ships/station sections if captured...
>>
>>3438009
I feel like we have a pretty solid Medium fleet, I'm worried if we need to fight supers they're going to get volleyed off the field quickly and was hoping to bulk our heavy numbers.
>>
>>3438055

Yeah, I agree with that sentiment.

We'll need to steal some planetary shield generators to equip on it.
>>
"As much as I like fast mediums, we're going to need heavier warships in the days ahead. Krath and Recon teams will help clear the way for additional boarding teams to take the ship. Anyone left over that can do infiltration will help to take down the station shields.
When it's time to make your getaway take down the shields and signal the rest of us to jump in."

Rob Ecord speaks up. "We've set up friendly IFF codes for several teams on this mission in case you get split up or somehow capture more ships than planned. They'll expire in a day or two so it's not the end of the world if you lose them."

Eldal unsurprisingly volunteers to take part.
Valeri suggests that he and Fusaro could help as well if Estavan Risto were to stay behind and assist your personal guard.

1A) "If you insist."
1B) "No, I need you here."
1C) "Maybe I should go? I could steal an extra ship."

>2) Infiltration vector
2A) Krath Merc cloaked ships
2B) Oberon blockade runner
>>
>>3437808
> 1B) Stealth pathfinders, middle number of targets

> Fast Mediums

We can't compete in direct engagements, so it's better to be able to hit in more places too fast for them to respond.

Either they hole up and we wreak havoc, it they split their forces and we pick them off.
>>
>>3438163
> 1C) "Maybe I should go? I could steal an extra ship."
> 2B) Oberon blockade runner

Because I like playing Solid Shark missions.

And the Oberin codes lose value the older they get.
>>
>>3438163
>1B) "No, I need you here."
Also partly I imagine we'll want everyone with Sphere-experience alive for when the time comes

>2B
>>
>>3438163
>1A) "If you insist."
>2A) Krath Merc cloaked ships
>>
>>3438163

1A) - only if Fusaro has had proper training for Neeran infiltration ops & Risto is willing to assist personal guard
2B) - Oberon blockade runner

While I like infiltration missions, I feel like this is one of those 'growing up' instances where we have a greater responsibility to not participate and remain in command.
>>
>>3438218
>only if Fusaro has had proper training for Neeran infiltration ops
She has. You are at war with them after all.
>& Risto is willing to assist personal guard
Certainly preferable to going aboard the station from his point of view.

You joke with Valeri about taking part in the mission yourself, though he doesn't find it all that funny. Reluctantly you give him permission to take part.

The Blockade runner will be responsible for getting the majority of the team aboard. Best to use it while the codes are still good. Your fleet will approach the general vicinity of the base at the slowest FTL speeds possible then set up for a direct jump from as far away as you dare.

Any Mercenaries going in separately shadow a tanker on the way in a few hours before the Oberon. There are no early distress signals or signs the base has gone on alert.

"You hate the waiting part too." Mezan observes. "Better to be in the first wave to get it over with."

"I have responsibilities to the fleet." you reply.
"Obviously. That didn't stop you from gallivanting off on that sphere mission of yours."

"I didn't expect to be gone for more than 3 years, just most of one while the Dominion was rebuilding."
"And what if you'd gotten yourself killed out there?"

You pause to consider a response.
"Then the House would have found another Baron." you finally reply. "The terms of my will were made clear enough."

Mezan shrugs. "Alright. As long as you're remembering that the terms of your will this time involve your kids when we check out this oddball planet. We both know you're going to go down there once we finally get around to it."

You turn your command chair towards the diminutive admiral.
"Don't you have a Shallan expat bond drive you should be working on right now instead of heckling me?"

Mezan raises her hands in mock surrender.
"Okay. I just get the impression that you need to be reminded of certain things occasionally."

Going back to watching the displays you wait for the teams signal that they're preparing to make their escape. A few minutes later there's an update from the sensor feed on one of the cloaked ships.
"Alert! Station shields are down, no signal has been sent yet."
"Jamming?"
"None yet."

[ ] Jump now
[ ] Wait for the signal
Roll 4d20
>>
Rolled 16, 10, 15, 8 = 49 (4d20)

>>3438346

>[ ] Wait for the signal
>>
Rolled 13, 15, 17, 11 = 56 (4d20)

>>3438346
>[ ] Wait for the signal
>>
Rolled 8, 7, 14, 3 = 32 (4d20)

>>3438346

[x] Wait for the signal
>>
Rolled 1, 19, 13, 12 = 45 (4d20)

>>3438346
>[x] Wait for the signal
>>
"Hold! Hold until we get the signal." you order.

The coms officer seems surprised at the command.
"Sir?"
"The shield is still down." confirms sensors.
"As long as there's no jamming we wait for the signal."

It's a long wait. Far longer than you would have expected. It's passing the ten minute mark when the go code finally comes in.
"Jump!"

The fleet snaps back in real space at medium range. The heavy cruiser and the ECM medium next to it have lit up their Alliance IFF's. Watching the displays it looks like the heavy had extended shields to protect the station but has now retracted them to normal settings. Both ships fire into the docking clamps that are holding them in place, reversing away from the station.

"The other mediums are still locked down but they're beginning power up sequence."
"Slag their engines."

Not that they needed that specific order but it helped to reinforce the point. Your unit and Zinovev's hit the other warships still in dock before they can get their shields online, the Knight unit swinging in from below.
Despite the surprise attack their Corvettes still manage to launch quickly. They're soon tangling with your own assault corvettes. Despite the tenacity of their small craft crews all major warships are quickly reported as crippled and the station defenses are beginning to collapse.

As the two captured ships break free and try to get some distance from the fighting the mercenaries signal that they're headed for the rally point. In another minute the tanker docks go up in flames, though the damage remains largely contained.

The Kilo is on the way in to help grab salvage quick. Which 2 crippled mediums do you want them to grab? It would probably be best if they got the same thing to help logistics with parts matching.

[ ] 2x OH type
[ ] 2x Archangel
[ ] 2x ECM
[ ] 1 Quattro & 1 Nautilus (Screw you logistics, I do what I like)
>>
>>3438477
>[ ] 2x ECM
>>
>>3438477

[x] 2x OH type

We already captured an ECM type intact, so in my mind a pair of OH types is the best option as far as parts commonality and existing modification experience.

If we can buddy jump a third out, I'd vote for an ECM to pull spare parts for the captured one.

I'm 100% for blasting anything we can't quickly run off with. I do not want to get pinned down by a super carrier loaded with corvettes and a scorcher.
>>
>>3438477

Swapping to OH's >>3438505 anon made a good point
>>
>>3438505
>>3438477
Yeah, this all checks out for me.
>>
>>3438505
Supporting
>>
Sending the Kilo to pick up both Scarecrow type mediums you turn your attention to the ECM ships. It might be a good idea to take one along for spare parts since your force has limited experience with them. You order two of the Eclipses to jump one of the crippled vessels out then order a retreat.

Once you link up at the rally point Jan transfers over with one of the mercenaries and another guest. The Merc, who's taken on the appearance of a blinged up Kavarian, provides some theatrics for your benefit.

"Introducing the latest addition to the rebel cause; Captain Gun."
He steps out of the way for a worn looking Shallan woman with enough age lines to be Mezan's grandmother.

"Trelta Gun, formerly of the Neeran Empire." she says to you with curt nod. "Being here is not my first choice."

Mezan gives her a sidelong glance. "Definitely not born in the Federation."
"No shit. They promote you for spotting things like that?"
"They promoted me for killing Neeran scum and anyone trying to-"
"OKAY enough of that both of you." you interrupt.

You introduce yourself and ask the captain what they're doing here.

"One of your guys that made himself look like a Neeran told me I had two choices. Change sides or bleed out on my own bridge. Said I could join the Federation forces in exile since they're hiring."

You look to Jan who shrugs. "It was faster than clearing the ship. We were out of time."

Sighing in annoyance you look back to the captain.
"Fine. I'm the one financing this expedition, what do you want?"
"My own planet in the "shallan expansion territories" that were just conquered by the State. Once your Federation is restored."

>What say?
>>
>>3438550
> What say?

What makes her think she can contribute enough to own an entire planet.
>>
>>3438550

>What say?

We dont make any calls on planetary ownership. As nice as it would be for us to say "We claim this world for House J-D." we cant. If she wants to own a world all her own. We can always point her in the direction of the SRL mercs. I'm sure if she has enough whatever she could own a planet. But for Shallan worlds she'll need to talk to the Alliance.

In the mean time. Get some plans in place to remove her if she becomes a liability. Tell her if she wants to own her own plant she'll need to work with the Shallan Federation. What does she want to ensure her compliance in future endeavors?

I don't exactly trust her with our ultimate plan. But she could at least be useful in bringing additional firepower.
>>
>>3438550

Her own bridge? Did we finally kill enough damned Neeran that they have to let client species actually command warships?

And if being here isn't her first choice, what is?
>>
>>3438550
"Miss Gun, while I do appreciate your compliance with our infiltration team I feel like I need to be honest with you. I can't promise you your own world with any of the Factions unless you wish to own an airless ball of rock somewhere in the Dominion backwaters. The Shallan State is an independent political entity, as are the people trying to restore the Federation. We might very well end up with a two-state solution for the foreseeable future and even then I can speak for neither of them.
What I can offer you is the value of your ship and a job with this fleet or a ticket back to Alliance territory and your pockets lined with cash. Or if you prefer it, I can have your short term memory erased and let you "escape" in one of your ship's emergency teleporter capsules.
However, if being here is not your first choice I'm more than willing to listen to reasonable alternatives."
>>
>>3438554
>What makes her think she can contribute enough to own an entire planet.
"Isn't that always what you guys offer? Some nigh impossible over the top goal for the help to strive for? Since maybe one in fifty might survive the war chasing a goal like that you're farther ahead just handing the reward over to whoever made. Can tell the others then, "see we keep our word if you work hard!" ...right? Hmm.. that doesn't sound entirely right. I might have misheard a few things about your Factions over the years."

"That'll be up to the Federation government once restored. What can you contribute in the here and now?"

The Captain begins counting off things to potentially offer.
"Com cyphers and encryption. A few hidden reserve bases that I'm not supposed to know about. How to actually make use of our ships because you're flying those attack cruisers wrong."
"How can you fly an attack cruiser wrong?" questions Mezan.
"I dont know but your guys are managing it somehow. I guess life finds a way. Oh, I think I can convince two other captains to desert their posts but they're going to need actual rewards for doing so. In the here and now, not some nebulous bullshit like a future for our people."
>>
Stopping here for the night.
>>
>>3438626

>I might have misheard a few things about your Factions over the years

"Well, I mean... if you'd rather join the Dominion I technically have a good standing with the new Emperor. And we do sort of grant planets, and noble titles such as 'Baron' to those that command their armies. I own more than half of a planet, myself."

>How can you fly an attack cruiser wrong?
>Mezan's response

I've never been more disappointed in our little blue Admiral than this moment.
>>
>>3438647
Disappointed that her people are apparently screwing up?

Or did I do a bad job of indicating who was talking?
>>
>>3438626
>"Well, I mean... if you'd rather join the Dominion I technically have a good standing with the new Emperor. And we do sort of grant planets, and noble titles such as 'Baron' to those that command their armies. I own more than half of a planet, myself."


> Being a Governor of a planet is a lot more reasonable than an owner. But an owner isn't *impossible*. It's just really hard and takes a while.

> As for the Captains, here and now is a lot easier for me to do as a Viscount of a House and disgustingly rich Captain of Industry.

> I could actually *buy* a planet. I own terra-forming companies after all.

> So if they're looking for here-and-now benefits, joining the Dominion is the best bet.

> Otherwise you can try with the Alliance, but once we pass you off to them then our offer is off the table.

Let's push her for joining the Dominion first and offering being able to rule a planet with a possibility of owning it.
>>
>>3438667

"How can you fly an attack cruiser wrong?" disappoints me.

I'd hazard a guess that they're flying the attack cruisers like smaller eclipse IIs, while the ships in question have some sort of design quirk that lets them take better advantage of maneuvering or a weapons firing pattern that it was designed to utilize for better something?

Or they're just flying the ship/shield profile at the wrong angle of attack.

inb4 they're flying them in 'default' rather than 'original' control config, like my buddy with AC7. Seriously, who doesn't change that before even playing a game about fighter jets?
>>
>>3438550
Does the FA have some kind of budget to pay informants?
>>
>>3439130

Like the funds that Sonia could have used to hire more Supers?
>>
>>3438686
>flying them in 'default' rather than 'original' control config
I'm going to say you're not far off.

As the captain soon points out they're flying them more like Dusk II's instead of a weird heavier assault corvette.
"They're rolling before hard turns because that's how the engines and maneuvering drives on your Dusk attack ships are aligned. With our ships its best to make a hard turn to port or starboard. That way the outer sections protect the central core from damage if they get hit."

You look to Mezan.
"Really?"
"How would I know that? I was never an attack cruiser pilot. I trained to command fleets and Captain the larger warships."

"Someone get our Alliance representative up here and see if they have a payout system for informants. They must have, but if they dont I'll pay and then bill it to the Alliance as a legitimate operational expense."
>>
Once the Alliance observer has arrived you explain the situation that Captain Gun is going to be assisting the fleet. It's pointed out that rulers of planets in the Federation are elected positions.
"You're telling me nobody rigs those elections? How do you deal with opposed factions of equal numbers and support?"
"It varies from planet to planet." Mezan replies. "Coalition governments are encouraged."

Deciding to keep the captain interested you point out there are other options.
"In the Dominion it is possible to become the ruler of a planet. Either a Governor or a Baron in charge of military fleets. I own more than half a planet myself. Technically I can just buy entire planets because of my terraforming business connections."

Gun gives you an incredulous look.
"And your people just let you do that? Buy an entire planet then fix up the atmosphere?"

"Not once they figured out what I was doing, and its not just the atmosphere. I'm using gravity well generators to slingshot planets into habitable orbits."

"The shit?" Gun looks to the others present. "She's making that last part up right?"
Most of the others shake their heads except the few not familiar with your history.

"I wonder if the Neeran know about this?" She whispers to herself in disbelief.

The Alliance rep points out that it's unlikely. Like the Terrans the Neeran use a powerful subspace field generator that deforms a jump drive's quantum wavefront in the same manner as a natural gravity well. It has no noticeable effect in real space.

"Informative. Back to our original topic. Do I have to make a choice right now about joining the Federation or the Dominion?"

You dont think so, though it might be a good idea to make that decision sooner rather than later. There is still this entire deployment to worry about.
The Captain is informed that her crew will have to undergo screening before you'll risk deploying them. Gun agrees but on the condition that she, or members of her crew that have been cleared, can be present during interviews. She wants to assure her crew.

>Are you ok with this?
>>
>>3439586

Her conditions are agreeable.

For the time being, we will continue to occupy her vessel and restrict access.

All members of her crew will be allowed to determine their own fate, including any that fear being marked as traitors by the Neeran. Prisoners of War will be treated as such.

Spies and saboteurs will be shot? Please?
>>
>>3439586

Sure, so long as she and those present are screened and understand that anyone who is compromised will be held as POW's until such a time as we can deprogram them in the case of sleeper agents. Or be placed in holding cells until this deployment is over.

If their presence will help keep the crew calm then by all means.
>>
>>3439586
Gun + One of our personal guard.

Does she know anything about the target planet?
>>
>>3439586
Yeah, sure. She also sounds like somebody who might want to join either the SRL or PCCG mercs. We should at least offer her a fair overview of her options.
>>
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You agree to let the Captain and officers who have been cleared be present for other interviews.
"Anyone who doesn't pass screening will be held as POW's until the end of the war. The same goes for anyone who doesn't want to take part in operations against the Neeran.
If anyone somehow passes screening and then decides to commit acts of sabotage they'll be treated as a spy."
"What happens to them?"
"If they weren't forced into it by Neeran mind games they'll probably be executed."
"Fair. Let's get started."

Following the raid the Empire's forces have moved to increased readiness at all bases. Patrol groups are filling in the damaged communications networks and the big fleet are now deploying twice the number of sensor arrays at the edges of the galaxy. Enough are pointed inwards that it will be difficult to hit the longer ranged outer arrays.

For now your fleet is heading deeper into the denser regions, trying to find a few spots with good FTL lanes into the open region. Hopefully you can set those up an ingress and egress points for the raiders and potentially lure pursuers into minefields or other traps. On that note you're going to need mines and torpedoes, or the materials to construct AM mines since you'll run out eventually.

As the Empire's shallan ships make use of torpedoes you suspect Gun might have some ideas for where to look. She's provided locations of 2 Commanders that she may be able to flip. 2 hidden reserve bases that she wasn't cleared to know about are also marked. No telling what will be there but supplies are a good bet.

The captured warships are eventually brought back to the fleet and docked with the Supers to free up the Kilo for additional work. Losses remain minimal so there are plenty of engineers available to take a look at them.

When she takes a break from interviews and debriefings you ask Gun if she knows anything about your objective.
"I've only been posted in this galaxy for 8 months. I haven't been to every planet yet. I do know that it was low on the charts showing rebellious activity, uprisings and so on. Most of that section was. I think the Rebels all left for space so they wouldn't endanger their planets. A good idea in my opinion. I've seen enough orbital bombardments."

"Any rebels still in the area?"
"It's possible. The Rekesh were building warships throughout that entire region supposedly. Once the Neeran realised it wasn't for war effort they blew up several heavy cruisers. Some of them might have survived."

Did you want to investigate Gun's targets, begin to look for local rebels, or examine the target system?
>>
>>3439780
Linking up with these rebels seems to be the most time sensitive option. As long as the Neeran don't find out gun switches sides, her Intel should remain good.
>>
>>3439780
Definitely want to investigate the bases for extra supplies. If we have to hold down the planet for a while we'll need as many defences as possible.
>>
>>3439809
>>3439839
Look for rebels until Gun has enough crew ready to help check out the hidden bases?
>>
>>3439888
sounds good
>>
>>3439809

I agree that locating rebel forces seems to be the most time sensitive.

As for the commanders, we'll need to turn them in quick succession if we want to liberate both, or risk a Neeran crackdown. Hopefully this will be easier once we've located rebel forces. It will also draw attention to that region.

As for the reserve bases, I think we should use the data on their locations to see if we can locate additional hidden reserve bases in similar locations. We'll want to hit as many of these as possible before the Neeran attempt to activate what I assume are the mothballed ships and supplies there.
>>
>>3439888
I like it.
>>
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The next 2 days are spent searching for signs of rebel activity throughout the central regions of the galaxy. Minor raids are still being conducted nearer to the "eye" of the galaxy to keep the enemy guessing.

A few cloaked ships tap into communications arrays in systems closer to the primary target. Since there was known to be a substantial rebel presence from those worlds it would make sense that they might still be using Neeran coms. Maybe even tapping into them like you are. Intel finds some minor signs of this.

Much to the annoyance of her peers Hera manages to find conclusive evidence of rebel activity. A small cargo depot had just been hit before her arrival and sensor logs her people pull from the station's remaining arrays confirm them.
"Our sensors tracked a Rekesh Battleship and two frigates for a few minutes before they got out of range."

When combined with data recovered by the others Versa manages to narrow down a region bordering the dense star clusters. Only a few inhabited systems are still within their area of operation. It's still a lot of territory to search.

"They're going to want the same things we do." says Mezan. "A way to get into the dense regions quickly to hide from pursuers."

You'll need to set aside quite a few ships to search them all quickly and thoroughly.

"If they see too many ships searching those approaches they might bolt for another area." Maybourne points out.

[ ] Use cloaked ships to search approaches
[ ] Use more ships to reduce search time of approaches
[ ] Set out automated probes to hail their ships
[ ] Keep searching open areas
[ ] Other ideas?
>>
>>3440091
>[ ] Other ideas?
We could keep an eye on smaller convoys and poorly guarded mining operations. Anything that's a worthwhile target for rebels trying to rebuild who are also doing their best to stay off the radar. They'll have to get their supplies somewhere.
>>
>>3440091
>[ ] Set out automated probes to hail their ships
>>
>>3440091
>[ ] Use cloaked ships to search approaches

But don't send all of them out. Keep a group for us to use but make use of our stealth units.
>>
>>3440091

[x] Use cloaked ships to search approaches

As >>3440149
says, dedicate a team to it and maintain a number for scouting/hunting targets.

And get an old challenge/pass phrase from some of the rebels we've liberated, hopefully that buys our messengers some credit.
>>
>>3440091
>[ ] Use cloaked ships to search approaches
>>
>>3440091
> [ ] Use cloaked ships to search approaches

> While we wait, hit those bases that Gun wasn't supposed to know about, in a way that lets the rebels know someone else is operating here

It would be ideal if we could draw those Captains Gun said she can flip into being part of a strike force against us + rebels so that they could switch sides during a battle.
>>
>>3440209
>And get an old challenge/pass phrase from some of the rebels we've liberated, hopefully that buys our messengers some credit.
They'll try but the rebel cell leaders point out that they didn't have much contact outside of their own sector.

About half the cloaked ships will take part in search operations for the Rebels. The rest will continue their regular duties, rotating out for rest or repairs.

What more than a few of the rebel recruits are good at is systems maintenance. Those that have failed out of the pilot programs early are assigned to the newly captured heavy cruiser. The Engineers with Jan's help have cleared most of the systems as ready to use. With Faction personnel and a few from Gun's ship the Heavy is mostly operational.

Mezan brings the available forces to your attention.
"We have enough for a false flag unit of our own now if we wanted them to jump in first when vising these bases. A heavy, a medium, 8 Battleships and two squadrons of enemy attack cruisers. I wouldn't want to put them into a straight up fight on their own but it's a start."

[ ] They can take point when checking the reserve bases
[ ] Take point when helping Gun's recruiting
[ ] Dont use them yet. Hit bases
[ ] Dont use yet. Recruit Gun's contacts
>>
>>3440334
>[ ] They can take point when checking the reserve bases
>>
>>3440334
>[ ] They can take point when checking the reserve bases
>>
>>3440334
[ ] Take point when helping Gun's recruiting
Gun could maybe word it like having had others turn against the Neerans and these ships are them. At lest until Gun has gotten a foot in with em
>>
>>3440334
[ ] Dont use them yet. Hit bases
>>
"What do you know about these bases?" you ask before the fleet heads out.

"Not a lot." Gun admits. "They should be backup logistics facilities or bases to be used as a fallback position. Whatever it is I doubt it would hold up to your shield piercing weapons."

Your fleet hangs back ready to provide reinforcements to the forward false flag team. The group makes its way across the open regions eventually approaching the denser arm stretching out to the north west. There are enemy bases and sensor positions along the northern rim. Hopefully this arm is still deep enough that they cant make out your movement.

After arriving you have Mezan take up a position above the plane of the system. It's a fairly resource poor binary with an orange and a red dwarf, but a few planets are still present. An ice giant is so small that it barely classifies as a giant planet.

The false fleet investigates an airless rocky world, about the second or third out from the twin stars. Gun sends a tight beam indicating she was expecting an asteroid base but this is definitely it. It takes two hours but they eventually find a base that's been cut into the walls of a deep rift valley.

As a precaution Gun powers up her vessels jamming equipment before entering. Jan is able to use stolen command codes to open several of the bay doors but that doesn't stop the base from trying to send off a signal. After 30 tense minutes they report back that Jan's team located the transmitter and have disabled it. The base shouldn't be able to send any more automated messages.

Though largely vacant the base itself is well equipped to support a good sized fleet. Tanker craft have been mothballed and fuel stores maintained in stasis fields buy a few low output reactors. Warheads and manufacturing equipment to produce more is present, though not in the quantities you'd have liked.

"We found 32 ships docked inside, but they're mainly for logistics." Jan reports.
"How big is it?"
"Good size. If the enemy didn't know where it was I'd recommend stashing our damaged mediums here while they're worked on. This would be a great base for a rebel group."

Thinking it over you decide to have them take scans of everything. Maybe the rebels could build a copy elsewhere? Jan has another idea for what to do with it but wants to hear what you're thinking first.

>What do you plan to do with the base?
>>
>>3440640
Booby trap it so when some beleaguered Neeran fleet attempts to regroup it inflicts a few more casualties.

Alternatively rig the transmitter as a decoy system that we can trigger to pull enemies into/away from other locations.
>>
>>3440640

Scan it, loot it, and rig it with an antimatter party favor to greet any visiting Neeran.

A reserve base taken over by rebels would likely be discovered and destroyed as soon as the Neeran conducted a routine patrol/inspection or attempted to utilize it.
>>
>>3440640

Lets raid it for supplies. But leave enough to make it enticing for either rebels or whatever Neeran fleet comes to collect it. And then as >>3440663 suggested, if this is an uninhabited world. Rig some anti-matter bombs that will annihilate anything nearby including the base. Otherwise just enough explosives to fuck over whatever Neeran fleet stopped by.

A way we could actually prepare it for such a scenario. Would be to rig the transmitter or whatever detection equipment is there. To detect whether it is Empire Neeran forces or us/ the rebels. So that it is useable by us or the rebels. But if the Neeran get to it it blows up in their face.
>>
"I'm planning to clear out the base, then plant antimatter explosives inside set to trigger if anyone but us tries to open it again."

"Good plan. My idea was to lure an enemy pursuit force here then make it look like we destroyed the base."

"And how do we do that?" you have to wonder.
"I think your army engineers will think of a way to manage it. They never get a chance to pay with nukes no matter how much they want to."

"Wh- why would Rioja's army want to mess with nuclear weapons?!"
"They have to train for it because the Shallan State the Neeran occasionally use nukes in atnoshere. There isnt an atmosphere to worry about here but it is a planet. We watch it for a couple weeks and if they haven't reoccupied it we move in."

A conversation may be required with General Rna later.

[ ] Keep it simple: booby trap
[ ] Jan's plan might have some merit
>>
>>3440738
>[ ] Keep it simple: booby trap
>>
>>3440738

Talk with General Rna, see if he wants to give the bomb disposal groups practice in setting up high yield high explosive that have a tendency to unexist a place and anything within several kilometers. Maybe giving them experince in setting them up will give them an idea how to defuse them? It's BS excuse but I wouldn't mind putting AM bombs here to fuck over Neeran. And this is an uninhabitable world. So no chance like the present and it's the Neeran! They destroy worlds on any given day they aren't winning. Blowing up a base on an uninhabitable world with AM's is lower on the War Crimes page the blowing up a planet.

If Rna is okay with the idea. I say go with it, if he isn't simple booby trap with conventional high yield explosives.
>>
>>3440738

I like it, but at the same time I don't want to let the Neeran know we've located this base yet.

Give the engineers & Rna some time to come up with specifics, and I presume we would do some sort of 'nuke was in the base' below ground explosion?

We could always wait until we hit the other logistics base, and then send our own copy of that signal the base tried to send out. Trigger the nukes via cloaked ship when a response group shows up and sends a team down.

That also gives us the potential to shadow Neeran checking on other reserve bases.

>>3440763
>blowing up an uninhabitable world is lower on the war crimes page

Blowing up an uninhabitable world shouldn't be on the war crimes page at all. Treaty only protects inhabitable worlds, not every chunk of rock out there.
>>
>>3440738
Actually switching to keep the base as a backup like Jan suggested.
>>
While inclined to go with the simpler option you have a message sent back to General Rna to look into the matter. The base isn't going anywhere and it will take a few hours to clear it out at best. The Salvage teams get to work and you press on to the next target.

Using the same type of approach as before Gun heads in system. This time it's an asteroid base like she expected. Sort of. It certainly looks like an asteroid on the outside but that's just a thin outer shell with some sensor blocking properties. There' no chance to find out what the interior is like before hand as this one has people at home, making things more difficult.

Gun is quick to contact you.
"We've been challenged by the station since we're not supposed to be here. Your man of a million masks is keeping them busy on coms but I dont know for how long. Should we try to bluff our way in or did you want to just get over here and shoot up the place?"

[ ] Jump in and take the station
[ ] Jump in and destroy it
[ ] See how far Jan can bluff them
[ ] Suggest things for Jan to ask them for (Write in)
>>
>>3440909
Jump in and make it seem like we're a group of raiders pursuing them. When Gun's forces link with the defenders, have them target any defensive weapons on the base.
>>
>>3440909

>[ ] Jump in and take the station

Give Jan a chance to bluff his way in. But if Gun gives us a signal we will jump in and proceed to jam the station and take it.
>>
>>3440909

[x] Jump in and take the station


On a slight tangent, isn't that one Neeran from the sphere formerly from the Empire in his youth?

Would we get better results from using him as a face for these backwater bluffing instances?
>>
"Jump when ready." you tell Maybourne before turning back to the open channel. "Tell Jan to try and stay in character for a bit when we jump in. Try to get inside their defenses."

"I cant promise success." the Captain replies before signing off.

When your group jumps in it immediately begins jamming long range coms, leaving just the tight beam. Fortunately your allies have looped you in to communications from the station. The base commander sounds extremely displeased that they've lead an enemy unit to their hidden facility.

From the sound of things they dont have much weaponry. They are able to raise a shield that encompasses the exterior facade. Your allies quickly position themselves beneath its protection.

After much cursing the station CO opens a door disguised as a crater and a few squadrons of corvettes launch followed by battleships. Once they're clear Jan has the heavy cruisers captain maneuver the ship in closer so the door cant close again. Two dozen corvette turrets swivel and lock onto the core of the station, ready to fire.

You open a channel to the station and the enemy ships taking cover within its shield radius.
"We can destroy your station and its defenses in a single volley. Stand down and surrender and you will not be harmed."

Predictably two of the battleships make a run for it while a few of the corvettes try to cover them. Attack cruisers light off their afterburners in pursuit, soon launching SP torpedoes to help cripple them. Amazingly most of the enemies and the station itself surrender. The few ships you were forced to destroy probably used emergency teleporters to get out. Luckily Gun refused to talk with the enemy herself to avoid being identified.

Troops are sent in to board the station and soon enough have it secured. It's similar in some respects to a Faction station you saw once. It has a fairly minimalist core with docks for a number of battleships, transports and corvette squadrons. Most of the internal volume is made up of fuel tanks and other cargo stores. Quite a bit actually.

"How long until someone investigates?"
"About 5 days." Rob answers once the troops have had a look at the station computers.

With the amount of fuel and materials present, it's going to take quite awhile to move all of it. Even if you do it would use up nearly all of the fleet's carrying capacity. The only way to get rid of it all is to either set up a base of your own or destroy it to deny the enemy resources.

[ ] Take what we can carry, burn the rest
[ ] Set up a base, evac as much as possible
>>
>>3441127
>[ ] Take what we can carry, burn the rest
>>
>>3441127
>[ ] Set up a base, evac as much as possible

5 days? Tons of time.

We can also booby trap our base still if we have to abandon it.
>>
>>3441127

[x] Two days to cherrypick & stash fuel tanks in deep space
[x] Burn the rest

That said, we need to get some of our own loot depots set up.

Maybe have each of our J-D wing commanders task a small, trusted group from each wing to identify a few locations suitable for their own secret bases?

We brought those Alliance FOB deals and captured that logistics station for a reason. Just need to find good hiding places.

Can we steal some of this base's thin outer shell or reprocess it to create our own asteroid camo?
>>
>>3441194
This seems like a good middle ground.

Two days are spent evacuating as much as possible to a point in between systems. You even cut a few sections of the outer shell off with phase cannons for possible use later. Never know when you'll need materials that block sensors.

Salvage teams determine that it's possible to rip the core out of the station. Could be used as the center of another base. The crews really wish there was more time to loot the entire place properly but there's no way you're hanging around for more than 48 hours when enemy officers may have teleported out.

When the two days are up the remainder of the base is scuttled. Spare warheads chained together set off the fuel stores and destroy structural spars. What few were left when the core was ripped out that is. Despite the gaping holes you've cut in it the blasts still manage to shred the remainder. Glowing pieces of debris are scattered in every direction.

The fleet returns with some of its stolen goods. Logistics teams will pick up the remainder once you have a proper mailing address.
By now Gneral Rna has had a chance to look over the proposal for the base demolition. Or the false one at any rate.

"My people believe it should be possible. We'll need support from the Helios AM ship for some of the larger explosions. Two thousand fusion plasma warheads, a mobile construction vehicle and at least 3 days without interruption by the enemy."

"It's not going to collapse the base?"
"Not if it's done right. If the engineers botch the explosives it would certainly reduce the bases value."

Tama has a suggestion in addition to the base demo job.
"Once they find out we've blown up one hidden base the Neeran may want to check if others have suffered a similar fate."
"So they'll stumble on our explosion party all on their own?"
"That and we may have a chance to follow them to other bases we haven't found yet. A few sensor arrays and tapped com hubs might help us with that."


1A) Proceed with Jan's false demolition plan
1B) Keep the booby traps in place

2) Did you want to send one of your commanders out to search for signs of other hidden bases?
>Y/N?

3) And if so who?
[ ] Hera Boosalis
[ ] Phas Rah'ne
[ ] Lyas Cinayk
[ ] Baron Xedols
[ ] Knight Zinovev
>>
>>3441355

1A) False Demo plan

2) Yes

3)
[x] Knight Zinovev

The Knights of the Dominion will likely greatly appreciate the chance to locate such facilities. And while they're out there, they can locate a suitable location to set up their own hidden FOB that can be compartmentalized to their own people and Sonia/Xedols.

If we're bringing in turn-coats and rebels, we're going to have to compartmentalize some information, like secret fallback/repair locations for some of the more independent units, in the event such a party has to pull rear guard or draw the attention of pursuit forces.
>>
>>3441355
>1A) Proceed with Jan's false demolition plan

2) Did you want to send one of your commanders out to search for signs of other hidden bases?
>Y

>3) And if so who?
[ ] Knight Zinovev
>>
Also, resuming tomorrow.
>>
>>3441355
>1A) Proceed with Jan's false demolition plan
>2) Y
>3) [ ] Knight Zinovev
>>
>>3441355
>1A)
Seems like something that's definitely worth a try. Nudal is making quite the effort to help with this deployment.

Speaking of Krath, can the civilian not-Krath copy the mind scan techniques our Neeran are using? It would allow him to gain a very useful skill for his career in corporate security & espionage.

>2)
Yes. It can provide some very useful information.

>3)
Do any of them have experience with this kind of mission? I'd expect Zinovev or Xedols to be used to sneaking around and shadowing targets thanks to being more traditional Dominion commanders buy if somebody else is more suited to this mission I'm happy to send them instead.
>>
>>3441355

3)
>[X] Lyas Cinayk

I like his reputation for this mission. He doesn't get surprised which will help if the shadowing group experiences a worst case scenario
>>
"Okay we're going to give Jan's plan a try. Take what you need and get to work ASAP. Your engineers will have the Dominion Knights as escorts. Zinovev take a sensor array or two and set up to watch for signs of enemy movements. See if they give away the positions of other bases. There's one other thing I'd like you to do while out there. I'm sending sealed orders to you."

Inside you include instructions to find a site to establish a field base that only their unit is to know about. For the time being no regulars from other fleets will be informed of the location, just the highest ranking people. You have 5 bases of various types that can be set up, it should be possible to do the same for the other mobile units.

The search for the rebels has continued over the past two days and one Merc Frigate reports that they've had a sighting. They're in pursuit of a small unit fleeing into the dense star region and are waiting until they're farther from Neeran patrol routes before hailing them.

Did you want to go there yourself to assist, wait to see how they fare on their own, or get on with helping Gun contact other officers?

[ ] Move towards rebel position
[ ] Wait for results
[ ] Have Gun make contact
>>
>>3442163
>[ ] Wait for results
>>
>>3442163

[x] Wait for results

We don't want to spook the rebels, and they may have their own spies or possible turn-coats within the Neeran fleets.

If there is the possibility of turning more than just two commanders, again it will need to be coordinated so that we can get as many as possible out before Neeran counter-measures can be put in place.
>>
>>3442163
>[ ] Wait for results
>>
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>>3442163
>[x] Wait for results
Don't startle our potential allies back into hiding.
>>
You decide to wait to see how the mercs do on their own. The last thing you want is them detecting your fleet and getting spooked.

Not long after they leave the open regions you lose contact. A few of the other patrol ships are put on alert in case they fail to report in. For now you just have to hope they haven't been lost in an ambush.

You're waiting the better part of the day before the missing ship makes contact once more. While they've made contact the rebels are understandably wary about giving away their location or numbers.
For the time being the Merc Frigate will be held hostage while one of their ships meets with you at a location of their choosing. They want to discuss terms of a potential alliance but are clearly prepared for any sort of double cross. The Neeran have attempted to use captured Faction ships to lure them out before.

While considering their offer a report comes in from another scout. They briefly detected a heavy cruiser sized vessel in their area which doesn't match other Neeran profiles. It's similar to a Qlippoth but less massive. Gun believes it is probably a Rekesh heavy cruiser, confirming they are still present in force.

Presuming you'll want to meet with the rebels how large of a fleet will you bring?

[ ] Mezan's group, dont try to hide numbers
[ ] Mezan's ship, reinforcements hang back
[ ] A larger force the Neeran couldn't reproduce
[ ] Smaller fast force for a quick getaway
>>
>>3442417
>[x] Smaller fast force for a quick getaway
Can we use Rah'ne's group? The Earl should be weird enough and clearly of Dominion origin to make our story believeable. Keep the group small in case the Neeran manage to track somebody to the meeting point.
>>
>>3442417
>[ ] A larger force the Neeran couldn't reproduce
>>
>>3442417

[x] Smaller fast force for a quick getaway

Bring a cloaked ship or two, and deploy a small minefield for us to fall back onto in the event we gather pursuit forces.

Maybe bring a pair of Fire Drakes? And certainly bring a few of the rebels we've collected.

I'm not sure if we should bring one of our Neeran along, but I sort of want to be able to detect Empire Neeran.
>>
>>3442440
>Can we use Rah'ne's group?
Sure. As long as you leave the Outer Heaven behind both of the remaining Mediums have afterburners.
(Shit, was the OH only supposed to be attached to her group temporarily?)

>>3442483
>Maybe bring a pair of Fire Drakes?
Sure. You could bring 4 since the Earl has that many assault corvette docks.
>>
>>3442417
>[ ] A larger force the Neeran couldn't reproduce
>>
>>3442509
>>3442417

> Smaller force, Rah'nes's group, and 4 fire drakes.
>>
I'm really hoping we get the chance to let the Fire Drakes shine soon.
>>
>>3442566
We should train them with Guns forces first, she has great feedback responses.
>>
>>3442588
Like. Train them fighting against Guns forces.
>>
>>3442566
>>3442588
>>3442592

We probably need to throw a flight or two into our next big raid to get some combat data.

Expect early generation design flaws to surface, which makes me want to limit the number we deploy. Hopefully a field correction is possible and we're not dealing with life-limited ships.
>>
>>3442566
>>3442621
>Expect early generation design flaws to surface
Dont worry, their computers wont reset when you fly past the international date line.
>>
>>3442566
If nothing else we need people to get combat used to them before the next big fight. Should send the out squadron wise with other groups to raid.
>>
>>3442632

I'm more worried about some sort of sensor malfunctioning and either preventing the main weapons from firing, or screwing with the flight controls.

Or just general "oh shit the main weapons are wrecking the core frame when they fire under maneuvering stress"
>>
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"Phas, I'm taking your Earl class medium to the meeting. Assign me 4 of your best assault corvette pilots to escort, they'll be outfitted with Fire Drakes."

"Do you want the rest of my unit to provide any other kind of support?"
"Hang back half way between the fleet and the meeting point. If things go bad I'll make for your position on full afterburners. Oh, and leave the Outer Heaven behind. We dont want them picking up a Neeran drive signature."
"Understood."

Transfering your flag doesn't take long. Versa is asked to keep an eye out for anything interesting the scout ships might pick up while you're gone. Once aboard your personal guard go about setting up in the armory and making sure your quarters are secure.

On the flight you ask the captain and the helmsman about the new ship. It's still an earlier model carrying less armor protection and has a bit less engine power than the expected mass production type. Despite that it's performing well. A few minor cycling faults with the plasma cannons and turret stress fractures have been the biggest glitches. Those have been solved easily enough.

"We still haven't pushed the afterburners to their theoretical red line yet."
"Let's hope we dont have to." you reply.

Dropping out of FTL at the meeting coordinates the 4 new corvettes detach and raise shields. Everyone watches sensors waiting anxiously to see if the rebel contact is on the way. You're bit early, close to half an hour. When they still haven't appeared 15 minutes after the scheduled rendezvous time you start to wonder if this is just a game or diversion.

5 minutes later sensors detect an incoming ship approaching at very low FTL, minimising their drive signature. An odd looking frigate drops out 100,000 km away. It has a wide bow section that stretches back into a pair of split sublight drives. Additional maneuvering drives on either side.

"That's an odd design choice, why widen the bow like that if it's only housing one spinal mount gun?"
"I think they're cooling systems to let them rapid fire it." says Maybourne, pointing to a few readouts.

Reminding yourself you're not here to judge rebel ship design practices, you have coms hail the ship.

"This is Viscount Sonia Reynard of House Jerik-Dremine. I'm the commander of a Factions Alliance fleet that is currently in theater. Please identify yourself."

An officer aboard the Frigate responds that they're a representative of the Free Rekesh military.
"We have been fighting the Neeran for more than a year and have been preparing to do so since long before I was born. We have seen them use many tricks to draw us out and destroy us. Family members taken hostage, offers of amnesty or appearing in the guise of potential allies.
How do we know you are who you say you are?"

>Cont.
>>
"We've encountered the same thing." you admit. "The Neeran have been using fleets from different Factions to attack rebels, but always using IFF codes from those Factions, not the Alliance. We're broadcasting an Alliance signal because one of their observers are aboard."

There are probably ways to capture an IFF and use it, much as you've done by stealing enemy codes. Your smaller number of ships would make that easier to pull off. Thankfully they dont seem threatened by your small force despite their one ship being woefully outgunned. They're clearly aware of this as well.

>Ideas on ways to prove your authenticity?
>>
>>3442706
We can start slow by just outright paying them for information in the area on targets to hit, then they can sit back and see if we hit them.

On the other hand, how do we know THEY aren't a false flag attack, pretending to be rebels to draw us out?

Well, we actually have Krath that can figure out if people are Neeran mindfucked, right?
>>
>>3442706

We could also devolve this into a "No you" debate on who is the actual Neeran infiltrating fleet. But that's not the goal here today, lets just let them know that we're going to be working in the area as well. And that it would be in both our interests to maybe work together. Or at least not fire upon one another, since we're both working against the Neeran Empire. And as much as I would like to offer to screen their forces for Neeran infiltrators or sleeper agents. Probably not a good idea on the first date to bring up that we have Neeran of our own who can sniff out said sleeper agents or infiltrators.

Also make sure we make it a point that they turn over our merc frigate and their crew if they haven't already. ||Give said crew a quick scan to make sure none of them were mind fucked by Neeran infiltrators among the rebels ranks.||
>>
>>3442706
Could always do it how we did on the Dyson sphere and show him one of our artifacts if he knows what they are. It's like they said - an Empire Neeran would never let them out of their sight.

Goodwill gesture? If they need any supplies we could drop them here for them to pick up.
>>
>>3442704
>>3442706

"What kind of access do you have to information from Shallan space?"

Have they heard of the ones that defeated that Neeran Commander's kid on the sphere?

Or the warlord of the maelstrom galaxy?

Or do we have any combat footage from the various Neeran kills we've made in combat?
>>
>>3442780
>>3442780
>Or do we have any combat footage from the various Neeran kills we've made in combat?

>What the fuck did you just fucking say about me, you little not-shark? I’ll have you know I'm considered deadliest salvager in the Dominion, and I’ve been involved in numerous executions of Neeran Commandos. I have over 3000 confirmed CQC kills. I am trained in Recon warfare, and I am the top plasma pistol expert in all of the Dominion. You are nothing to me but another target to be thrown into the salvage bin.
>>
>>3442868

I didn't think anyone would back my desire to collect Neeran skulls as war trophies after we killed that first one, so I just didn't bring it up in favor of one day hopefully nuking something from orbit. When the time came that we had to be sure.
>>
"I dont suppose you ever got intelligence reports or even propaganda on the fighting in Shallan space over the years?"

"Little, only what was needed. The Neeran attempted to characterize the war there as a low intensity conflict with sudden bursts of heavy fighting. Anything that doesn't fit that has been censored."

"So you wouldn't know of the defeat of a particular Neeran fleet commander named Girisha, or the capture of one of their key officers? Or anything involving a Faction fleet carrying out a massive string of raids against the forward positions?"

"No. Specifics were kept from the populace at large."

You hold up one of your sphere artifacts.
"So you wouldn't know what this is either?"
"Should I? What is it?"

"These guys are remarkably uninformed." Maybourne whispers.

"Artifact weapon. The Neeran would kill a lot of people to get even one."
You sigh before moving on.
"Proof or no, we're going to be working in the area until this galaxy is liberated from the Neeran. It would be in both our interests to maybe find a way to work together. I'm prepared to pay you for information regarding targets that need to be taken out. Fuel, munitions, or if there's anything else you'd prefer just ask. Let us prove to you that we can be on the same side."

The officers sends you coordinates for what should be a neeran communications buoy.
"This minor com relay has been coopted by our forces. You can send a vessel there to contact us for targets or drop points for cargo."

"Thank you. I also want that crew of that Krath frigate and their ship released before we begin attacks on those targets."

"I was told they were Kavarians."
"Oh... well they're not. You may want to let them go sooner rather than later. I'd like to avoid a diplomatic incident resulting from them doing something stupid."
"I will see if they can be returned soon." the officer tells you before signing off.

Their ship beats a hasty retreat. They'd better let those mercs go or they're in for a nasty surprise. It still might be awhile before they send that data. Did you want to delay until it's available so that it can be taken care of quickly, or deal with other things in the interim?

[ ] Wait to strike at whatever targets they send
[ ] Have Gun make contact
[ ] Other?
>>
>>3442974
>[ ] Other?
We should send a cloaked ship to our target system to check if the Neeran started investigating the planet after the last series of scans.
>>
>>3442979
It's being kept an eye on. The combat engineers are almost finished setting up the nukes.
>>
>>3442993
I meant the planet with the sphere builder facility.
>>
>>3442974
>[ ] Have Gun make contact
>>
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>>3443003
My bad. It'll be added to the scouts to do list.
>>
One of the Nocturns are sent to check out your ultimate objective in this galaxy. They'll park a few stealth probes in the outer system for long term surveillance and make a closer pass of the planet itself.

Meanwhile you intend for Gun to make contact with the commanders she think might switch sides. Mezan and Hera's units are assigned to keeping watch ready to jump in and perform a rescue. Jan will be aboard the Heavy Cruiser once more backing up the Shallan with other captured Neeran ships. As a precaution their IFF's have been changed from the previous mission.

The first one Gun identifies as Viqano Dyer, another Shallan.

"I'm surprised some of your names sound like human ones." you mention.

"Your translators must be converting our occupational surnames to your equivalent."
You hold up a pistol. "Gun is an occupation?"
"Or maybe your translators are just fucking up. A better one for my name means far-killer."
"Huh, neat. How well do you know this Dyer?"
"We go way back but we dont always get along. If it's necessary to kill him I'm not going to be broken up over it."

Approaching the expected system your group drops out 5 light years away. One of the quantum communicators have been put aboard the heavy cruiser so you can listen in on their coms without the transmission giving them away.
The first system is a bust, the unit she's looking for has relocated closer to the Rim. They're able to pick up some minor intel. Ulgean warships have launched an attack on the main navigation station for their approach to this cluster. Some units are wondering if they'll be called on to try and repel the attack or stay here to help deal with the rebels.

In the next system there's better luck. Sort of. There are quite a few more enemy ships present. That doesn't stop the Captain from trying to make contact. Dyer is surprised to see Gun alive having evidently heard that the other base was largely wiped out. The other Shallan seems reluctant to abandon their post.

"You heard the reports, the Ulgean fleet could be attacking us any day now. There wont be a better opportunity to find another way. The Neeran dont care about retaking our space."
"Loyalty has earned both of us our commands. I always expected our positions would be reversed with you hunting me down and killing me if I decided to look for a better offer."

"Yeah well the world is funny like that isn't it? I figured it would be like that too."
"See?"
"Whatever, just request a transfer to a commander at this base with this authorization number. They'll see that it's above board. Tell them that you heard the pay was better."

Dyer points at the screen.
"This better not be a trick." he tells her before signing off.

"What base and commander did you tell him to request?" you ask.
"It's a search and response base that will probably be looking into the mystery of those two reserve bases. They'll want his help."
"How will he get in contact with us from there?"
"That's easy, we blow up the base."
>>
>>3443257

>thats easy, we blow up the base

I'm going to legitimately feel guilty if we have to commissar this tiny blue starship commanding murder machine
>>
>>3443257
>Loyalty has earned both of us our commands.
I mean, if they're truly this competent, then under Faction or even Dominion rule I bet they'd be a Knight by now. The Neeran really do feed them shit.
>>
The next person on the list is a bit more straight forward. A Trayan mercenary that goes by the name "Ren."
"Just Ren nothing else, dont try to mix it up with anything fancy he hates that."
"Any reason?"
"Do you know how long Trayan names are? There's a joke half of them become raiders so that they dont have to fill out official correspondence. It can take a day. More if they're a high official. But even raiders and corsairs will still get angry if you combine their name with one that isn't theirs."

"How does that work out while they're following orders from Neeran?"
"One of them pissed Ren off really badly making a pun out of his name. Big mistake. He went out and found another Neeran that wanted the first guy dead and got official sanction allowing him to do it."
"Right, dont screw up the single syllable name. Got it."
"Now I'm sure I can convince him to work for you but it's going to cost you. He'll probably make some oddball request for equipment, whatever. It may seem like a lot but it really isn't. Whatever you do dont promise him something you cant get. He'll either think you're an idiot or that you did it on purpose when you cant pull it off."

You're starting to wonder if this is such a good idea. "Anything else?"
"That's just about it. Do you carry hard currency?"
"Uh, only 20 million I think? Want me to transfer it over to your ship?"
"Hell no! Physical evidence would implicate me."

The Neeran built ships head in system and make contact with a base that seems to largely look after mercenary outfits. There are a few fast mediums docked but the station defenses look strong enough that you'd rather avoid it entirely.

"I think they're set up to destroy any of the Mercenaries that try to attack the base." observes Mezan.

It takes more than three hours but soon enough you have an incoming call from Gun routed through the heavy cruiser.
"He wants 500 million S and a Treyan mobile base if he's going to break his current contract."

Looking up intel reports a Treyan mobile base is a modification of the neeran modular ones you've captured. It has its own engines and FTL, while the station arms fold up a bit differently to allow more rapid deployment. Not impossible but could be difficult to get. Maybe the engineers could build an equivalent out of captured parts and equipment? That's for later discussion.

"How much are we getting for 500?"
"One fast medium, 3 attack cruiser squadrons and a few of the bigger blockade runners for support."

"I can hire three Faction mediums and 3 squadrons for less than that."
"He's going to lose a lot of money breaking his current contract, plus the risk."

1A) Accept at 500m
1B) Try to haggle
1C) Refuse

2A) Promise to get the base
2B) You'll build him one
2C) At that pay? No base
2D) All options will be explored
2E) Other?
>>
>>3443356

1A) Accept at 500m

2E) At that pay, a modular base.

If he comes with actionable intel on a Treyan mobile base that -we- feel is tackle-able, we'll clear the path and his people can secure it, rather than take the modular base.
>>
>>3443356
What's his current contract?

1B

2C
>>
>>3443356

>1B

A mobile base and 500m S is crazy for that paltry assortment of ships. What makes his outfit so valuable? I think 300m sounds much more realistic.

>2C

If he compromises on the price he can have a base. Otherwise this would be a terrible cost ineffective deal.
>>
>>3443425
>What's his current contract?
Significantly less but he doesn't have to worry about 99% of the ships in this galaxy gunning for him while working for the Neeran.
It's about 20% less than what a Faction contract would pay him.

>>3443438
>What makes his outfit so valuable?
They know their targets and you're asking them to take a big risk burning their bridges.
>I think 300m sounds much more realistic.
That's a fair offer and about 15(?) million more than a PCCG contract would pay. In that area we'll say.
>>
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"There's no way I'm paying 500 million and a station for a half size mercenary unit that I haven't seen in action. I'm willing to consider 300 million and a normal modular station. If he still wants the 500 million then no base."

Gun looks like she's about to deal with bullshit she'd rather avoid but says she'll pass along the counter offer. Before she does you point out that you're willing to assist in any raids that might secure such a base for him if he knows where one is.
"That's may be helpful. I'll get back to you."

You spend the better part of an hour pacing waiting for a response. A number of small units enter the area and dock with the station or depart headed elsewhere. The allied ships in system manage to get scans of a lot of the vessels present. Plenty of them have seen customization, not unlike that one ship you saw that looked like it had a giant skull on the front.

A few of the units have Trireme Mediums with their big ramming prow. A few have the teeth like weapon guards, others a more sharpened edge to sheer through whatever they hit. One even has a kill marking for a Lance class painted on the side.
You spot a few Faction built ships including a Royal Guard cruiser before Gun calls you back.

"He'll agree to 300 million and help from you recovering a station that he finds. In return he wants majority claim on all salvage from his unit's actions."
"Why, do the Neeran not give them a share?"
"No they do some bullshit system where you have to choose between money or first pick on a few items."

>Agree to Ren's counter offer? Y/N?
>>
>>3443623

Sounds like a deal to me.
>>
>>3443623
> Y

Isn't this how the Dominion works? We should reserve the right to purchase out technology and such that is part of that salvage though.
>>
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Reluctantly, and with little other option available after the terms you yourself had put down, you accept. Gun quickly relays the message then suggests that all of you leave the area ASAP. You dont want to be seen as the ones who gave Ren a better contract and have Neeran officers asking questions. They'll meet up at a location to the north of the galactic eye once they're certain any pursuit has been shaken off.

This would be a good point for a potential double cross so you set up a com relay at the rendezvous coordinates.

While waiting you check in with Zinovev. They detected an enemy ship inbound towards the hidden base and warned the combat engineers to set their charges and clear out. When a Battlecruiser showed up to investigate the unit's rear guard put up a show of it will running. When the enemy ship got close enough to take a look the explosives went off as planned.

Things were a bit rushed so not all of the nukes looked as convincing as they could have. Fortunately the main antimatter charge went off without a hitch creating an enormous fireball. Without an atmosphere that part of the surface is going to be glowing hot for awhile. It'll be a few days before teams can check to see if the base survived as planned, or if the shockwaves caused a major collapse.

After the main blast the enemy battlecruiser immediately fled from the system.
"They were jumping at the highest FTL speeds you can safely manage in this part of the galaxy. You can be certain they'll be looking at their other bases, we just need to wait them out and watch. My people are fine with missing a few days raiding salvage for that."
>>
Got physio and a grocery run to make in the morning, then have to figure out some pacing for the next piece. Resuming probably in the mid afternoon.
>>
>>3443910
Fair enough. Dont forget to get Bacon!

Man am i excited about this. Gonna turn all client races against the Neerans
>>
>>3443822
We should probably provide copies of the factions treaty to our new allies. It would be incredibly annoying if one of them were to casually start bombing planets during an operation.
>>
>>3444313

For anyone that ends up under our command as mercs, yeah. Get them briefed, a printed copy to read, and have them make their mark (no need for a full name for Ren, just record the signing via sonia eyes or something)


There is likely a loophole for the local rebels and anyone that decides to defect and form their own 'allied' fleet if they don't sign or agree to the Factions Treaty. If they're not part of a signatory Faction or signatories themselves (or a personal agreement), they're technically not subject to the agreement's restrictions.

Sonia will obviously have to protest if they bombard something, but practically speaking we can't force a non-signatory to observe our rules of war in their own territory.
>>
>>3444347
> practically speaking we can't force a non-signatory to observe our rules of war in their own territory.

Wait a minute. This sounds useful in the "technically not a war crime" department.

I think we should respect their rights and sovereignty (the those dirty Neerans didn't, tch!) And provide them with support out of the Dominion Spirit of Goodness if they decline to allow a foreign invading aggressive Alliance to hamstring them and use them as shields without letting them fight back. After all, if we aren't willing to let them damage their own planets now, what other laws will the Alliance force upon them "for their own good", and what punishments will they find themselves subjected to?

No, no. We should leave the option of joining open, but we should also be totally okay Independent Leadership. Much like how the Dominion works.

Of course the Dominion doesn't recommend nuking where you live, nor does it allow its members to do so, but if the rebels feel that's prefer to losing their insurrection well they know Neeran rule better than us.
>>
>>3444408

Legally speaking, the Factions should have a frankly impossible task when it comes to charging non-signatories of violating the Factions Treaty.

They're -our- rules of war, not the Neeran & client species rules of war.

iirc, the South Reach Warlords weren't prosecuted for the orbital bombardments their fleets conducted, but they were forced to sign the Factions Treaty as a requirement to be recognized as a Faction themselves, hopefully preventing future warcrimes. And so we could all go kill Neeran scum, oh so many years ago.

iirc, various modern day countries use this same 'loophole' by blocking sections of international agreements. Like the USA/Russia/China signed up to regulate how land mines are deployed (marked, no boobytrapping corpses, etc), but blocked an outright ban. They then didn't sign up to the full ban agreement that most of the world created without them. Interestingly enough some things like claymore mines purposely retain the ability to be detonated by methods that violate that agreement, iirc. And are absolutely never used like that. Ever. Nope. The whole topic of 'rules of war' is actually really interesting, imo. And likely is insanely complicated by tech like holographic camo.
>>
>>3444492
If they feel like ruining their own planets they are fortunate to have an alliance fleet commander in the neighbourhood who knows a company that has gained incredibly valuable experience in fix shitty planets over the past couple years.

Bonus points if we can secure an exclusive contract for Sonia's company with whatever government these rebels are trying to put in charge.
Best case we make a fortune and secure thousands of J-D jobs for a couple of decades.
>>
There's plenty going on and things to do. Each of the fleet commanders are eager to resume attacks. You have a meeting with the Mercenary Ren to show up for, and there is a base that needs to be blown up in order to recruit Viqano Dyer. Gun doesn't want her ship present when the base is attacked in case anyone survives. She'll provide a signal for you to send that should tell Dyer to get out

Phas has reported that they've been given coordinates by the rebels for a number of bases to attack. She'll be moving against those soon using only Faction built ships at first. Hera could probably join her to ensure they're taken out quickly but Lyas would be out of the question. Not while their fleet contains 2 Neeran built mediums.

Did you want to assign Lyas to go with Gun to bring in the Mercenary? Or did you want to deal with both of the new hires yourself?

[ ] Assign Lyas. Sonia & Mezan recruit Dyer
[ ] See to both of them yourself
>>
>>3444760
>[ ] Assign Lyas. Sonia & Mezan recruit Dyer
>>
>>3444760
>[x] Assign Lyas. Sonia & Mezan recruit Dyer
>>
>>3444760
>[ ] Assign Lyas. Sonia & Mezan recruit Dyer
>>
>>3444760
>[ ] See to both of them yourself
>>
While Phas launches her raids you request Lyas to link up with you.

"Lyas I want you to look after Gun and this Mercenary she's helped hire. Keep an eye on them, this would be a good point for a double cross."
"Aye sir."
"Oh, and throw each of them a copy of the Factions treaty. Just a little light reading. I'll ask them later if they intend to follow it. The Factions have asked their fleets and the Alliance to please follow the treaty so that we can better exploit these worlds for our own use after the war. That doesn't mean deserters or mercenaries from the enemy camp will be willing to follow them."

"What if they refuse to follow our rules of engagement?"
"Then we'll have to find a way to deal with that, but later. For now good luck and watch your back."

Splitting off to deal with your separate objectives you head back towards the general area of the two reserve bases that were destroyed. A quick check in with Zinovev shows that his people have been tracking activity from the base. Most of it has been fairly mundane, but more ships have been reinforcing the base for the last 12 hours, including what would appear to be another Cordate ECM medium.

"That should be our guy."
"Viscount, we've tracked battlecruisers investigating a number of systems so far. We'll look into each of them when things have quieted down. Sensors also saw what looked like the FTL signature from a Krath ship leaving the station. The signature was scattered and we lost it so quickly that we weren't even sure it was real.
Did you have any of the mercenaries search the base?"
"Not to my knowledge but I'll look into it. Thank you."

Sighing off you quickly look up the latest reports from the Krath mercs. Either they haven't mentioned it or that wasn't them.
This leaves you with something of a conundrum. Do the Neeran have newer cloaked ships or ones with drive scattering tech? As you're about to burn down this base it might be a good idea to recover data before hand.

Do you risk sending an infiltration mission or attack the base as planned?
>>
>>3444997

Blow the base.

If there is a drive-scattering ship running around, we may be best off tasking our krath mercs with watching other pursuit bases for it after we blow this one.

Which also gives us the chance to blow up more of these bases, hampering efforts to sniff us out.
>>
>>3444997

Infiltrate and hack their systems and steal any and all relevant data to ships entering and leaving the system/ station. There should be something about said ship docking and departing. Be it deleted data or conflicting drive data for said ship.

Also any deployment orders and shipping information and other useful information we can use for the next couple of days.
>>
>>3444997
>infiltration mission
It is time.
>>
>>3445103
And we have a tie breaker.

[ ] Send one of your Recon teams
[ ] Suit up
>>
>>3445107
>[ ] Suit up
>>
>>3445107

I'd vote for Recon teams to avoid another infiltration thread where no one posts, but we'd just get another tie.
>>
>>3445107

>[ ] Send one of your Recon teams

>>3445422 Anon has a point that if we do another stealth mission it will turn into a slow thread with little talk. So having a team go in will make this go faster. Besides we can save up all the infiltration stuff for the Sphere Builder facility later on.
>>
https://www.youtube.com/watch?v=1vU7XqToZso

You stand up from your command chair and proclaim that you're going over there.
"Sir, please no." Maybourne attempts to plead with you, but you're already on your way.

Seeing that you wont be deterred Versa asks for access to a few of your hacking modules and loads them with additional modified routines. These should help look for data related to cloaked ships or other black ops.

Your personal guard are waiting for you with the Recon suit and a selection or weapons. Smart grapple, folding shield, X-Ray laser+GL as primary, Reynard Rifle M with an assortment of special rounds rounds as backup. Silenced pistol, plasma pistol, HF-blade, stun pulse grenades and half moons. Lastly the converter artifact to help reveal any Neeran trying to conceal themselves.

While your LST and Recon teams transfer over to Arron's ship you get a message from Rob Ecord.
"Regardless of your skill level you know full well you shouldn't be doing this."

"I need a warmup before our primary target. Plus I need to see the new bodyguard in action."

You get a private text from Ruiz a few seconds later.
"I wish to respectfully disagree with your methods sir."

Arron takes the better part of an hour on a careful approach to the station. It seems he's worried about the possibility of a detection grid being present. Fortunately those precaustions turn out to be unnecessary. Soon enough he's brought the ship close enough for your two teams to push off and land on the station surface.

While the base isn't the biggest you've seen it's still large enough to look after a few wings of ships. There are repair bays for medium cruisers and shipyards for smaller vessels. Not that dissimilar in some respects to the expanded modular stations at Rioja before they were replaced.

Team two locates a good entrance, a set of air locks that repair crews in EVA suits make use of. It's being cycled fairly often as shifts trade off. The other team goes in first accompanying a group of workers, all the while careful not to bump into them. Your team takes the ceiling thus avoiding that risk entirely.

Once inside one of the others proves to be adept at Pickpocketing and steals a communicator from a deck officer in a busy bay area. Fortunately when they discover they've been robbed the few Neeran in sight look far too busy with their own problems to sift through thoughts of those nearby looking for thieves.

While it still has access the tech specialist pulls data from the com and determines there are 2 likely locations to find the information you're looking for. High security docking bays and the upper data stack in the command and control areas of the station. Both are seperate sections and it may be time consuming to get in and out of them.

[ ] High security docking bays
[ ] Upper command data stack
[ ] See what Versas routines can pull from the regular systems
>>
>>3445467
>[ ] Upper command data stack

>Sir, please no
Ha ha ha
>>
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>>3445467

>[ ] High security docking bays
If we want to get data on possible Neeran stealth ship. This would likely be the best place to go.

>[ ] Upper command data stack
If we want information on Neeran ship/ troop movement. And other useful information. We should go here.

We should save Versa's routines for when we get into either of these locations. So she can grab the info and hopefully plant some malware in their systems.
>>
>>3445467
[x] High Security Docking Bays

Worst case, we can hijack a ship during the attack and fire up a friendly IFF.

Best case, there is at least 1 more drive-scattering ship in that high security dock.
>>
>>3445483
So which do you want?
>>
>>3445491

I think we're more likely to get useful information in the command decks. But the idea of getting some juicy secret tech from the Neeran. Is also very tempting especially if it means we can prevent ourselves finding out something out at the worst possible moment.

Lets go command center. We can get useful data and upload malware to fuck over their station system. And hey, maybe a good roll will mean we find out about that stealth ship from there. Or at least the call sign for said stealth ship, that the neeran use. So we can look out for it in other Neeran stations that we infiltrate.
>>
>>3445467

>[X] Upper command data stack

We'll get more info here on fleets and logistics which I believe to be more important right now than ship info.
>>
"We're going for the upper command data stack. Any docking bays no matter how secure are too vulnerable."

It takes two hours to make your say stealthily into the upper sections. Despite the temptation to split up you urge everyone to stay relatively close by. At once point Ruiz is certain you've been discovered but you order everyone to hold fire. Using the artifact you stand directly between a curious Neeran soldier and the rest of your people. A few tense seconds later the hulking behemoth decides that there isn't anything out of the ordinary going on and resumes a patrol circuit.

Everyone takes a quick breather.
Valeri switches to a private channel.
"I thought it only revealed enemies actively concealing themselves. How did you know that would work?"
"I wasn't entirely certain it would."

From here on in it's the usual game of keep away plus disabling sensors long enough for the team to get past. It's work, but familiar enough.

"You know... in some way this is almost relaxing." you decide at one point.
The others do not seem particularly amused by your revelation but they keep it to themselves.

After what feels like a full day you gain access to the data stack. It's similar enough to others you've seen but has more glowy bits. Must have been built by the local client states. Either way your gear still works and the hacking modules are able to begin searching.

Most of what the search routines collect are communications logs and flight plans. There is very minimalist data on a ship that looks similar to a Rekesh Frigate with some changes to the engines and weapons. It's not a lot but it should be enough if the flight plan data pans out.

Ruiz give the data quick look over.
"Most of this is old flight plans. We only have 2 listed after today."
"Then let's hope they dont change them when we blow up the base."

"Okay, what's our Egress plan sir?" asks team 2 leader.
"Tell me you didn't forget the exit part this time." texts Valeri.

How did you want to get out?

[ ] Covert signal for pickup
[ ] Steal a ship
[ ] Catch a ride on Viqano Dyer's ship
>>
>>3445619
>[ ] Steal a ship

It's the Sonia way. Anything else would just be wrong.
>>
>>3445619

[x] Steal a ship

Viqano needs to be signaled to go patrol something so we can blow this place to hell.
>>
>>3445619
>[ ] Steal a ship

I'm excited to roll for what we can steal.
>>
"I intended to steal a ship." you reply.

Heading back down to the main docks Valeri brings up a potential concern.
"Hopefully stealing a ship wont raise enemy security enough to make it too difficult for Dyer to escape."

It takes nearly as long to retrace your steps as it did on the way up. These missions can take time. With any luck they wont panic and try to storm the base before you're ready.

Once back into the docks it's a more difficult task than you expected it find a ship that you could fly. You have limited numbers so the crew requirements need to be small. In this case those dont have security as weak is you'd like. Then there's the state of repair. More than a few vessels are undergoing refits. Their security isn't that high because the engines are mostly ripped open.

"Are you sure you can fly all of these?
"I can fly anything, just find a ship we could realistically take out the crew and escape with. Let's split up and meet back here in an hour."

There are 4 good candidates, though that might stretch the definition of the word "good."

The best may be a Hresvelgr Frigate which is currently lacking a payload. They're meant for supporting planetary assaults and air dropping super heavy tanks with their tractor beams. Weapons are minimal and its questionable how many hits it could take, but it is poorly guarded.

A Normandy Type cruiser is a bit of an oddball with most of its engines mounts in downward canted wings. In theory they should be a match for an attack cruiser but they're supposed to difficult to fly with their odd center of gravity. Atmospheric capable though so that's a plus.

A Bulk Cruiser of any kind is usually bad news. Verilis would be screaming the word "NO" over and over again at the idea of taking one. More on par with a Light Cruiser these days, it should still be rather tough.

Lastly a V2 support ships has had some of its guts torn out. All the ECM systems and weapons have been removed, but the shields, engines and FTL are still good so it should be fast.

1)What ride are you taking?
1A) Planetary Assault Frigate
1B) Normandy type
1C) Neeran bulk cruiser
1D) V2 Rip & tear edition

2) Will you be signalling the fleet to attack before you leave and use the confusion to escape? Or will you try to make a getaway and then link up and them?

2A) Signal the attack
2B) Escape now, attack later
>>
And holy fuck I did not get enough sleep last night. Gotta stop here.
>>
>>3445755
> 1D) V2 Rip & tear edition

Our goal is to leave ASAP and this seems to have everything we need.

Shame about the lack of ECM, and weapons, but we shouldn't plan to get in a firefight anyways.
>>
>>3445755
> 2A) Signal the attack

Also this. Might as well strike now instead of letting them improve defenses.
>>
>>3445822
>>3445824
Supporting
>>
>>3445755
1D
2A
>>
>>3445755
>1C) Neeran bulk cruiser
>2B) Escape now, attack later
>>
>>3445755
>A Normandy Type cruiser is a bit of an oddball with most of its engines mounts in downward canted wings.
>Atmospheric capable though
Does this mean thrust vectoring? That's the one thing I wouldn't want Sonia to fly.
>>
>>3445755

>1D) V2 Rip & tear edition
>2A) Signal the attack

The attack should cover our escape. Also pop a signal once we're away from the station enough so that the enemy doesn't just insta gib us. Also run that ship harder and faster then any simulation allows for us to gtfo.
>>
>>3445755

1D) V2 Rip & tear edition
2A) Signal the attack

And make sure that the turn-coat gets his message from Gun so he can at least be on his way out.
>>
>>3446215
>Does this mean thrust vectoring? That's the one thing I wouldn't want Sonia to fly.
You've flown assault corvettes and attack cruisers with high maneuver drives. It shouldn't be an issue.
Besides thrust vectoring on starship engines cant be used in atmosphere unless you want to repeatedly nuke yourself and everything nearby. You'd have to use repulsors.

"Let's go for that V2 they've torn open. I doubt anyone would expect us to steal that."

While the security might not be the heavies of the ships around the docks there isn't a shortage of enemy personnel present. Engineering teams have clearly been hard at work and a new shift is arriving. Good for getting aboard but not for the number of people that could cause problems for you.

Team 2 lead (What the hell was his name? Pangbourne?) decides that the best way of clearing the ship is to create an emergency. With so much work being done there are plenty of potential radiation sources.
"We set a reactor to overload while part of it's housing is removed. It will start spewing radiation and that will trigger an evacuation."
"Wont the Neeran send someone to shut it down? I get the impression they wont care if a few die to keep the ship from being lost."
"My team will deal with them if you secure the command deck and fly us out of here sir."

It's a good a plan as any. You set your translator and come up with a message that the bridge crew are moving the ship away from the docks to prevent damage to the station in case of an explosion.

When you reach the bridge only a single Aladore deck officer is present. Valeri stuns them and you set about hacking the controls. The bridge setup is a bit different as much of the ship seems to be laid out perpendicular to the direction of travel. As a result most of the ceiling is a view screen.

When the hacking module is finished you signal Pangbourne to trigger the reactor. Ruiz soon reports that radiation alarms are going off throughout much of the aft and central sections of the ship. Valeri moves between consoles until finding the right one to send an evacuation signal. Once that begins the engineering crews quickly begin to scramble for the exits any way they can.

"The station is hailing us wanting to know what's going on." reports Ruiz.

Replying with audio only you play the pre-recorded message and request permission to shove off. When they seem reluctant to do so you signal your bodyguards to have team 2 red line the reactor. As added insurance you send the signal to the fleet.

Half a minute later the station security contacts you wanting to know the source of the transmission you just sent.
"I think there is an enemy saboteur still trapped aboard. They must be trying to cripple the docks. Requesting permission to push off before the reactor explodes."

>Cont.
>>
That does the trick. Docking clamps disengage and you pull away as quickly as possible.
"Get the reactor under control, I'm about to throttle up the engines."

The reactor does not stabilise as fast as you would have expected. Cranking most of the engines to full power you briefly wonder if the reactor is going to go critical for real. Once outside of tractor beam range the offending fusion plant shuts down causing radiation levels to immediately drop.

On the other side of the station a number of Empire built Shallan ships detach. You catch part of a transmission saying that your ship is being stolen then your coms are jammed. That should be Dyer's unit setting out in pursuit.

Most of the attack cruisers round the station quickly and light off afterburners, burning hard to catch up. You catch their medium on sensors but it stays back near the station trying to jam you with more ECM. You're ten seconds to jump when the situation changes again.

Mezan jumps in and opens fire on the station. Conventional weapons are largely repelled by their shields until Dyer's medium drop what must be heavy torpedoes into the upper sections. The 8 warheads obliterate the upper command section and knocks a medium cruiser out of its berth. Shields protecting half the base sputter out and Dyer beats a hasty retreat.
Mezan's unit lays into the facility and is causing a terrific amount of damage when you jump out.

Two jumps later you arrive at the rendezvous coordinates. Your defector doesnt arrive right away and it isn't until much of your own fleet have started to catch up that they make an appearance. Apparently more than a little wary the other unit hangs back just at the edge of weapons range. Far enough to make a quick getaway.

Transferring back to the command ship you hand over the V2 to salvage teams and warn them to be mindful of radiation contamination. By the time you make it to the bridge Dyer has already contacted the fleet and wants to know where Gun is.

"She's busy bringing in a few other people she feel could be useful." you reply.
"Wait, you mean she's not in charge?" the shallan asks, looking back and forth between you and Mezan.
"Sorry to disappoint you." the Admiral answers.

"Well it doesn't make much difference. She's gone to recruit the mercenary hasn't she?"

[ ] She'll tell you herself.
[ ] Can't confirm or deny.
[ ] Yes.
>>
>>3446915

[x] Can't confirm or deny

"I'm sure you can appreciate the fact that I can not confirm nor deny that inquiry until your crews have been screened, as Gun's were. There is enough danger as it is. But if you have information on potential recruit's for Gun's Rebellion, we can pass on any concerns that may be urgent."
>>
>>3446915
[ ] Can't confirm or deny.
>>
>>3446945

That said, we may want to prep a response force to go back up the merc recruiting force.
>>
>>3446915

>[ ] Can't confirm or deny.

Also what >>3446945 anon suggested about scanning him and his crew. Give him the same run down Gun did.
>>
"I can't confirm or deny Gun's whereabouts at this time. I do want to congratulate you for catching on to the situation with the escaping ship as quickly as you did and for getting your people out of there."

"And now what happens?"
"Before you'll be allowed to approach our main fleet your crews will have to be screened for sleeper agents. Gun and her people had to go through the same thing. If you like you or one of your officers can be present during the screenings of the crew and help them through it."
"My subordinates who followed me will go where I go no matter what. Your screening isn't going to change that."

You sigh.
"Commander Dyer-"
"Viq."
"Viq then. Everyone goes through screening. Everyone, all rebels, mercenaries, people who have worked with Neeran. Those who dont pass will simply be held as POW's until the end of the war. Which is looking closer each day."

"Fine. Let's get this over with."

Heading back to one of the rally points closer to the main fleet the lengthy job of screening crews gets underway. Lyas arrives with Gun, Ren and the mercenaries a few hours after you do. The mercs are much less agreeable about being screened.

While that's ongoing you have a look at Ren's command ship. A Nautilus type that's been heavily modified from the base design. Engines have clearly been uprated along with other curious changes both big and small. 4 spinal mount guns similar in many respects to the medium plasma cannons on the Outer Heaven have been grafted onto the wings and then connected back to the main hull with additional reinforcement.

When you have a moment you ask Ren about the guns.
"They're called a compression plasma stream cannon. They're based on the main weapons of the Corsair but scaled up and made more efficient. It was difficult to acquire them but I will sell the specifications for a price."
"You wouldn't have more anywhere?"
"No. They are... limited edition? I'm not sure how you would call them."

>Buy the specs? Y/N?
>>
>>3447071
>Buy the specs? Y/N?
Depends on the price, I guess. Although getting yet another special item to be sold from our plasma moon does tempt me.

Aside from that, would it make sense to turn the heavy cruiser we managed to capture into a dedicated Versamobile?
>>
>>3447071
>>Buy the specs? Y/N?
Sure, we got "fuck you" money AND "no, fuck you" money so why not.
>>
>>3447071

If the price is reasonable, buy the specs.

We can always resell the specs to the Dominion plasma weapon R&D group for possible ideas/reference to recoup at least partial costs.
>>
>>3447071
Sure as long as it's not crazy expensive. Our Plasmoon engineers got some use out of the Republic Heavy cannon we bought right? Maybe they can make some disgusting amalgam of Republic, Dominion, and Neeran weapons that's greater than the sum of their parts.
>>
"How much do you want for the weapon specs?"
"100 million S."
"That much? Really? Be reasonable."
"I think it's very reasonable. How much would you charge for production license for your hologram cooling cannon system thing?"
You stop yourself from saying; "probably more than that."

"Fine, but my engineers get to look over your guns and compare them with the data you're selling."
"That is fair." the mercenary admits. "They have 12 hours."

You contact some engineering teams from the Outer Heaven and have them head over immediately.

Next up you ask Versa about the idea of putting her aboard the captured heavy cruiser.
"I would advise against it Viscount. While I could take control of any one system safely I believe there are backups in place intended to counter a ship wide AI incursion. It would be safer to do so following a refit at a Faction shipyard."
That's not going to happen any time soon. Oh well it was worth asking.

Phas and Hera have traded off raiding targets provided by the rebels. Most are fairly weak and could never stand up to any serious attack by your forces. As a result they've begun hitting these with smaller forces and keeping the larger group on standby as reinforcements.

They have however run into a snag. One of the targets provided by the rebels is a city on an inhabited planet. It could probably be wiped out by a single ship with a couple torpedoes. Or an SP kinetic penetrator and some phase cannon fire.
There are certainly manufacturing centers in the city, ones supplying Neeran bases and fleets with system components, small arms and other useful items. Taking them out with mass driver strikes while minimizing civilian losses will be difficult.
Most of the requests by the rebels have been destroy this target or that. This one asks that the city itself be leveled.

[ ] Use Neeran ships or mercs to do it
[ ] Limited kinetic bombardment
[ ] Tell the Rebels you refuse
>>
>>3447195
[ ] Tell the Rebels you refuse
Uuuhh, no. We're not doing whole sale slaughter. We're not the Neeran Empire

On another note. I wonder if we can make off with Versa and have her request political asylum in the Dominion. We could set her up as the Governor of Rioja 2!
>>
>>3447195
>[ ] Tell the Rebels you refuse
We're not here to warcrime.

Speaking of Versa, it worries me having her aboard only a Medium. Are the crews more accepting of her now? Would we get as much blowback from stationing her on one of the Supers?
>>
>>3447195
>[ ] Tell the Rebels you refuse

We're not bombing civilians.
>>
>>3447195

[x] Tell the rebels you refuse

Unless they have evidence that there is some Neeran super-weapon being developed in this city that would compel us to act, we will not hit this target.

If they have the means to mitigate civilian casualties such as triggering an orbital bombardment 'to the shelters!' drill, we will consider a more targeted factory-only bombardment. It wouldn't be any different than those factories we bombarded after giving civies a chance to evac to shelters during Operation Typhoon.

>>3447212
>Versa plot

Once again, a plan that looks like the AI has subverted Sonia via the interface.
>>
>>3447195
>[x] Tell the Rebels you refuse
We're fortunately not in the part of the war when such actions might have been seen as necessary any more.
If they want to sabotage or blow up these factories, we can probably get a couple of their people on that planet without being noticed.
>>
>>3447195
> [ ] Tell the Rebels you refuse

Seconding asking them what makes this target worth leveling a city.

Because maybe we can steal whatever it is instead.
>>
>>3447212
I feel like that really won't work out. Given that we've continued to lobby for her to get citizenship, the Terrans probably have a plan for that.

The problem is also that the Dominion doesn't recognize AI as fully being "people" as it were.

I have to say I'm actually surprised the Kythera never approached us given our very extremist (relatively) position regarding AI being people.
>>
I forget. Did we bring the Mobile Oppression Kilo with us?


>>3447317
I'd guess it partly had to do with that position not being common knowledge and mostly just voiced in Sonia's headspace? The few instances of 'trust the AI' that I can recall were easily written off as desperation (initial Versa head-sim, Mic into that reformatted station for repairs during L'T Coup), or were kept quiet (Versa helping redirect Yakuza bank funds to Shallan Refugee funds, gifts to Versa while she worked on TOP MEN tier projects for FA)

And the Kythera went for outcasts for the initial recruitment drive, then Kharbos for some reason.
>>
>>3447317
I mean, they probably weren't expecting much when they threw their experimental mercs at us that one time.

Besides, I like Versa because she's a regular AI. If she were some kind of horrific nanite-cloud based AI I'd be much more reserved in even interacting with her.
>>
>>3447317
Well I want to take her back with us in any case!
>>
You tell both of them to take out the other targets then you'll be borrowing the Earl class again and going to the next meeting point. It doesn't take long to complete the raids and withdraw.

Within a few hours the same rebel ship and officer appears.
"Have you struck all of the targets we provided you already?"

"No and we're not going to. We are not terrorists and we're not the Neeran. We do not destroy civilian population centers just because it may be convenient."

"Then the industry is...?"
"Intact for now. That can change but it wont be the result of my fleet nuking the planet. We're done a lot for you now it's your turn to prove you're not the enemy."

The officer looks off screen clearly verrifying something then looks back.
"You've passed our test. The Neeran would not care about your treaty if it guaranteed them a chance to exterminate our movement. We will ally with you. Our leader is prepared to conduct talks with representitives of whatever groups you've brought with you."

They send a set of coordinates.
"We will be here."

"Prove to me that you're not with them first." you reply.

"An enemy stealth reconnaissance probe set out to track our movements located your fleet approximately 8 hours ago. You have two smaller capital warships, a carrier and many support craft. We believe you may have a gravity well generator but we're not familiar with all faction ships. You have Neeran built ships that have clearly been refit yet you haven't used them when striking the targets we supplied.
We installed com repeaters in many of the relays the enemy use to monitor the escarpment. You'll be sent access codes to them shortly. The sighting of your forces did not reach the enemy fleet."

"The escarpment?"
"The edge of the area of increasing star density. We call them the denser region the mountains and the open regions the plains."

>Anything else you wanted to ask them before the meeting?
>>
>>3447353

I'd imagine Versa is perfectly capable of hijacking a nanite cloud, should she successfully defeat the protocols and hardware in place to prevent it.

Hell, iirc she killed at least a few L'T troopers when they assaulted her AI cores on that SHC. Was it by modifying the hologram projector into a killy laser and triggering fire suppression systems to oxygen-displace their lungs?
>>
>>3447362
I don't disagree with this sentiment. That's why I wanted to contact the Kythera about her oh so many threads ago at the end of the AI subversion slash rebellion.
>>
>>3447364
I'm assuming the enemy stealth reconnaissance probe was the thing with the drive flare techniques?
>>
>>3447364
Someone has been hiding their capabilities, which makes sense.

It benefits us to create a stable situation of conflict here, away from our main target.

What would they need to be able to engage the Neeran directly enough to tie up their forces but not so much that they send more forces here?
>>
>>3447382
No. A probe generally is not capable of FTL on it's own. A ship would need to jump to a location and deploy it.
>>
>>3447364

Are they aware of any Neeran vessels with drive-scattering ftl? We are concerned that at least one may exist.
>>
>>3447364
>Anything else you wanted to ask them before the meeting?
Do they have anything FA command should be informed of right now instead of shortly after we meet their leader?
>>
"Those probes of theirs, they're not capable of FTL on their own are they?"
"Not to my knowledge."

>What would they need to be able to engage the Neeran directly enough to tie up their forces but not so much that they send more forces here?
"You've already tipped that balance. They'll be sending more to the interior soon enough. Our leadership will want to discuss resource trades related to countering them."

"Are you aware of any Neeran vessels with drive-scattering FTL? We are concerned that at least one may exist."
"I dont know but I will pass on the request."

"Anything the Factions Alliance command should be informed of right now that cant wait?"

"We have reason to believe the Emperor's political hold on the Neeran Empire may be more tenuous than previously though. He has lost too many allies from the war. Militarily he can always rebuild if given time. It's said that the Neeran Elders did not approve of the war, not at it's start or now, but they're forbidden to move against him. If the Emperor were killed there might be a chance for peace. Or that's what our sources claim. We're uncertain of its veracity."
>>
Returning to the fleet you order the main group to remain ready to jump at a moment's notice. If the rebels detected you using enemy probes there is a real possibility others not under their control might notice it. A few new rally points are worked out as well.

It's going to be nearly a full day before new crews have been screened. It may be best to wait until that's finished to meet with the Rebels. It really depends on if you want Gun, Viq and Ren to be present at the meeting. At least one of them should be to represent potential deserters.

1A) Wait until screening is done
1B) Go now

2A) Just Sonia and Faction fleet reps
2B) Have Gun will travel
2C) Representatives from each group
>>
>>3447570
>1A) Wait until screening is done
>2B) Have Gun will travel
Hey Gun, have you thought about going into the Merc business? No one would forget you with a name like Gun.
>>
>>3447570

Has Gun made the final call on if she wants to take up the Dominion offer?

Or have the 3 commanders decided what they're doing?

If Gun is forming her own fleet and the other shallan is joining it, Gun alone should be fine.

The merc is technically now under contract to Sonia? If so, they don't need to be present.
>>
>>3447570
1A) Wait until screening is done
2B) Have Gun will travel
I like Gun. Got to ensure she joins JD
>>
>>3447570
>1A)
>2B)
It will probably take longer with everybody involved but we'll prevent future headaches. Hopefully.
>>
>>3447570
> 1A

> 2B
>>
>>3447570
>1A) Wait until screening is done
>2C) Representatives from each group
>>
>>3447570
>>3447581

1A)
2B)

I don't see a reason to include the other defectors unless they're establishing their own rebel fleets with blackjack and I presume racially appropriate individuals of ill repute.
>>
>>3447581
>Has Gun made the final call on if she wants to take up the Dominion offer?
>Or have the 3 commanders decided what they're doing?

"I was fighting for a long time just to stay alive. Then over the past year and a half the Alliance rolled over us, we lost our homes and any future with the Neeran looked like it was going to take a long time for us to establish.
What I want is a place, or places, for Shallan people where we're not going to be constantly fucked over by the bigger empires. If the State weren't such a bag of nuclear tipped dicks I might have risked throwing in my lot with them. Rebuilding that Federation doesn't sound bad but then you tell me I cant just rule over a planet because I have a fleet."
Gun stops to think it over.
"Actually fuck it I'd probably be really bad at politics. I dont know anything about looking after civilians. The fact I could get a job like that in the Dominion just makes it even weirder, but you guys probably have a lot of species right? I'm not a xenophobe but sometimes you need a break from the tall people you know?"

"I think I get where you're coming from." You reply. "I could talk to the Emperor about a Shallan House. With all the planets my company is terraforming you could start off with your own planets none of the others had ever settled before."

Gun gives you a "what the hell?" kind of look.
"You're not supposed to say things that'll make me actually want to go through with it."

"When the Dominion first encountered my species they offered to make our entire civilization into a powerful new House. We laughed in their faces because were were idiots and didnt realise how powerful they actually were."

Gun gives you another incredulous look.
"How did your species screw up that badly?"

"We'd fought and defeated a few minor Houses and maybe one middle sized one. They didn't bother to tell us there were hundreds of Houses."
"That must have sucked."
"It did for a bit. My point is the Dominion is always ready to add another House to the roster. Yeah you have to fight some other Houses occasionally but that keeps the military sharp."
"Really trying to sell me on this aren't you?"
"It's the society that I grew up in so I have a preference for it since it worked for me. Mezan grew up in a democratic Federation and until the Neeran showed up it was working fine. So she wants that back. Only you can decide what kind of future you want to build for you and yours."

"One without too many Neeran or Ulgean because fuck those guys. If we survive until this galaxy is liberated we'll see where to go from there."

"Fair enough." Conversation apparently over you go and get back to work.
>>
>>3447660
>"Actually fuck it I'd probably be really bad at politics."

hah. So is Sonia when the solution isn't 'blow it up' or 'buy it'
>>
>>3447666
That's why we hired advisors and partly why we married Troy.

Who at least knows what gaffes he's making.
>>
>>3447790

Did we invest in replacement livers for them? I feel like we should.

I assume that Troy part was after the part about getting more Terraforming shares? :D
>>
Deciding it would be best to have the commanders here to help with screening their crews you hold off until most of it is completed. Gun and Viq are told to discuss matters they want brought up at the meeting as Gun will be representing them.

Your group arrives at the meeting point with 3 medium cruisers. Mezan's Eclipse, the Earl and Gun with her Cordate. Baron Izolan Xedols is asked to wait with the main fleet and be ready for trouble. You'll be sure to represent the interest of the Ruling House as well as your own. Just in case extra diplomats are brought along.

Once at the meeting point a small number of Rekesh ships jump in. A heavy cruiser with a small escort, the same one that had been spotted a few days ago. Another heavy, clearly also of Rekesh design but with a different layout, jumps into the area but at much longer range. Sensors confirm the vessel is hanging far enough back that a gravity well generator couldn't catch all of you. The farther vessel sends a shuttle over to the closer one.

"We're being hailed." confirms coms.

A Rekesh who looks a bit older than the officer you'd previously spoken to appears on screen. This one has some of the larger plate like dermal denticles near the eyes pained black. Two of the more prominent head ridges have been painted white. Your briefing didn't have much background on culture. No telling if it's a mark of military or political rank, or even a diplomatic one.
"Greetings Viscount Sonia Reynard. I am Ni Ahni, leader of the Rekesh fleet and last of the fleet keepers. I and my second are prepared to speak on behalf of all free Rekesh. We have looked forward to making contact with the Alliance for some time and I am glad that day has finally come."

"Thank you for the invitation." you reply. "I'm here representing the Alliance, the Dominion of Royal Houses and House Jerik-Dremine. This is Admiral Mezan who will be speaking on behalf of the PCCG mercenaries, as well as the Shallan Federation."

Ni Ahni leans toward his view screen.
"I was under the impression that the Federation no longer existed?"
"It exists as long as there are still people fighting to restore it." replies Mezan.
"My apologies for interrupting. Our situations are more alike than it would seem. Please continue."
Next you introduce Trelta Gun who represents Neeran forces who have defected and finally the highest ranking rebel cell member you've encountered up until now.

Ni Ahni bows to each of them in turn then speaks up once introduction are completed.
"You honor your people for continuing the fight after the loss of your fleet. We were unable to reach any of the rebels on that side of the galaxy during the rebellion. It was all we could do to simply survive. With our combined forces perhaps we can finally change that."

>Cont.
>>
As their officer has already pointed out you brought a substantial fleet but one that's still no match for all of the forces in this galaxy. You are salvaging plenty of warships though, ones that the rebels and defectors can crew.

"We can provide crews." Ni Ahni confirms. "There are always brave Rekesh ready to join the fight. Our ships are powerful for their size but they take too long to build. Now that the Neeran have destroyed our shipyards we have been reduced to only being able to build new Frigates.
We have made up for this by mastery of intelligence gathering. Only striking where we can afford to do so."

"Speaking of intelligence, we may have an urgent matter. Our forces detected what might have been a Rekesh frigate but it's FTL drive signature was almost impossible to track. Do you know anything about this?"

Ni Ahni does not look very happy about this news.
"I had hoped they were all destroyed and their engineers killed. We stole much technology from the Neeran while building our navy. Our engineers gained experience on similar designs while developing advanced craft for them. One was rumored to be a new stealth craft. When the rebellion started one of the other keepers struck out with their fleet and destroyed a Neeran base that was to be building such craft. Everyone in that keeper's fleet died in the assault.
We had agents search through the wreckage later to be sure they had been successful. From what we could tell they had been, but from what you say we may have been wrong."

>Other matters you wanted to discuss or make a priority?
>>
>>3447819
Maybe it's time we start making suggesting about holding the target planet?

What Neeran commander controls this galaxy? His location, fleet strength, etc.
>>
>>3447819
Damn, these dudes may be a more valuable resource than having them stay here as rebels.

I wonder what kind of support the Alliance would be willing to trade for their technical expertise and knowledge.
>>
>>3447819

We need to be open about the fact that our fleet contains several non-Empire Neeran that are our allies as well.

They are able to assist us in detecting those that have had their minds corrupted by the Empire Neeran.

They uh, don't happen to have a better way to differentiate between the two Neeran groups than ours in conversation, do they?


As far as priority, gift them those rebel fund ships, if they'll have them?

Then it comes down to intel. Do they have a rough count of large Neeran fleet elements in the galaxy? Access to Neeran intel on Ulgean/Alliance invasion progress?
>>
Yes I'm alive and still writing.
>>
Before anything else there's one topic you feel needs to be discussed.

"All of you should be made aware that that my fleet counts several Isolationist Neeran... as well as caretakers from the Dyson Sphere."

Gun leans back looking up at you.
"When we're you going to tell me this?!"
"Right now, your people hadn't been completely screened yet."

Ni Ahni exchanges words with a few people on his ship.
"This is very concerning. We have heard of Neeran mercenaries of course but most of what we hear about the Neeran on your side is in the form of propaganda. That they were manipulating the Factions so that they could later take control of them. That they prefer to avoid fighting, making others take risks for them."

"In my experience a lot of them do prefer to avoid fights but mostly because they're trying to find a non violent solution. Of course I've mostly dealt with ones who have left their society because they weren't doing enough to help us with the war.
Unrelated question, you don't happen to have a better way to differentiate between the two Neeran groups than ours in conversation, do you? There's been this whole thing with PR groups trying to call them the Light and Dark Neeran, or Empire and Isolationists. What do you guys use?"

"For my people it is fire and water. Those of the Empire brought fire and light to many civilizations, taught them great knowledge. Fire is the giver and the taker. Without it we would be nothing but it can cause great destruction.
The Neeran of your side were likened to that of water, drowning out the fire. Floods were once very destructive on our homeworld, but no longer. We have begun to question the worlds of the Empire for a long time."

So not a whole lot better.

Moving on you point out that the neeran in your fleet can be used to detect sleeper agents. Those who have had their minds twisted by the Empire. Or those who would commit sabotage.

"What are these Caretakers you spoke of?"

You send them information on the Dyson sphere and tell them how Neeran from any background once traveled there peacefully. The caretakers keep watch on the sphere and help to protect it from threats.
"The Empire took a lot of their technology from it. Energy draining being the biggest one. It's part of the reason I'm in this galaxy."

"They brought some of this technology here for reverse engineering?"
"No. Some of it may already be here. I have reason to believe a sphere builder facility is in this galaxy. I intended to capture this planet and uncover its secrets before the enemy does."

Gun edges away from you slightly muttering about the curse of following treasure hunters.

>cont.
>>
Ni Ahni who might be trying to not sound patronizing points out that there are no structures like the sphere in this galaxy.
"The Empire would have found it long ago."
"That's because it may be inside a planet. This planet."
You call up the relevant data and send it.

Ni Ahni looks over the information and quickly identifies it.
"This is Threochts planet."

Another officer is called over who apparently knows more about the planet.
"One of our greatest minds once lived there. He devised many advanced technologies. The Neeran tried to hire him. Convince him to relocate to the center of the Empire but he refused. He wished to spend more of his time in study of ancient ruins on the planet."
"What happened to him?" you ask.

"He vanished one day. Many assumed the Neeran had taken him but they were just as certain he had fled to another world with technology he did not wish them to have."

Ni Ahni is clearly considering the implications of this story.
"Maybe your search is not as foolish as I had thought."

"I wouldn't have launched this expedition using my own money if there wasn't a chance."

"Even together we lack the strength to hold Threochts planet. The Neeran would overwhelm it."

"Then we'll have to build up our forces and weaken the enemy." you reply.

>What Neeran commander controls this galaxy? His location, fleet strength, etc.
The main commander left to help deal with other matters after the rebellion was put down. There are 4 Neeran Admirals remaining. 3 of them each command the forces of a shipyard and are busy preparing defenses and maintaining the other navigation sensors.

The final one is in charge of occupation efforts in the "plains." Most of their forces are spread out but they were quick to call for assistance when you broke through the outer sensors and began your raids. They have a larger response fleet being readied in the event your main fleet is detected but their numbers are being kept secret.
"So probably a Carrier and a gun equipped super or two plus escort if their forces in other galaxies are any indicator. If you can tell us where it is I can have a cloaked ship check it out."

Location data will be sent after the meeting.

>cont.
>>
Alliance Intel would be more than happy to make a trade for insight into Neeran communications intercepts and modifications that could go unnoticed. That's unfortunately the extent of their technical expertise as their top engineers in most other fields have been captured or killed. Most other things your engineers are about as good as theirs at.

"As your forces have personnel to spare we'll give you Faction built starships that we brought along specifically for Rebels in need of equipment. We also have a few Neeran built ships spare if you can use them, though most require repairs."

"That will be difficult." Ni Ahni admits. "We need more repair platforms that can be relocated quickly. Nearly all of our stationary bases have been lost or captured. We rely on what our repair crews aboard our larger ships can attempt."

"Right then. We need to steal more modular bases and make use of the ones we have." you conclude.
>>
>>3448202
Hm. I wonder what would happen if we picked on just one Admirals support lines.

Would the others be less likely to send ships off to help them?
>>
>>3448198

>Gun is shocked that we have Svidur-Neeran

... didn't they help screen Gun and her people for mind-screwery?
>>
>>3448219
Walls and mirrored glass.

>>3448216
Possibly if it was one of the 3 at the shipyards. If you keep hitting the 4th admiral it will become a problem for all of them as they do need some of those supplies.
>>
There are currently 6 bases available to the fleet, both mobile and non. There are also 7 command groups that could probably use a station to help support their raids while away from the fleet, and to help stash salvage. Mostly the latter.

>Bases
-Asteroid FOB
-Faction modular
-Neeran modular #1
-Neeran modular #2
-Neeran modular core (cut down to size)
-Nuked base (If the enemy doesnt rebuild it.)

>Commanders
Hera
Phas
Lyas
Zinovev
Defectors (Gun & Viq)
Rebels (Rekesh)

With Versa aboard her ship Mezan will probably stay attached to the main fleet with Sonia. The same goes for the Baron and his prized super heavy that he'd rather not be away from for too long.
Ren and his Mercenaries are working on locating a suitable mobile base to steal for themselves. (With your help)

What bases did you want to set up at this time and give/assign to the different commanders?
Keep in mind the nuked base is the only one that can be used immediately for repairs to medium cruisers. No set up time required.
>>
>>3448326
What's the breakdown of forces by commander?
>>
>>3448458
This is the latest.

We're on page 10 so not sure if the thread will be here tomorrow. I know it went faster than before for the last few threads.
>>
Oh I remembered the thing I've been trying to remember.

The Alliance asteroid FOB takes the longest to set up, so might want to start on that one first.
>>
>>3448326

Do the Rekesh have any intelligence on sensor absorbing material? Either possible stockpiles, production facilities in the galaxy, or mining operations for materials going into it?

Or do they have the skills to attempt a field modification of one of the modulars into a mobile base?


My initial thoughts are as follows:

Asteroid FOB - Deploy it into a moon/planetoid similar to that nuked base in the Dense Star region, and use some of the looted sensor damp materials from the concealed station to help hide the entrance. This base hopefully can be kept as a J-D super secret fallback point known only to J-D wing leaders, Sonia and the Baron.

Faction Modular - Temporary deployment for repairs to salvaged Mediums & redeploy for further reserve base raids?

Neeran Modular #1 - assign to J-D raider group of choice/rotation

Neeran modular #2 - Modify into mobile base? (Unless the Core is more practical?)

Neeran Modular Core - Provide to raiding force

Nuked Base - Continue to monitor for enemy activity periodically.
>>
>>3448521
I kinda want to set up an ambush at the nuked station somehow. After all, it has Medium repair capacity yeah? So it's reasonable to assume a damaged Medium might go there for repairs?

I wonder if we could damage a medium close to there.
>>
>>3448205
Do they have any weapons or modifications of Neern technology our engineers might want to take a look at? For example, with their focus on great defense do they have any idea how to use and maintain the Neeran jello shields without a Neeran? That would be extremely useful information.
>>
I was expecting the thread to not be here. Only stopping in quick.

>>3448521
>Do the Rekesh have any intelligence on sensor absorbing material?
>stockpiles, production facilities
They'll look into it.

>field modification of one of the modulars into a mobile base?
With the right facilities. They'd need a medium cruiser yard and a couple weeks.

>>3448559
>So it's reasonable to assume a damaged Medium might go there for repairs?
Well you did fake the destruction of the base. This might have been a good idea to come up with before you had the engineers detonate a few hundred small nukes and an antimatter warhead above it.

Did you want to attempt such a plan if Zinovev can find other hidden reserve bases that have been mothballed?

>>3448599
They have some phase weapon arrays that function similar to a cross between a pulse cannon and a liege siege array. They're a little bit more powerful than normal heavy phase cannon arrays and have rather good range. They have tried to reverse engineer Neeran shields but so far have been unsuccessful.
>>
>>3449247
>need a medium cruiser yard

Can any of the modular bases be configured to act as such a yard? Or would we need to capture additional sections/deploy multiple bases?

>attempt such a plan

I'd personally prefer to ghost their reserve bases, run off with as much as we can, and either force them to attempt evacuations or adding active fleet elements to the bases. Both actions create activity for us to detect more bases, and the potential to strike spread out fleet elements and go for a defeat in detail of the enemy fleet.
>>
>>3449247
Thanks for running senpai
>>
File: mirrorspock.png (723 KB, 1308x654)
723 KB
723 KB PNG
>Kavarians almost manage to conquer the known universe with minimum quality clones and tons of ships that range from adequate to garbage with the exception of their excellent but expensive Firestorm frigate
>Mirror universe Kavarians only build top notch stuff and get nearly bullied out of existence the second they stuff kissing up to the Neeran
I'm not sure if we should get these guys in contact with Iratar or if we should do whatever is possible to prevent that from happening.



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