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File: 1365534709196.jpg-(32 KB, 810x427, House & Dominion.jpg)
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http://suptg.thisisnotatrueending.com/archive.html?tags=House%20and%20Dominion

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

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

You are Sonia Reynard, Attack Wing Leader and Knight of the House of Jerik-Dremine! You command the Third Attack Wing, one of the elite units of the House, composed of fast hard hitting Cruisers, Frigates and Corvettes. You and your Wing have a reputation for capturing enemy hardware be it through battle or negotiation.

Last time you and Captain Saputo returned from your exploits aboard the Vieona with a fortune in specialized medical gear.
A team of volunteer Marines have taken the injections that should render them immune to the effects of subspace radiation generated by the charging of Veckron weapons. They'll be lead by Knight Jing Ki who has managed to get a temporary transfer from the Knight Commander's bodyguard detail. The understrength unit will be bulked up with additional House clone troops deemed expendable enough to volunteer.

After showing the upstart 2nd Wing that your unit is not to be trifled with in the simulators you set off to the fleet rally point. Available attack squadrons from every Faction and House have been rallied for the opening phase of Operation Typhoon. You and the others will be tasked with boarding enemy transports to help infiltrate the Warlords most secure facilities. You've not sure how effective it will be but the larger operation will act as cover for your opportunistic mission to steal or destroy Veckron weapons the pirates captured.
>>
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While aboard the command ship (Kavarian) People's Dream you encountered Svidur, a Neeran who had taken on the guise of a wise and ancient wizard. You don't know if he was there as an ambassador or other representative but shortly after the briefing he confronted you about your side mission. Worried about others over hearing or collateral damage if you needed to start shooting both of you stepped into an empty conference room to discuss a possible solution.

Displaying an unnerving ability to determine what you were planning at any given moment you decided to hold off any immediate hostilities. Despite nebulous warnings about a potential unknowable danger you would not be swayed from your plans to steal the torpedoes. While less than pleased about this the old wizard reluctantly agreed not to reveal your mission provided he be allowed to go along.

While the idea of simply blasting the Neeran with your tried and tested plasma pistol crossed your mind it may have resulted in more trouble than you could have dealt with. You'll never know and with the giant shipping over to the EX-K you don't want a firefight breaking out. You've informed Captain Saputo about this development while on the way back to the ship.

Before leaving Dream you picked up some new high maneuver missiles for your fighters, portable stasis units for your troops, and upgraded emergency beacons for your starships. You've placed an order for new armor for your recon suit, some new protective sections to be installed aboard your ships in the future and sent along data packets to the Commander regarding Iratar ship and equipment sales.
>>
let's get dangerous
>>
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Despite a small riot breaking out aboard your ships when the crews found out you'll be carrying a number of Light Attack Ships outfitted as LST boarding craft. These ships will have Lat'tham clone troops aboard and will be responsible for capturing enemy ships in the first phase of the operation. Its convenient that you'll be carrying extra troops of your own to deal with them if something goes wrong. The up side is that using them will mean fewer of your own troops dying out in space or on a world far from home.

An intel ops officer by the name of Lt Kamon Metharom has been assigned to your command ship for the duration of Operation Typhoon and will be helping to provide additional info as it becomes available.
You'll look through the more detailed intel reports on regional enemy deployment in a moment. Before that you have to double check where command is sending your Wing.
>>
>>24149723
Six of the larger dwarf galaxies in the South Reach Cluster are being targeted by the attack wings, five of those launching from your location. Flight time to the farthest one is estimated at 63 hours if the ships are to maintain power reserves to do battle once they arrive. Other units will be traveling at reduced speeds to help sync up when the fleets arrive and cut down on the chances of closer ones sending a warning to the other targets.

Which dwarf galaxy are you assigning your Wing to?

A - Is still close to allied reinforcement should the worst happen but its also closest to the Warlord's home galaxy should they launch a counter attack.
B - May be the safest choice as enemy reinforcements would have to travel farther and is closer to friendlies.
C - Far from enemy reinforcement like B, but not as close to allied support as others.
D - More remote than others, friendly reinforcement would arrive not from the DRH 3 relay but from the Rovinar lead fleets arriving through the 'east' corridor.
E - Deepest within enemy territory, it is a large barred dwarf galaxy in closer orbit or a much larger spiral galaxy. Enemy reinforcements could arrive within hours while friendly support from the Rovinar fleets could take longer.
>>
>>24149760
I'm going to have to go with choice: E
High risk = High reward
>>
>>24149760
C. No need for any interference by either side
>>
>>24149885
>>24149954
Let's see what I can get away with in regards to the spam filter this week.

surveymonkey

s/5JZY2WM
>>
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I am against A. and B., if only to make sure we hit that there sphere. got a feeling about it.
>>
We're up to 3 votes.
2 want to hit up C, the other is voting for D.

I've uploaded the survey link to the main page of the wiki. Should I bother to wait much longer or just go with what we've got?
>>
>>24149885
what reward? our goal is to stay alive in the meat grinder clusterfuck of this operation. there will be enough salvage either way.
>>
>>24150388
D here,
>>24150013
C is fine by me, gets as close as E to that there spherical body the Rovinar seem to be hitting.
>>
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Area C is one of the larger dwarf galaxies, showing a tight spiral. It should be the farthest away from enemy support meaning that once you and your allies have hamstrung them they'll be down for good. Your own reinforcements will still take a little longer to get there but that's okay. The important thig is that over all it should be less of a risk to your people. Your standing orders as you recall are still to prevent losses to your unit so that the House can keep building up its fleet strength.

you have a dozen more hours before the launch of the unit so you make sure everyone is ready. Worker tugs and shuttles are sent over with the ECM pods to be equipped to your ships. They're simple modules that latch on to the hull, with a contoured shape to cut down on drag should you enter atmosphere. The EX-K gets six, 2 above and below the launchbays and two more on the tail section. Your corvettes each get two while the frigates get between two and four.

"Sure hope these things work." you say to yourself while folding a piece of aluminum foil you collected from supplies.

"What's that for?" Asks Kavos.

Finishing a crease you pull open a fold and place the foil hat on your head. "Just going to see if I can amuse one of our guests in a bit."

Before you can depart you get a message from Alex.
"You know, if we pull this operation off and end the war quickly enough there might still be time to relaunch the Star Yacht Rally in January."

>Gone for dinner. Any crazy stuff you want to get up to before the fleet begins its jump or just get rolling?
>>
>>24151020
What were the results of the psychological evaluation thingy we had everybody fill out?
>>
>>24151020
Can we talk with Saputo and Winifred about space wizard situation?
>>
>>24149760
I go for E,if the enemy has something important, it will be there or in their homeworld.
>>
>>24151413
Where did you get the idea it is their homeworld?
>>
>>24151455
Read that again. Pay special attention when you read the "OR"
>>
>>24151477
Hm, you're right, sorry. Still a questionable argument for taking galaxy E. If they have something important stationed there, it is probably too heavily guarded for us.
>>
>>24151231
Everyone seems to be doing rather well over all. A few of your pilots have had trouble with flashbacks to when they were captured. Alex has been diagnosed as being a bit less sturdy than in that regard than his training would otherwise indicate. Still he's doing better than he was after the coup.

>>24151340
Saputo yes, Winifred no.

>What say?
>>
>>24151543
Ask what Saputo thinks about Neeran's agenda and what other possible contingencies we can prepare for our men in case Neeran will prove to be up to no good.
>>
>>24151543
I vote nor saying anything
>>
>>24151755
"I don't like it. Too much could go wrong and we only have his word on the reasons for wanting to attend this little party.
We have enough to worry about before hand with these clones. I was able to get a partial force swap for my ships by the way. Glad to hear you didn't have a full blown mutiny. That might have been embarrassing.
But back to the Neeran, you had a hard enough time downing that one before from your reports. This one could be harder. You might want to consider lending your pistol to one of the Marines."
"Any other suggestions for contingencies?"

"Yes. Splinter Claymores on the outside of their armor."

Splinter Claymores are a relatively new field mod marines from other Houses have passed along after being on the receiving end of a few during invasions. Based on directional mines, this version uses splinter ballistic ammo with a built in gyro jet on each round. The result is a wave of high velocity projectiles that can reliably penetrate most unpowered body armor.
>>
>>24151989
Well, giving plasma pistol to Eccord can be a good idea for Neeran and mission overall, but on the other hand we have a chance to never see both of them again.
>>
>>24151989
This is me.

Zero hour. June 30, 4024

Watching your screens you see the other ships begin to accelerate away from the fleet. The Command ship and other heavies are holding position and are soon being left behind. As each unit jumps it's like watching ripples spreading out, rank after rank of ships blinking out with flashes of light across the spectrum.

"House Jerik-Dremine, First Wing. Jumping!" Says Saputo over the House command frequency.
"House Jerik-Dremine, Third Wing. Jumping!" you report as well just before Linda pushes the throttle forward.

The sight of thousands of drive flares nearby after you've jumped is no less impressive than when the expeditionary fleets left Lat'tham space. In fact there might be more attack ships here than there were ships total in that particular group due to losses and damage.


63 hours. Just over two and a half days at FTL. It's not as bad as some of the really long jumps but still, a lot of sitting around and doing nothing. Your ships are closing in on the target dwarf galaxy along with five other wings. You can still use short range direct subspace coms to talk to the rest of the ships in your unit but even that's difficult. At less than an hour out you select what location to hit up for enemy transports to board.

"Time to find a good place to get rid of these clones."

[ ] Small Shipyard. Intel is that it's being used as more of a refit yard. Rebuilding damaged ships
[ ] Asteroid logistics base. A possible small trade hub at the edge of the dwarf galaxy. Minor defenses.
[ ] Sensor array. The local equivalent of a minor nav station, this is one of several such outposts which freighters use to acquire nav data for jumps to other galaxies in the local group.
[ ] Try to find another target (Suggestion?)
>>
>>24152803
Yes, there is a danger of that happening.
>>
>>24152904
>[ ] Sensor array. The local equivalent of a minor nav station, this is one of several such outposts which freighters use to acquire nav data for jumps to other galaxies in the local group.

This sounds good.
>>
>>24152904
>[X] Sensor array

Lightly guarded and critical to finding out where their transports are going.
>>
>>24152904
Shipyard. Salvage ho
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>>24152904
[X] Sensor array
>>
>>24152904
>[ ] Sensor array
cutting they sensors and getting some intel

c:sorrow reoprid says we gonna regret this
>>
>>24152932
>>24152980
>>24153013
>>24153093
>>24153109
4 for sensor 1 for shipyard.

If its anything like similar installations you've encountered before it should be small enough that your wing could easily cripple or even destroy it.
Will you use some of your Marine reserves in an attempt to capture it to provide more data to incoming friendly forces, disable or destroy it to prevent enemy forces in the region from retaking it before the main fleets arrive?

There's also the issue of any transports in the area. Will you try to capture all of them, even the smaller ones that will be harder to hit, or just shoot to kill? Alternatively you could just use some of the SP's you've been provided with at ships that are on the verge of escaping.

So, questions needing answered since people usually skip one if I ask2 of them:
>1) Station

>2) Ships and transports
>>
>>24153452
>>1) Station
Capture

>>2) Ships and transports
Capture bigger ships, demand surrender from the smaller ones, then shoot to disable.
>>
s/K673QFB

wiki page updated with survey link.


>>24153660
>demand surrender from the smaller ones, then shoot to disable.
Note: Smaller light transports will be completely destroyed by even one SP torpedo hit.
>>
Shifting course 3rd Wing heads straight for the sensor array. While not as effective at FTL with most power diverted to the engines, the Blackbird cranks up its jamming.

"One thing's for sure they're going to know we're here."

"Message to all ships once we drop out. Priority is to disable ships about to escape. Kavos, I want spare Marines squads ready to board that station to capture it."

"Yes sir."

Reverting to real space you can see nearly forty transports present around the station. Most are in close proximity but are moving away. A handfull of transports that are farther away immediately jump to FTL.

"Contacts. One Battlecruiser and a mixed squadron of Corvettes and Frigates moving to engage us."

Likely hoping to delay you, not realising they were facing six times their number.

Roll 3d20
>>
Rolled 4

>>24154255
Rolling.

>1
>>
Rolled 11

>>24154278
>2
>>
Rolled 6, 10, 4 = 20

>>24154255
Rolling with a sinking feeling...
>>
Rolled 8

>>24154287
>Last one, good luck - don't have the time to play tonight.
>>
Rolled 11, 1, 13 = 25

>>24154255
Rolling thunder
>>
"Focus fire, I want that battlecruiser out of the fight before it can cause any problems."

The Battlecruiser, an older House Kharbos model has had her forward guns upgraded with a pair of heavy phase cannon arrays. If the pirates had built more of those things you'd take their battlecruisers more seriously on the whole.
Saving your torps, you along with second, third and fifth squadrons open up with phase and pulse cannons. The upgraded Vengeance B that Alex is using now is frightfully efficient in this type of engagement, the pair of spinal mount heavy phase cannons helping the others to batter down the shields on the battlecruiser in two volleys.
The storm of phase cannon fire erodes the forward surfaces of the ship, wiping away her weapons and is soon enough to disable the engines. The escort ships stand even less of a chance.

"Break by flights and chase down the transports. Threaten them once you're in close, disable them if you have to."

You pull away from the others then take up position near one of 5th squadron's flights. The one currently lacking a cruiser as they don't have a LST with them.

"Drop your shields and surrender!" You demand after you and the other ships have hammered the shields on a smaller model of Kavarian transport. It does as you ask but only after one more burst of phase cannon fire buckles its shields. Pulling along side you give the signal to the Scarab that's been hitching a ride on the outer hull.
"Lat'tham troops you to get off my ship for the second time. In this case I'll wish you a bit more luck."

"Thanks for the lift. Detaching now."

The light attack ship pulls away then drifts over to the transport before clamping to the outer hull just behind the forward bridge section.
>>
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The rest of the wing is more than familiar with the scenario playing out, all around you other transports are being chased down. Mike's faster ships are after those at the highest risk of jumping out. Now that you've deployed the boarding craft you cant afford to let any of the witnesses escape to tell which ones have been subverted.

"This is Mike, we've got two escapees, they just jumped to FTL."

"What? How?" you ask.

"Couldn't get the shields down fast enough on some of them with phase cannon. We were worried the SP's would completely destroy the ships. We're carrying Mk 43's, we've seen some of those kill cruisers in one shot it if hit in the right place. "

A smuggler frigate also manages to get out a second later bringing the total to three.

You have one of the fastest ships at sublight and FTL, will you be helping to pursue the escapees?
What other ships will go with you?

>Ships indicated with an orange arrow are your fastest at FTL speed, though not necessarily at sublight. Then again they're all attack cruisers.
>>
Rolled 1, 7, 2 = 10

>>24155464
Forgot my roll. Pray for these to be low.
>>
>>24155670
Well at least the dice screws everyone today, that ought to count for something.
>>
>>24155670
>d8
2 out of 3 isn't bad.

I would be for accompanying Samuels wing
>>
>>24155833
>>24155734
There are three enemy ships all fleeing in more or less different directions. One of them at impressively high speed.

You have 5 ships capable of catching them. (Max jump speed J-26) How many of them are you assigning to chase each one?
Will your ship be one of those in the pursuit or will you stay with the rest of the wing while they secure the area and the station?

Light transport #1 Fleeing at J-19
Light transport #2 Fleeing at J-25
Smuggler Frigate fleeing at J-20
>>
>>24156003
K types from 1st, 2nd, and 4th after Transport #1, #2, and the frigate respectively

Tempting as it is to chase the fast one ourselves, we've got a wing to command.
>>
>>24156151
Sounds like a plan
>>
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You have the other Kavarian attack cruisers in the Wing turn and burn, each heading off after a target a jumping out.

Both of the light transports are headed off into deep space. You're confident that your ships will catch them before they can reach the Warlord's main galaxy. It's actually the slower moving Frigate that could prove the be the bigger problem as it seems to be headed back around for one of the other systems in this galaxy.


While that's going on any ship not occupied with securing transports or tractoring wreckage is closing in on the station. It doesnt have much in the way of defenses and still seems to be of standardized design. It shouldn't take long for your marines to have the station under control.


Roll 2d20 for pursuit and boarding.
>>
Rolled 9, 9 = 18

>>24156431
Rolling Thunder
>>
Rolled 4, 8 = 12

>>24156431

Appearances can be deceiving
>>
Rolled 12, 16 = 28

>>24156431
rollan
>>
Rolled 16, 8 = 24

>>24156431
rolling
>>
The Marines storm the station, rapidly putting down resistance and reaching the control center within minutes. This was thanks mostly to using a shuttle to cut through a number of cargo doors to reach the central sections largely unopposed.


Sam managed to catch up with the fleeing Frigate and knock out their drives in about eight minutes. They were already within the nearest arm of the dwarf galaxy but nowhere close enough to find help. It's now crippled but the problem of what to do about the crew is rather pressing. Sam knocked out its weapons, communications, engines the whole bit before heading back to report in. He wants permission to head back and destroy the ship with all hands aboard before someone else happens along and finds them.
Even if they were to send Marines over to find equipment the crew might use to repair the engines and communications there's no way of knowing if wont find some way once you've left the area. At the opposite end of the spectrum they might be stranded in space for eternity if position information isn't passed along. Especially since you're still operating under jamming.

Another option is to send one of the captured transports to pick up the crew and then destroy the ship but that's time consuming.

In addition to all of that your wave of infiltrated transports have jumped out. This leaves you with the question of how to deploy your heavy strike team for the Commander's mission? Will you be using one of the transports you've captured here or looking elsewhere to cut down on the chances of the two missions being linked?

Survey link
s/8FWBD3F
>>
For the anon wanting to use the Frigate Sam crippled for the Commander's secret mission its current state of repair is somewhat counter productive.
Nice try though.

>Consult Wizard
"I would advise against using ships from the same source but time is of the essence. The sooner we are away the sooner we can find a more secure route by jumping ship elsewhere."
>(what was the reaction to the foil hat?)
"You do realise that if my abilities were based around electromagnetics or other emissions most bodies give off that such a hat would merely act as a conductor? I suspected you would have been more concerned after seeing the induction systems in my kin's armor used to bleed off heat into surrounding metals. Metals like that hat. Now try very hard NOT to think about baked potato."
>>
>>24158609
>induction systems to bleed off heat into surrounding metals

Alright that's straight up cool. One of the issues with our fusion gun is heat dissipation, this solves it. I imagine our plasma pistol has similar if not greater heat buildup problems. If we could integrate this kind of thing into a suit of power armor we could seriously increase our sustainable rate of fire. Plus it could work for other waste heat intensive things.
>>
>>24158756
And this is why so many of you wanted that armor.

Okay, have to be up early for work tomorrow, will resume at some point after 3pm EST. New maps, new threat rating system and a new twist on how to deploy your wing in general. There's going to be less straight up combat over all, unless of course you want to attach your command ship to any particular squadron in deployment.
See you tomorrow!
>>
>>24158908
Thanks tstg, great thread so far.
>>
>>24158756

isn't that also a problem of the holocam with long-term use?
>>
>>24159004
Normally yes. Your emitter after it broke was fully integrated into your armor.
Mr Nxesi modified it and your armor to bleed excess heat into the deck plating of ships through your boots when necessary. This cant be done all of the time as it would give away your position and movement on IR.
>>
>>24158908
>And this is why so many of you wanted that armor.

I didn't even think about that system. I just thought Sonia would have a very turn-of-the-century-big-game-hunter like mindset.
>>
>>24157731
>s/8FWBD3F
We could use that frigate to do the mission...;. Its a fast FTL one, so we could be able to get to them before they are deployed
>>24159578
ditto
>>
>>24159578
>>24163026
surprising, though researching might not have been worth it, as it could just be mostly tech we already have, with some tech we can't use because of -reasons-.

Also, if we get the chance before he goes off on the mission, we should talk to the wizard again, maybe ask about the suit the Neeran was wearing (maybe risky, revealing details of what happened on the Vieona, but I think finding out whether it was Neeran, Pirate, or Hybridized tech could be useful), whether he's put his own battlefield protections up, gone to the bathroom, had a nice meal and packed his lunch so he doesn't get cranky, rested and memorized all his spells for the day, or if he has any reservations about the lat'ham clones he didn't mention because of how important they are to this mission.

Maybe a few of those in the middle aren't necessary, but they could provide useful Neeran information, and we are not likely to meet many non-hostile Neeran before we run into more Rogues.
>>
>>24163026
Maybe you could have if Sam hadn't needed to cripple the ship by shooting its engines off.
You could probably repair it enough to jump short distances in 2-3 days if you used spare parts reserves from a few of your ships.
>>
>>24164695
And the other two ships? Did they escape?
>>
Bump.
>>
poke
>>
prod
>>
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Destroying that Frigate would be so easy to do, take so little time... but would kill everyone on board. You're not sure which you would hate yourself more over later.
"Send one of the transports we captured to pick up the crew. Once that's done destroy the ship, I don't want its sensor logs falling into the wrong hands."

In the time that it takes for that to be carried out your marines finish sweeping the station and call in the engineers. Sentry guns are deployed at every major access point leading to the control centers and main reactors, while trip mines are set in less obvious places. It should delay the pirates from retaking it and be relatively easy if time consuming for the invasion force to remove.

The crew of the station and those of the transports are all being shuffled over to one of the larger craft. It will be sent back to friendly territory with a small compliment of marines and a prize crew. Much the same will happen with the other ships present just you wont be wasting marines on them.

>And the other two ships? Did they escape?
The other two cruisers you sent out to deal with escaped light transports arrive back forty minutes apart. One of the transports was destroyed but it seems the pilot from 4th squadron put in the effort to capture the faster one and bring it back largely intact.

>Super fast thingy might do just the trick
>Capture a ship elsewhere

This might not quite count as capturing it elsewhere but with only a bit of work the rather fast little transport that nearly escaped would help make an ideal insertion vehicle.

Also:
One of your pilots have distinguished themselves as having a good eye for salvage!
Give him/her a name.
>>
>>24172119
Use the captured transport, J-25 is a good feature to have.

Prabhakar Mariam
>>
>>24172119
>Give him/her a name.

Little Sonia Reynard 2. Not quite as awesome and shiny as we are, but getting there.
>>
>>24172119
Jessye Duncan, first thing a random name generator gave me.
>>
>>24172246
Like the idea and the...interesting name.
>>
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Threat ratings for the operation have been revised and are being recalculated by Lt Metharom according to your command style and previous deployments. Given your preference for always deploying in overwhelming force if at all possible, each level will be estimated as a target one of your squadrons should be able to destroy or disable without loss. Should.

A level 1 target would require 1 combat squadron, a level 2 needing 2 squadrons and so on. Some targets are better suited to be hit by Mike's high speed strike unit than others.

You will have a limited amount of time to hit targets in each region as the operation progresses.

As previously mentioned your squadrons have each been outfitted with SP torpedoes giving them 40 volleys. Use of a volley will cut time off an engagement, possibly down to the minimum number for the sector. It will also ensure your ships take less damage in an engagement.

Cloaked ships have been conducting long range recon missions for the past month and determined which areas have the heaviest concentrations of remaining Pirate forces or key industry. Within this dwarf galaxy 3rd Wing has been assigned to deal with 3 oversectors.

The oversector map will display target types as before along with threat rating and time estimated for your unit to deal with it.
(Threat level ___ / Time estimate ___ Hours )

Due to delays you now have 22 hours with which to hit targets in this oversector. Note that deploying the full wing to each sector, while effective, will mean you have insufficient time to reach all of your targets. Enemy forces in the area are conducting withdrawal operations but are not yet on alert. Once they are on alert expect threat ratings to climb.

Which sectors do you wish to target first and what forces will you deploy to them?
>>
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>>24172808
Number of squads and targets. No clue what to send where, I'm sure the other anons have better ideas than I do in that regard.
>>
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>>24172808
Two squadrons lightest on cruisers go to Smuggler Base in northeast while everyone else goes for Logistics Base w/ blue dot

After Logistics base is clear, three squads go to Shipyard w/ orange dot and one goes to Colony w/ orange dot

Once all prior targets are secured, errybody hits up Logistics base w/ green dot

Hopefully 6 hours five sectors, can then make further plans.

Floating one more squadron than assessed threat level at all times just in case assessed threat levels turn out to be optimistic
>>
>>24172808

Before we decide on a plan, do we even have the marine numbers to clear enemy bases that aren't stations?

I know we're to blow anything we can't quickly capture to hell, but what about planet-based stuff? We can't use our main weaponry, so we'd have to land marines to secure them...
>>
>>24172948
Seems like a good enough place to start.

>>24173129
Interesting plan, possibly an effective one. Any particular preference between the two anons?

>Floating one more squadron than assessed threat level at all times just in case assessed threat levels turn out to be optimistic
Something to keep in mind are whether you guys would like to deploy the escort carriers as one unit or split them up between the squadrons. In a longer engagement they can wear nearly any opponent unless you encounter enemy fighters.

>>24173154
>do we even have the marine numbers to clear enemy bases that aren't stations?
You do not. Doing so will also add time to each deployment.

>I know we're to blow anything we can't quickly capture to hell,
Your orders are to destroy as much enemy infrastructure as possible. Capture remains a secondary objective.
>but what about planet-based stuff? We can't use our main weaponry, so we'd have to land marines to secure them...
Starfighters can be deployed to attack ground based targets. In addition all of your ships are equipped with point defense mass drivers which are capable of low yield orbital bombardment.

Bombardment risks more collateral damage while planetary assault with your fighters risks losing irreplaceable starfighter forces.
>>
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>>24173350
>>
>>24172808
first, hit all the 1h/2h, except the ones with threat 3 and 4. then we will manage the rest of our time.
>>
>>24173129
I have to say I like this plan especially if we can time everything right.
>>24173356
Clearly we must follow in the footsteps of General Sherman and implement the "scorched earth" strategy.
>>
>>24173350
>Any particular preference between the two anons?

>>24172948 here, the other anon seems to have spent much more time and thought on his plan. I have no problem going with his idea.
>>
>>24173129
let's go for this one
>>
So, a bit more support for >>24173129
This one atm.
Sweeping through some of the northern sectors while keeping forces in reserve.

4th and 5th squadrons would attack the smuggler base at the top. The bulk of your forces would strike at a more heavily defended logistics station.

Which squadron will remain in reserve? How do you want to deploy your escort carriers?

>>24173363
Or, try to
>>
>>24173703
My plan wasn't really for a squadron in reserve but to always have an 'extra' one somewhere, in the first stage by having two at the TL1/3HR smuggler base, if things got hairy elsewhere, one of those squadrons could disengage and the other would still be able to finish the job.

I was also planning as though there were six squadrons, with the EX-K and the carriers making up for the lack of numbers in 6th.

3 carriers and Sonia with the bulk of the unit, two squadrons and one carrier should be more than enough for the smugglers.

After the first logistics base is clear, one carrier to the colony and two to the shipyard, though Sonia may want to go to the colony as there may be negotiating involved.
>>
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>>24173129
I like this plan too, as it takes the logistics of the enemy out of the picture thus no fast recovery. I the second go we should disable or take the Yards and blow up the Rare element facility or take it. We could just blow it up and not bother, since we can rebuild them if we claim a colony here and not leave it for anyone else otherwise.

We could claim the two colonies, but the Yards are more entertaining to take out of the picture

We cannot take them all out but we could take two of them since we have left 7 hours to spare and we can take.

Here is a draft for the second phase. We split up and blow the military bases. Low Threat lvl and both done in one hour. Then we regroup and take out or take the Yard (3h), and then swoop down on the last colony (3h), thus taking the final colony.

Thus this gives us both colonies possible claimed for the house and if we do so the most claim to this over sector if we can have it.
>>
>>24173703
>Or, try to
Ignore this, was left on from work on another post.

>>24173850
Right sorry, got screwed up a bit. Regardless the question of Carriers remains an important one.

>with the EX-K and the carriers making up for the lack of numbers in 6th.
Your carriers could theoretically deal with 2 threat levels if given time to launch multiple sorties. Again this takes time.

3 carriers and Sonia with the bulk of the unit,
1 carrier with the two squadrons
>After the first logistics base is clear, one carrier to the colony and two to the shipyard, though Sonia may want to go to the colony as there may be negotiating involved.

Anyone else have any additions they'd like to make to the initial attack?
If not roll 2d20 for unit efficiency on the attack.
>>
Rolled 2, 14 = 16

>>24174060

God help us all
>>
Rolled 12

>>24174060
Nope. Rolling

>1
>>
Rolled 14

>>24174079
>2
>>
Rolled 10, 5 = 15

>>24174060
Rolling thunder
>>
>>24174017
Stupid me. Colour Coded. You were using three arms to for the strike and thus only used up 4 hours of the total.

Still I think my second phase is viable with two arms striking the military bases hard and fast and then recombining to take the colony and yard. It is a good flow up.

After all that we can hit the Threat 4 Rare element with all we got, giving it all 15 h thus far with all the list, and leaving us with 7 h to clean up the rest, with no threat 4 left, allowing us to take the final shipyard while letting squadrons single highhandedly take out the smuggler and other time intensive operations, after we have smashed the majority of enemy threat's and location without fear of freak reinforcements or reshuffling.
>>
Rolled 4, 6 = 10

>>24174060
They see me rollin'
>>
>>24174100
We should probably wait to see if there are any changes to the overall situation after we hit our current targets and then pick our next course of action.
>>
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>>24174139
graphtheorycoloreddotsanon here with preliminary planz

Red phase:
>Currently underway ~6 hours
Blue phase:
>4 Squads + Sonia to Colony, while 2 Squads hit base planet and then mining op ~3 horas
Green phase:
>Everyone attacks shipyard ~3 hrs
Yellow phase:
>4 Squads hit Rare element, one Squad hits smuggler Base, one Squad hits military base then rare element ~240 minutes
Purple phase:
>3 units each to mine and shipyard, more support elements for shipyard op ~1/6 days
White phase:
>Two units to Mine, overwhelming force of four units with carrier support attempts to clear smuggler base in two hours or less.

22 hours all sectors clear. Assuming no changes, no losses, and negligible travel/reorg time, but phases can be cut or reordered as the situation develops and casualties mount exponentially.

White and yellow are lowest priority, as I imagine a bunch of mining and smuggler operations are less threatening to our objectives than military installations.
>>
You head off with the main group, targeting a logistics base. As soon as you enter the system you can see that it's a large complex. A number of modular stations have been constructed with additional structural frames holding cargo containers and spherical fuel pods.

A trio of Battlecruisers, a few Standard light cruisers and two carriers are on patrol. The station defenses themselves are rather weak. The addition of a few defense platforms to help guard the cargo yards could have made things much more difficult. More time is spent setting up for a good jump in then the attack itself.

The locals notice immediately once the blackbird extends the range of its jamming to encompass most of the system. Despite some last minute activity there isn't enough time for them to prepare any meaningful defense or jump ships out of the system. Your people don't waste time getting in, taking out the cruisers and suppressing base defenses. 3rd Wing's starfighter cover and point defense are enough to handle the local fighters long enough for a squadron of attack bombers to take the carriers out of the fight.

"Recover fighters. All ships target the stations and cargo yards with phase cannon. Don't waste ammo we'll need later."

Fifty two minutes after jumping to the system the Wing pulls out, splitting up into two groups.

You take an Escort Carrier and head off with 1st squadron to target the colony. Your other two carriers go with 2nd, 3rd and 6th squadrons to target the shipyard. If they move fast they might be able to duplicate the results here. From those recon reports earlier that yard was just being used for ship refits.

Roll 2d20
>>
Rolled 11

>>24174722
Rolling thunder
>>
Rolled 19

>>24174722
And last one.
>>
Rolled 2, 12 = 14

>>24174722
cool
>>
Rolled 13, 11 = 24

>>24174722
Rolling
>>
>>24174426
Going to need to rotate crews or issue a lot of amphetamines to maintain 22 hours of combat.
>>
Rolled 1, 10 = 11

>>24174925
Yeah, it is far better if we just call them "combat drugs".
>>
>>24174925
It also assumes that the enemy doesn't concentrate their mobile assets to mount a better defense, and that they don't launch any counter attacks. And that we have no allies I suppose.
>>
>Best of 3 rule kicking my ass.
Your luck will run out some day!

>>24174925
You did it all the time back in the Smugglers Run.

1st squadron jumps into the system then aligns for a followup micro jump to the world the colony is on. Your jamming pods are more than enough to block the system com network and soon your ships are descending into low orbit. Navigation is... interesting as the planet has several rings, an unusual sight for an inhabited planet. Networks of impact craters are easily seen from orbit. The beautiful view from in space or in the ground is obviously not without a price.

The small cities that dot that planet are for the most part built within the rim of some of the larger craters. They have planetary shields protecting the cities but they're listed as secondary targets. There are plenty of cargo tugs operating in orbit, most towing asteroid fragments.

"They're dropping asteroids from orbit at planned locations." Reports Arron "The drop sites are, oh wait I get it. Atmospheric processors and industrial metals production are in the same areas. They chew up asteroids dropped from orbit to help pump out gasses for use in terraforming. The metals and leftovers are processed and used for construction."

"Probably starship armor production." Adds Kavos.

"There are planetary shields protecting the industrial zones but most of their power is diverted to repulsors used to slow the incoming asteroids. If we damaged or destroyed their reactor complexes the falling rocks would do our job for us."

"Or we could ask them to evacuate the industrial zones and surrender to our allies once they get here?" Says Linda.

"That's more than forty hours." your upstart sensor officer points out.

>What do?
>>
>>24175208
I'd prefer the solution that does as little damage to the planet as possible. I'd guess an additional source for starship grade armour is always good to have.
>>
>>24175208
Destroy the asteroids and the planetary shield in one go.

Demand for the colony to surrender, or we shall send asteroids to destroy their planet.

Oh, any enemy ships?
>>
>>24175208
Deestroy orbital defences and order the ships to land. Explain that if they try to send a ship away you will detonate the generators.

Have a squadron there until the allies arrive to enforce your menace and use the others to continue fighting.
>>
>>24175410
Tying up a whole squadron for that long isn't a good use of resources.

Take out the shields over the industrial zones, leave the cities as they are
>>
>>24175395
>any enemy ships?
None at the moment but once you're gone someone on the planet will likely start screaming for help over long range coms.

>>24175410
>Deestroy orbital defences
All defenses are ground based except for the sublight tugs.

>Have a squadron there until the allies arrive to enforce your menace and use the others to continue fighting.

Note: 3rd Wing is scheduled to be operating in another oversector when the main fleets arrive.
>>
>>24175468
How much jammers would it require to block the planet's communications?
>>
>>24175490
Not that much. It would be easier to deploy starfighters and destroy the com sats in orbit then jump a few corvettes to destroy the big com stats elsewhere. It would take about 40-60 minutes Kavos figures.
>>
>>24175468
Our orders are to destroy enemy infrastructure.

>Do they have infrastructure?
If answer is yes.

Then this is easy, destroy any industrial capability.
>>
>>24175537

I like this plan.. Knock out all their comms, leave a nice and tidy colony to take over later..

This colony seems damn valuable... What does our Wizard have to say?
>>
>>24175537
Okay, if we can knock out their communication that might be enough.
>>24175599
That is a good question: What DOES our wizard say?
>>
>>24175599
>>24175645
Svidur, Jing Ki and the infiltration team remained behind at the sensor station after boarding the captured light transport. Their crew were going to take an hour or two to check over the ship before heading out. If something went wrong they planned to borrow one of the other captured transports to reach another port where they could steal a better ship.
On that note, did you give Ki or Ecord your plasma pistol?

s/JXVJMKL
>>
>>24175795
>On that note, did you give Ki or Ecord your plasma pistol?
Voted for yes, but put some kind of tracking mechanism on it.
>>
>>24175795
I vote for yes, we gave him the pistol.

We shouldn't need it and we will eventually get anothher from the republic researchers.
>>
Rocks Fall, they die.

While it would be awesome to capture this place intact, the risk that they'll have some way to raise the alarm and cause our force to take avoidable casualties is too great.
>>
Rolled 10, 14 = 24

>>24175208
We could demand their surrender or Rocks fall.

Then We could blow up every ship and FTL com in the system and leave a squad or a couple of ships, enough to ensure that rocks may still fall, after we blow up the generators to keep the threat up... Not the greatest JD conquest, but one none the less.
>>
Initial tie broken, lets do this.

btw, since I didn't directly answer that question before you'd need 2 corvettes with jamming pods to remain in system. That or attach them to an existing satellite. In a system filled with sublight asteroid tugs. That would end well.

Linda's plan on its own wouldn't stand much of a chance but with some assistance it could still work out. You switch channel and contact Verilis.
"Deploy starfighters. Shoot down any com sats or FTL communications arrays." Next you order coms to transmit demands for the colony's surrender. The administrator or whoever it is in charge of things is more interested in discussing terms and what the planet's leadership could get out of it in return for a peaceful transition.

You tell them in no uncertain terms that they have until the com sats are cleared to surrender or face the destruction of their main industrial centers. It doesn't take them long to capitulate at that point and you inform them that allied ships will arrive shortly to take control of the colony. Hopefully they don't get up to too much trouble over the next few days.

Your people finish up within the 2 hour time limit and you head out to the edge of the system until the corvettes can finish up.

The holster on your leg feels even emptier than it looks without the reassuring weight of your plasma pistol there. Maybe you could ask the techs to scale down a Shallan fusion gun to pistol size? They're a bit bulky. No, that could take a month or two. You'll need to find a good replacement weapon for the short term.
>>
>>24176822
Are there any more conventional hand cannons still in circulation? Massive recoil isn't a huge problem for power armor.
>>
More wrist mounted weaponry would be cool. Leaves the hands free for other stuff.
>>
All three groups from the Wing arrive at the edges of the last system in the initial string of targets you chose. The timing isn't exactly the same, in fact you're one of the last squadrons to arrive on station.

"Well that's embarrassing." you mutter.
"We're not late, we're right on time." reminds Kavos.
"Still."

Contact the others it seems they managed to prevent anyone from getting a signal out but given the number of wrecked and stranded ships around that shipyard half the wing just attacked... that's only going to be a matter of time.

"Alex, Siri, how was that smugger base?"

"Difficult to get at sir. If the other Factions hadn't spent a few days looking for it we never would have found the thing let alone dealt with it."

Checking the data on the system and comparing it with your own unit's scans it looks like this Logistics base is buried just as deep underground as the one 4th and 5th squadrons just hit.

"A moon around a gas giant. Sections of the complex are deep underground to protect against radiation. Heavy starship sized blast doors at the entrances are protected with shields and phase cannons, just like our shipyard back in the Run."

Great.

"There's also a refinery platform in low orbit of the gas giant. They send up tankers to the base at regular intervals to a docking port that's a safe distance from anything else. Presumably it could survive a tanker exploding and wouldn't take long to repair if there were an accident."

[ ] Hammer the shields and doors open (SP's may help)
[ ] Try to put a team aboard a tanker to infiltrate (Warning: time consuming)
[ ] Use starfighters to weaken outer defenses prior to assault
[ ] Ask your pilots (Roll 1d20)
[ ] Other
>>
Rolled 20

>>24177420
>[ ] Ask your pilots (Roll 1d20)
Never a bad idea to ask for advice. We don't have to follow it, after all.
>>
>>24177441
You say that, but the dice say otherwise.
>>
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>>24177441
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>>24176956
>>24177136
There are wrist mounter SMG's which work better on armor. There are also SMG's that better fit the length of the forearm and aren't actually mounted.
The micro RPG launcher that can be fitted around the barrel of the X-ray laser could be modified to be wrist mounted.
Some of these ideas would not work so well as a sidearm outside your armor.

Many Terran firearms manufacturers still produce ballistics weapons in a wide variety. Everything from gyrojet weapons like Linda's pistol to knockoffs of the M1911. Assault and battle rifles in addition to carbines are the only ones that can be equipped with splinter ammo at the moment.
You could probably find or request a custom high caliber pistol class weapon using APFSDS rounds or a modified gyrojet with a penetrator.
Basically when it comes to ballistics, if you guys can come up with a design, throw it at me and I'll tell you if you can get away with it.

"This is Hafnar sir, I have an idea but it's been awhile since I've flown a starfighter."

"What's the idea?"

"That tanker fuel docking port, I was in a unit that attacked one of them before and saw one of our people pull of a trick. Apparently they're normally built with plenty of spare room so that shockwaves don't carry between different pipes. If you have a starfighter that's small enough you can fly through the gap and into the station interior. This one was probably built by the same House contractor decades ago."
>>
>>24177420
>[X] Other

It could survive a tanker explosion ay...maybe we should just ram the entire refinery into the base then?
>>
[ ] Hammer the shields and doors open (SP's may help)
[ ] Try to put a team aboard a tanker to infiltrate (Warning: time consuming)
[ ] Use starfighters to weaken outer defenses prior to assault
[ ] Attempt to send starfighters into the base (You only have a handful of fighters small enough to fit.)
[ ] Other
>>
>>24177858
Assuming guided gyrojet rounds are possible, how expensive would they be?
>>
>>24178022
[X] Attempt to send starfighters into the base (You only have a handful of fighters small enough to fit.)
>>
>>24178141
3x as expensive as normal ballistic ammo. Compared to the rest of your gear? Pretty cheap.

>>24178146
Did you want to conduct any kind of attack on the doors at the same time? Or just jump in a ship nearby with them on it and let the shenanigans begin?
>>
>>24178214
Not the guy you're replying to, but some slight hammering to draw their attention off our fighters might be helpful.
>>
>>24177858
Seek volunteers for suicide mission among starfighter pilots. Be prepared to implement some kind of raffle if too many want to do it.

>Ballistic sidearm
As tempting as it is to ask for a bolter or a space deagle, It seems to me like low-caliber high velocity armor piercing bullethoses are really the way to go.

How crazy can we get with magazine capacity and fire rate in a handgun form factor if our projectiles are something like 3mm fl├ęchette?
>>
>>24178214
I would say go with >>24178243 suggestion and knock on their door to get their attention while we slip in.
>>
>>24178304
>How crazy can we get with magazine capacity and fire rate in a handgun form factor if our projectiles are something like 3mm fl├ęchette?
That depends on- you know what that reminds me of something. You want a mass driver pistol?
It wouldn't have the same kick as the rifle but the the ammo capacity would be quite high.
>>
>>24178373
mass driver pistol sounds promising
>>
>>24178373
I guess the real issue is stopping power/armour penetration. The plasma pistol had tons, we need to find something similar to fill that hole in our arsenal. Using existing tech would mean we could get more than one to outfit our marines. Might be horribly expensive, but small arms are peanuts compared to the cost of outfitting a starship anyhow.

Since the wiki doesn't have it can you post our current infantry arsenal?
>>
>>24178022
What can one star-fighter really do inside the base?

Can it carry a few nukes for a example?
>>
>Since the wiki doesn't have it can you post our current infantry arsenal?
Oh man, that's a lot of stuff. Sure I'm forgetting some things.

Ballistic Pistols & SMG's (Various)
Wrist mounted SMG's
Pulse Pistols (Stun option)

Ballistic Carbine (Silenced option)(Splinter ammo option)
Phase Rifle (Stun option)
Mass Driver Rifle

Sniper Rifles (Ballistic, laser)

Shotguns (TONS of ammo options)
Dedicated grenade launchers

Shallan Fusion Gun (Primarily anti-infantry, anti tank at short range)
Plasma anti-tank gun
Anti-tank RPG's/Missiles

Flashbang
Frag
HE grenade
Incendiaries
Halfmoon breaching charge
Stun pulse grenades (reusable)

Monoblade
HF-Blade
HF-Blade knife/bayonete (Marine veterans only)
Republic monoblade bayonets
Repulsor Gauntlet

Republic Tac shields
Smart grapples (A few)

>>24178678
Yes actually. Or a single torpedo.


>Seek volunteers for suicide mission among starfighter pilots.
As usual there are enough to spare.
>Be prepared to implement some kind of raffle if too many want to do it.
They've got it under control it seems.

After spending a few minutes shuffling starfighters around you get ready to jump in. The handful of light fighters (all older Kavarian models you captured from a transport just after leaving the Run) are all aboard Daska's Cruiser. Her large subdivided aft launch bay may not have much in the way of additional storage space but all of the fighters can be dumped at the same time.

Roll 2d20

>I wont be able to continue tonight though. Will resume again tomorrow at the same time.
>>
Rolled 12

>>24179030
Dice! Roll no. 1.
>>
Rolled 2

>>24179186
And the secont one.
>>
Rolled 4, 8 = 12

>>24179030
>>
>>24179030
What does HF blade mean again? High frequency? That's the one we usually use in boarding actions right?
>>
Rolled 3, 12 = 15

>>24179030
>>
>>24179384
>>24179186
Two 12's..
Good thing, those rolls were getting sketchy for a second..
>>
>>24179030
I have some ideas but I need to know how many things we can carry at once using power armour. And we are right handed I assume? Lots of options.
>>
Bump.
>>
Rolled 3, 17 = 20

>>24179030
Rollin' Rolling' Rollin'
>>
>>24179300
>High frequency? That's the one we usually use in boarding actions right?
Yes and yes.

>>24180246
Right handed is the most common so I went with that, though you can use a pistol in either hand equally well.

>how many things we can carry at once using power armour
2 rifle class weapons, 2-3 pistol class weapons (both thighs, small of your back) and grenades on your harness.

See you guys after 3.
>>
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>>24179030
Sonia's Podracers back in action! From Heavy Carrier's bay to a fuel docking port they gonna bring in some destruction!
>>
bump
>>
bump
>>
Rolled 1, 20 = 21

poke
>>
>>24188014
>1, 20

Your failure has succeeded.
>>
>>24188014
>Fighter pilot crashes but creates a chain reaction that brings the entire refinery crashing down and destroying the logistics base.
>>
Give me a bit to get rolling.

Letting everyone know now that next week's game is canceled. My tax consultant decided to reschedule and don't know when I'll have free time.
>>
>>24189754
>Letting everyone know now that next week's game is canceled. My tax consultant decided to reschedule and don't know when I'll have free time.

Wow, I hope everything is going to be okay. You rarely cancel a session outright.
>>
>>24189848
Will probably be fine but I've been putting it off too long and just won't have enough time otherwise.


"Escort Carries jump in at a good safe distance. Don't deploy starfighters unless they do."
All four captains acknowledge and signal ready.

Wanting to only draw the attention of the defenders, not try to defeat them with the bulk of your fleet, you send in your first four squadrons and the escort carriers. 5th and 6th can jump in to help hammer the doors open if it turns out to be absolutely necessary.

Your squadrons provide a very convincing opening attack, performing an alpha strike with a volley of torpedoes. Defenders hurriedly raise shields and return fire with the phase cannon turrets on that side of the asteroid. Your ships break formations trying to split the defender's fire and prevent it from focusing on one ship.

Plugs that have been cut into the surface pop up in a few places exposing torpedo batteries. Each fires off a string of torpedoes before retracting to reload. They'll be hard to take out due to the shields and natural armor provided by the rock. You wince as one of your cruisers take a full torpedo salvo but it quickly pulls back out of range, taking cover behind some frigates for a moment.

On the other side of the base the tanker pulls away and makes a run for the gas giant.

"Now."

Daska jumps in on that side of the base, using emergency thrusters to side step the tanker then pulls a 180. The aft launch bay doors on her Scorpion slam open and five starfighters fly out, aiming straight for the fuel pipes.

"I hope for our pilots sake the locals didn't think to correct that problem." Says Hafnar. "I really wish I was at the helm of a fighter with them."
>>
Daska maneuvers to keep her drive exhaust away from the fuel pipes and the fighters. Her point defense opens up on the transport, aiming for non-vital areas to help convince the crew to get the hell out of there.

All five fighters fly down past the connection point looking for a suitable entrance, all the while trying to increase their spacing. Closer to ground level one of the fighters disappear and it isn't long before the others head to the same location.

"Escape pods leaving the tanker." points out Arron.
"They're not going to-"
"I think they are."

You cant contact Daska from where you're observing the battle and by the time you could jump in the other squadrons it might be too late. The tanker turns back towards the fuel terminal. On one hand if they ram it they're doing you job for you but on the other it will seal the base closed and might kill some of your pilots.

Daska figures out what's going on only a second later and cranks her engines to full burn trying to get clear. Waiting as long as possible she fires a pair of SP torps from her aft launchers. To the credit of the ship builders the first torpedo doesn't destroy the ship, though it does compromise some of the stasis fields used to help contain fusion fuel at high pressure. The second torpedo sets everything off in a massive fireball, with Daska's ship an easily distinguishable dark spot moving away.

You can almost hear her cursing.
>>
Ships from the squadrons bombarding the base are managing to rotate out quickly enough to prevent any serious damage. By your estimate it should take four and a half hours, not three, to disable the base shield. If you committed the rest of your ships it would take much less than that but you're only a short amount of time in.

After twenty minutes of watching and waiting you're beginning to wonder if the plan was really such a good idea. What can a few starfighters do against such a large base even from inside? Then Arron begins to report that the shields are decreasing faster than they should be. Backup generators or power reserves must have been cut off. A few minutes after that one of the outer doors begins to retract.

"Get everyone in there now." You switch to unit coms and order both your remaining squadrons to jump in system. After you arrive you tell the carriers to launch fighters while the starships focus on battering down the weakened defenses.

"Partial collapse of the shields."
"We'll need to maintain fire against the rest of the base. to keep them from recovering." Says Kavos.
Phase cannon fire from your ships spreads out in an attempt to weaken the shields around the hole. The starfighter meanwhile head for the gap.

Three squadrons of interceptors lead the way in case the enemy have started launcher their own inside. They're followed closely by attack bombers loaded down with nukes and torpedoes. Flashes from explosions back light the open door, aided by reflections off the escaping gasses.

A trio of light starfighters are the first to come streaking out of the base. The rest of your fighters are close on their tails and are followed themselves by another fireball erupting out into space. Shields and base defense cannons start to run out of power shortly after.
>>
Two of the five fighters that were sent in were destroyed. The first when encountering a barrier the locals had welded into place to block the tunnels. The lead pilot had enough time to warn the others and shoot out a hole not quite large enough for his fighter. The second was lost when the tanker explosion caused a partial collapse of a fuel pipe. Had the tanker rammed the docking port instead it likely would have gotten them anyways.

Your fighters that flew into the base to destroy the interior sustained losses but they were not severe. Then again you can't replace your losses out here.

Removing the remaining defenses takes the rest of the next hour but is still done faster than the original estimate.

>Place 3 Pilots from the mission in reserve? Y/N/Other?
>>
>>24192689
Sure. BtW, what are we doing with all the ships we are defeating?
>>
>>24192689
Give them the option. Inform them they'll be getting a bonus and probably some medals.
>>
>>24192689
>Place 3 Pilots from the mission in reserve?

I would favour this, those guys definitely deserve some rest. However, give them the chance to rearm and join the battle if they wish to.

>Two of the five fighters that were sent in were destroyed.
Did the pilots make it? The lead pilot's loss sounds like he might have a chance to leave his craft before it was destroyed.
>>
Also sorry for the long gap between posts there. Had some major writers block for a bit so I went and grabbed some food.

>>24192742
Crippling them badly or destroying them. There wont be any salvage teams from your House in the area for the foreseeable future so what would you like to leave behind?

>>24192768
>Did the pilots make it?
One of them is certainly dead.
Roll 1d100 to see if the others pulled a Macross level falling person grab.
>>
Rolled 57

>>24192909
>>
Rolled 3

>>24192909
Rollin thunder
>>
Rolled 39

>>24192909
Rolling!
>>
>>24192922
I doubt it's good enough, but damn, that guy would really deserve to live.
>>
>>24192922
as the best roll, he either he is dead or is painfully glad for future medicine.
>>
>>24192909
Interstellar space is big. Theoretically we could tow the hulks someplace close by but far enough away that no one could be expected to stumble over them. Probably not worth it for anything other that attack cruisers though. Logical place would be somewhere above the eliptic.
>>
>>24192980
I'd guess we have to put him in the freezer, if he survived. Good thing we bought those stasis units.
>>
>>24192922
>>24192935
>>24192938
Nope he's dead.

Ejection seats fire upwards to get the pilot out of the way of the fighter barreling on to it death in most cases. So he either did eject and struck one of the pipes/tunnel wall, stayed in the fighter when it exploded, or the cockpit was shorn off and thrown to the far end of the tunnel where it impacted.
None of them are looking terribly positive.

>>24193007
So, you guys want to tag the wanted wrecks with subspace beacons set on a time delay then chuck them into deep space? It you throw a ton of ships out there expect a higher chance of the wrecks being detected. Someone will then get wise and bring a bunch of salvage teams out here.
>>
>>24193138
Just a couple of the more interesting ones then.

We don't have a lot of time to fool around with anyway.
>>
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Due to moving quickly you've shaved some time off of the completion estimates taking only 5 hours to complete 6 hours worth of work and with a minimum of SP torpedo use.

* <- Red marker on the map. The refit yard you raided will likely be one of the first places you've raided to be able to send out a distress signal. There's just too much for any survivors to salvage from all the wreckage. Eventually they'll put together a means of signaling for help. More will be added as you attack more sectors.

Where will you guys be attacking next? Will we be following one of the previous plans?
>>
>>24193388
our primary targets should be the remaining two shipyards and the two military bases, then the colony. If we take those out, all that's left are the smugglers and some mining operations.
>>
>>24193388
Blue phase from this post:
>>24174426

6th squadron, another squadron, and two carriers to hit the planetside military base and then the mine, everything else to the colony.
>>
>>24193543
have two squadrons hit the military bases in succession, then target the 2/2 mining planet. Everyone else takes the 3/4 Shipyard, then combines to take out the last shipyard.
>>
>>24193589
Yes i like that plan too.

It would be nice if we can have this entire oversector for out House after this.
>>
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>>24193719
>It would be nice if we can have this entire oversector for out House after this.
Technically its neutral territory not claimed by any of the Factions.

So, we've got an anon for the plan on the left and possibly 2 for the plan on the right? Anyone else?
>>
"Arthur, Mike, take two carriers and head out to the military base I'm designating. It's ground based so you may need the fighters."

Both acknowledge and move off.

"Everyone else we're going after a harder target. There's a threat 4 colony that needs to be investigated. and we're it."

While the navigators plot the jumps necessary to get you to the next area you ask Kavos to find out why this particular colony has such a high threat rating.

"The Kavarians must have established a production facility there back in the Faction wars. This region of space was one of the last strongholds after the government capitulated. The locals must have eventually pushed them out and captured the factories before the Factions cleared out the remaining Kavarians."

"So we could be looking at a lot of fighters."

"Yes."

Arriving at the edge of the system scans reveal the presence of a handful of Vengeance types and some transports docked at an industrial station in orbit.

"What's on the station?"

"Torpedo production line, it's been brought in from elsewhere. Probably stolen. Fighter bases on the ground. Docking space for four fighter squadrons on the station. Uranium mining operation in the asteroid belt."

>your orders?
>>
>>24194834
target the station. SP torp to the fighter bay. try to not totally destroy the Vengances though.
>>
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>>24194883
Ok. And what do you want to do about the ground based fighters and the starfighter production line(s) on the planet's surface?
>>
>>24195052
Ground based fighters are worrisome because there could be A LOT of them.

Surgical strikes on production facilities and then fuck the get out because going up against swarms of fighters is a bad idea.
>>
>>24195118
this works. Until we take out the remaining shipyards we don't have the flexibility to take our time with things like this.
>>
Rolled 3

>>24195118
>>24195192
Okay so nothing fancy, have ships jump in close enough to bombard surface targets with mass drivers?
Will you try to target fighter bases as well, or just the production lines?

This is all in addition to the strike on the station.
>>
>>24195321
yes
>>
>>24195321
Fighter bases would be nice. Before they can scramble if possible. Something that will ruin any launch facilities.

Thus allowing us to return after we clean up the orbiting fleet and defenses to blow them up on the ground.
>>
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Roll 5d20
>>
Rolled 1

>>24195384
So many rolls...
>1
>>
Rolled 8

>>24195391
Awesome start.
>2
>>
Rolled 9

>>24195397
Not very impressive so far.
>3
>>
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Rolled 5, 14, 15, 11, 7 = 52

>>24195384
>>
Rolled 14, 19, 5, 9, 16 = 63

>>24195384
>>
Rolled 2

>>24195407
I hope the other anons will have more success.

>4
>>
>>24195422
That seems a okish Vengance Type design...
>>
Rolled 5

>>24195432
Whoa, and the last one,
>5
>>
>>24195433
>That seems a okish Vengance Type design...
I would have preferred it for the Taiidan Mothership honestly. Though the other concept art would have worked just as well.

"Daska I want that station's fighter launch bays gone. You're go for SP torp use. Cripple the Vengeance types if you can, one of our allies might be able to patch them up later. Everyone else we're on bombardment duty. Jump in, target the fighter production facilities then get the hell out of there. Understood?"

Your starfighters all load missiles and prepare for interceptor work.

Every ship is going in. You want the carriers nearby in case they're needed. Still, they're on the lookout for enemy attack bombers.

1st, 2nd and 4th squadrons jump in well placed to attack their targets, 5th squadron a bit less so. Daska's unit is soon engaging the station and its defenders. A few of the cruisers disengage from the station, including a custom model you haven't seen before which begins laying down a missile barrage.

Mass Driver fire from the wing lights up the skies over the production centers. 1st squadron's target is the first to be hit. The hail of metal slugs impacting with a force equivalent to some of the larger non-nuclear munitions. You doubt there was even time for them to sound evacuation alarms.
The second production line is hit a moment later to similar results but the third doesn't take quite as much damage.
"This is Alex, the third site is out of commission but enough of the surrounding area survived that they might be able to rebuild. Be advised they're trying to raise shields around the bases and cities."

"Continue firing. We have to take as many of them on the ground as possible."
To say that it was raining fire for large swaths of the planet would be an understatement. Anything resembling an airfield or bunker complex capable of housing starfighters is being shot at first and asked about later.
>>
"Detecting ground based squadrons now launching from all bases and some of the cities. Correction, it's all of the cities. Complexes in some of the towers are are using launch repulsors and boosters to put Modified Z5's into orbit faster. Some of them might, er, WILL be on us before we can break orbit."

[ ] Retreat, best possible speed
[ ] Deploy fighters to cover retreat
[ ] Deploy fighters, use particle beam point defense for cover, continue bombardment
[ ] Other

>And I'm going to have to call the game here AGAIN. We're only just about into 200 post range so we can keep this rolling tomorrow afternoon if you guys want to.
>>
>>24196970
>[X] Retreat, best possible speed
We managed to do what we came for.

>And I'm going to have to call the game here AGAIN. We're only just about into 200 post range so we can keep this rolling tomorrow afternoon if you guys want to.
I'll be here.
>>
>>24196760
Its going to be karma to end up in charge of this colony after the war is over.

They are going to so love us...
>>
>>24196970
[x] Retreat, best possible speed
>>
>>24197127
Also under
>continue bombardment
should be
>Bombard cities
>>
>>24197177
I'd prefer if we did not do that.
>>
>>24196970

Damn. Is there any part of that anti-bombardment treaty that says we can't drop chunks of a wrecked station onto a planetary target?

Silencing the colony so they don't immediately raise the alarm once our force leaves with it's jamming gear would be nice, as we'll be able to hopefully minimize our losses at the next targets.

If this isn't reclaimable Dominion space we can earn for our House, screw whoever gets it next.
>>
>>24196970
[x] Deploy fighters, use particle beam point defense for cover, continue bombardment and start bombarding the cities.
>>
Going with [X] Retreat, best possible speed
>>
Could we only bombard non cities instalation and simply plink fighters with PD and interdict launch vectors with beams and heavy beams? They might not be enough to hurt ground targets but they might be enough to damage fighters and fuck up their ascent to orbit
>>
Infantry mass drivers are coilguns right? Would it be too big to mount a mass driver pistol on our wrist? We could have one on the right arm and put an SMG on the left arm along with the repulsor gauntlet. Combined with our sword that should allow us to engage most targets. Assuming the mass driver has enough punch to threaten power cell armour at least.

If we need anything heavier we can carry it in rifle form.
>>
Bump.
>>
And another bump.
>>
>>24197713
It (was) an 1800m long station used to build torpedoes. Even if there werent nuclear munitions onboard it would count as a colony drop if a small one. Your mass drivers are already close to treaty limits some of the time.
Still you might get away with it provided none of your people talked. You also have some mercenaries in the unit. If they were to attack the cities you could potentially get off without being charged with warcrimes.

>Could we only bombard non cities instalation
That's what you've been doing. The only obvious ones were initially those outside the cities, though some may have been located near them.

>plink fighters with PD
Be aware that they'll be within maximum torpedo range at that point.
>interdict launch vectors with beams and heavy beams?
Directly targeting them with phase cannons can be difficult as they're small mobile targets. There might be a trick that could work if you're willing to risk a possible treaty violation.
If you were to fire beam weapons through the upper atmosphere of a planet but not at the planet itsef, the shockwaves would shake up craft still within the atmosphere rather badly. I pulled this with an Eclipse sized super laser in a Star Wars game once.

>Infantry mass drivers are coilguns right?
Nope, or at least the ones your people have been stealing arent. They use a series of tiny repulsors to accelerate the projectile. They also blast any air that's in the barrel out of the way so that the projectile can't heat up anything inside the weapon.
>Would it be too big to mount a mass driver pistol on our wrist?
Not at all, but the barrel might be a tiny bit shorter unless you have one that extends when you take aim.
>>
>>24208455
What's the attack cruiser salvage look like for this attack?
>>
>>24208455
How much damage would this do to the planet? Would it be something that we could get away with?
>>
>>24208455

I'm all for ignoring that treaty that the enemy ignores, especially when it is likely to save lives of our people.

If the cities are launching fighters, they're a military asset and a valid target.
>>
>>24208455
>Still you might get away with it provided none of your people talked. You also have some mercenaries in the unit. If they were to attack the cities you could potentially get off without being charged with warcrimes.

I still don't like it. At all. It'll just cause problems down the road, and we've always been rather successful with finding alternate solutions when it came to planetary sieges.
>>
It's not atrocity

Advice_Tauren_Concordate.jpg

if you never signed the convention.
>>
>>24208455
If you were to fire beam weapons through the upper atmosphere of a planet but not at the planet itsef, the shockwaves would shake up craft still within the atmosphere rather badly.
That sounds nice. It was what I intended. Of course i wanted to shoot on their general ascent vector and not care what the backdrop was so that the beam was as dispersed as possible and perhaps engulf multiple fighters (not targeting individual fighters)...

I guess early sub orbital approach can be interdicted in a similar way and not have the planet as a backdrop...
>>
>>24208455
Let's just get the fuck out without committing any warcrimes.
>>
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>>24208540
>What's the attack cruiser salvage look like for this attack?
3 of the 4 are salvageable but good luck ever getting the chance. In the time it would take to tow them out of orbit your ships would be mobbed by starfighters.

>>24208789
>How much damage would this do to the planet?
The station/colony drop? Actually not that much because of a low orbital speed.
High altitude beam cannon airburst? Variable. It might not even cause much ground side damage unless someone misses.
Direct bombardment of the cities could cause a great deal of damage but its likely the shields of a few would be able to survive your mass drivers.

>Would it be something that we could get away with?
Dropping the station you'd get a reprimand at the very least. Airburst, depends if you screwed it up. Direct bombardment of the cities? Everyone will bitch at you but as long as you don't up your game to nukes and phase cannon you might get away with it.

s/5CT66NC
>>
>>24209572

... any chance that station will just naturally fall onto the planet?
>>
>>24209572

...wait hang on, that's the Ministry of defence, not the Chinese embassy.
>>
Rolled 3, 10, 15 = 28

>>24209687
In a month or two without intervention.

>>24209723
Must have been a clerical error.


"All ships, make for the edge of the gravity well best possible speed."

"Sir, do you want to deploy fighters?" Asks one of the carrier captains.

"No, it'll take to long to recover them before jumping."

Ahead of 1st squadron's flight path there are four fighter squadrons rapidly climbing into orbit. "Damn. Kavos, direct the gunners to fire through the upper atmosphere of the planet in areas where starfighters are present. Avoid hitting the surface, just create an air burst.

Roll 2d20

Lowest of 3 will determine collateral damage.

http://www.youtube.com/watch?v=7edeOEuXdMU
>>
Rolled 16

>>24210160
Rolling Thunder
>>
Rolled 16

>>24210160
>>24210213
And the last one.
>>
Rolled 7, 17 = 24

>>24210213
They see me rollin'
>>
Rolled 9

>>24210160
Rolling.
>>
Rolled 15

>>24210520
And the second one.
>>
Some of your pilots are initially hesitant to open fire while others barely wait a heartbeat to pass on the order. Regardless of their position on endangering the civilians below getting out of the system as quickly as possible remains at the forefront of everyone's mind.

"Incoming torpedo volley starboard, declination thirty."

"Redirect mass drivers to point defense."

Most of the turrets on the EX-K cease firing at ground side fighter bases and begin launching slugs at the incoming warheads. The outer casings on torpedoes are tough, they're intended to pierce starship armor after all. It takes multiple hits to fool the on board sensors into thinking it's punched through enough armor to detonate.

Ball explosions begin to light up space behind you, both from your people's missiles and incoming fire. Still, handfuls of torpedoes make it through to hammer your shields though they fail to drop your primary.

"Almost clear." announces Linda, making a few minor adjustments.

Arrow draws your attention to something he's seen. "Some of the enemy Z5's have been been modified. They're not in the database."
Kavos calls up the sensor readings. "They are upgraded with short barreled particle beam, that would give them a serious edge in firepower against unshielded targets."

The EX-K might be fast enough to double back in an attempt to disable and capture one of the fighters. This could be risky. If you take enough torpedo hits and your shields falter particle beam fire could damage your weapons or engines.

[ ] Try to snag one Roll 1d20
[ ] Too risky, jump out
>>
Rolled 13

>>24210795
>[X] Try to snag one Roll 1d20
Salvage, Ho!
>>
Rolled 6

>>24210795
Did someone say Risk? Count me in!
[X] Try to snag one
>>
>>24210795
[] dash for the door
We're on a pretty tight time table, right? Mission before delicious salvage and all that.
>>
Rolled 3

>>24210795
[ ] Try to snag one Roll 1d20
Deep Space Piracy, Ho!
>>
Rolled 20, 7 = 27

[x] dash for the door
Pointless risk for something that we have no use of.

We don't really need increased firepower against unshielded targets.

And we can snag a lot of them if we come back for them or get similar capability by doing something similar when we have time, if we need it.
>>
>>24210795
[] jump out

We have done our damage and unless we want to take the colony for JD there is little point in loitering about here.

We have a sector to clear.
>>
>>24210795
[x] Retreat

The main force can deal with that shit.
>>
>>24211008
>>24211025
I guess you are right about this. My salvage instincts must have taken over.

We should probably stay on mission and retreat.
>>
http://www.youtube.com/watch?v=kx49kG6umiI

"Too risky. If we didn't have a time table to meet I'd love to come back here and salvage a few but that'll have to wait."

"Beak left!" Yells Arron.

You pull a quick hardover and hit the emergency thrusters. A SP Torpedo hurtles past you, apparently unable to fully reacquire a lock after being blinded by a nuke.

"Okay that was close, lets go before we find out if they have any more."

One of the corvettes in 1st squadron loses shields for a moment, taking some minor hits but is covered by one of the Frigates until it jumps.

"Time to go."

"Jumping." Says Linda just before the usual light show.
>>
>>24211323
time to plan our next attack?
>>
>>24211430

Time to reconsider our next attack(s). This colony has likely raised the alarm and increased threat levels.
>>
>>24211445
Hit the primary shipyard. That's where any nodal defense is likely to be mounted. And the place likely to have enough mobile firepower to reenforce any target we attack.
>>
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You finished the attack on the colony ahead of schedule. Arthur and Mike should still be working on attacking the mining facility.

>>24211445
It is likely the colony is trying to raise an alert now but you have no way of knowing how long it will take for enemy forces to mobilise. It could take a couple of hours or the better part of a day.

>>24211480
>Hit the primary shipyard.
This or something else?
>>
>>24211592
How long will it take them to finish up the mining facility?
>>
>>24211592

>primary shipyard

sounds like a job for some massive SP torp waves from the whole wing.
>>
>>24211592
Stick to the original plan.
>>
>>24211688
1. The original plan envisions hitting the shipyard next anyway.
2. That plan gives insufficient priority to the remaining shipyard and military base, which probably have a higher proportion of mobile units then the Rare element world.
>>
Rolled 2

>>24211652
They should be done in another hour.

>>24211688
>Stick to the original plan.
By that do you mean

>Green phase:
>Everyone attacks shipyard ~3 hrs
from the colour coded outline or the waiting until Mike and Arthur are done to figure out what to hit next from the last plan?

Or you could begin the attack on the shipyard an hour early and keep fighting until your other 2 squadrons and carriers jump into the area.
>>
>>24211797
Since we are waiting on Mike on Arthur I say we take out the other military base.
>>
>>24211797
Take our force and wipe out that military base real quick. Maybe dispatch a squadron to help out mike and Arthur
>>
>>24211833
>>24211853

Assuming you guys both mean the station one, not the planet-based one, I agree.
>>
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>>24211833
>>24211853
Everybody okay with this? It will probably be the last one for the week as I'm approaching a state of pic related.
>>
>>24211973
sure
>>
>>24211797
>>24211853
We could take out that military base quickly to prevent it from reacting to the colony, and then converge with them on the enemy.


Although we could use the two hours to rest a bit.

We could use a hour or half a hour to monitor our forces a bit and generally take stock of the troops, to see if we should maintain tempo or go a bit on a slow burn.

But we could do that after we take out that military base and fuck up a bit any counterstrike from the enemy, while we wait for the others to take out the Yard.
>>
>>24212056
In my opinion, target priority is as follows: Primary Shipyard, secondary shipyard, Base, Resource world, everything else.
>>
>>24211973
Weren't we at the colony? The one that needed 3 hours? And shouldn't mike and Alex have been finished a hour respectively two hours ago?

We were at the Planet Base?
>>
>>24211946
The planet based one was/is pacified this turn/phase.
>>
>>24212088
...what, no.
>>
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>>24212088
You went with 4 squadrons to attack a colony. (Starfighter production) Which would have taken a full 3 hours if you had gone out of your way to knock out all communications and eradicate the garrison.
You did not so it took less time.

Arthur and Mike went to attack the ground side base first and then moved on to the 2 hour 2 mining. They had 1 hour remaining from the estimate.
Since you finished early you should have an hour free to attack another target, which anons and namefags have dicided to go with the only other remaining military base (Station) Which is threat 1 / 1 hour.

Jumping your ships to the next system you find out that it is a binary. It's also difficult to get good readings because of the amount of crap the two stars are spitting out. One's a red super giant the other is a smaller blue star but they're rather close together. Seriously what the hell?

"Where's the station?"

"It's supposed to be orbiting the Lagrange point between the stars. The Rovinar only found it by following another ship and even then they couldn't approach it because the radiation was a danger to maintaining their cloak."

"It says its a threat level 1."

"Its a reserve base, possibly to be used as a fall back position because its difficult for sensors to get a reading."

Linda points out that you wont be able to jump near it because of the stars gravity well. Any station defenders will see your approach.

[ ] Leave it, they'll just help raise the warning.
[ ] Take it out now to remove a fall back position
[ ] Other
>>
>>24212419
go for it
>>
Rolled 1

>>24212419
I can't really decide. I'll let the dice do that.

1= [ ] Leave it, they'll just help raise the warning.
2= [ ] Take it out now to remove a fall back position
>>
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Did you want to try to attack the station with the minimum number of ships to disguise what forces you have nearby or use more of your squadrons?
The station will have plenty of warning of your approach but your allies didn't consider it a huge threat.

>>24212569
Or you could still call it off.
>>
>>24212644
minimum
>>
>>24212644
Minimum, in particular, don't use the escort carriers, I don't think anyone that still has Communications has seen them launch yet.
>>
You send in 4th squadron. They're been getting less attention than everyone else lately it seems. Then again that means there's less bad things to report on. With the escort carriers hanging back with the other squadrons you tag along, hanging back slightly to let the Squadron leader handle things.

The approach is a long and slow one. Mike's unit would have been ideal for this but they're busy. You're glad that the fighting shouldn't take too long. If it turns out that there is an enemy force taking shelter here it might be best to just fire off some SP's.

Roll 1d20
>>
Rolled 16

>>24212909
It's shitty dice hour...
>>
Rolled 4

>>24212909
Here rolls nothing...
>>
>>24212419
Bummer. We should have stayed to knock it out. Too late now.
>>
Breaking through the heavy radiation and plumes of of stellar matter ejected from either of the stars 4th gets its first good look at the station. The visible portion is made up of two half spheres forming an outer radiation shield. According to sensors it's reinforced with shields that help keep the worst of the environment out but the physical protection could survive several years. The station has systems to help trap solar wind and even siphon it for fuel for use in the on board reactors.

"Neat. Take some scans before we blow it up."

The squadron targets the gap between the two outer hull sections, attempting to batter down the shields.

Not wanting to sit outside for an extended period Thal fires off a pair of SP torps, disabling two of the shield generators long enough for some of the ships to enter. The base itself is not that big. A normal modular station block, it has arms extending out in the direction of either star 6km, at which point they connect to the outer protective shell. Additional structural reinforcement keeps the arms from shifting under the strain of the extra structure.

From what your other ships are passing along the shell itself is just made up of prefab sections with additional heat shielding. Hell, you could probably buy the parts to build a base like this from Iratar.

"The base is operating with a skeleton crew at the moment sir. We've put down the few Frigates and corvettes that were here. Do you want us to send marines over to try and pull intel or just blow it?"

>Whatever your response I'll see you next time!
>>
>>24213943

[x] Pull intel. Kill anyone that resists. If they surrender we might take prisoners if we can.

[x] Blow the station

If we try to keep it intact we risk fleeing enemy forces stopping here later and destroying it or we'd have to leave forces to defend it.

The only thing that should keep the station intact is if it holds some VERY valuable supplies. If that is so we could leave a pair of corvettes here while the rest of the wing hits the Yard, but it would have to be something very much worth the trouble.
>>
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>>24213943
>Thanks for running this dude, you're awesome.

Blowing this up seems like a waste. We should also start marking the stuff we capture.
>>
>>24214177
>We should also start marking the stuff we capture.
You want a small device to laser etch your personal seal on objects then?
>>
>>24214488
>>24214177
Wait a second
>Laser etcher
>interface hook up for your armor
>civilian repulsor boots coming out in the near future
>custom graffiti designer HUD program
Holy fuck, full on Jet Set Radio Future

>>24214177
>We should also start marking the stuff we capture.
You're welcome.
>>
>>24214488
And a sliiiiightly larger version to use on spaceships.
>>
>Infantry mass drivers are coilguns right?
>Nope, or at least the ones your people have been stealing arent. They use a series of tiny repulsors to accelerate the projectile. They also blast any air that's in the barrel out of the way so that the projectile can't heat up anything inside the weapon.
Ahaha oh wow, repulsor tech is so broken! Given the one-week delay on the next thread I should be able to come up with some ideas.



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