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File: 1380034106667.jpg-(28 KB, 810x425, House & DominionNWQ.jpg)
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For House and Dominion: Neeran War Quest

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 a few remaining Corvettes.
Together with the Expeditionary fleets of the other Houses and Factions you've relocated to Shallan Space, a small Galaxy cluster ten days travel from the much larger Pandora Galaxy Cluster. There you hope to help push back an attempt by the Neeran Empire to invade Faction Space.

Thought by many to be a break away group from the isolationist Neeran living within Republic Space this has turned out to be false. The Isolationists are in fact the rogue element, having fled the Neeran Empire more than four thousand year ago. Their kin have come in search of them and not for the first time. The two Neeran incursions in the decades after the Faction Wars were little more than reconnaissance in force.

To help beat back this invasion and defend against other external threats, the Factions have taken it upon themselves to revitalise the concept of the Factions Alliance. The new Alliance military will exist to protect signatories from external threats. While the organization is in its infancy they hope to provide the most advanced equipment and weaponry possible to those with the skills to make the best use of it.

Accepting an invitation to join the Factions Alliance military you've been made a Major in command of an autonomous strike unit. Specifically, the 3 squadrons of ships from 3rd Wing you brought with you. Reluctant to be stuck on the front lines for an extended period, your commission indicates that you will be rotated out of front line service once the House recalls your ships. With other units being readied for deployment that could be any day now.

http://houseanddominion.wikia.com/wiki/HouseAndDominion_Wiki
http://suptg.thisisnotatrueending.com/archive.html?tags=House%20and%20Dominion
>>
>>27398046
Yay, it's House and Dominion : "Thank god I checked the starting time" edition.
>>
Last week you dealt with the fallout of losing your ship The Unnamed Guard and being temporarily stranded on the planet your emergency teleport capsule had landed on. With the help of some mercenaries you assisted the local PDF in ferreting out a smuggling ring that was selling basic food and supplies to civilians at over marked prices. Following the assault on their hanger you captured a light transport with which to return to base. This took some time as shipping lanes within the Shallan home galaxy are a mess from the Neeran invasion.

Making it back to the lines and resuming command of your wing, you accepted a job to help train Alliance pilots in mixed unit deployments. The mixed units they were thinking of seems to apply to more than just different sizes of ships but a jumbled hodgepodge of designs some of which are far from cutting edge.
Getting everyone to work together and learn each others strengths and weaknesses has been one of the most tiring aspects. Despite having to break up a fight between some of the former Pirates, Kavarians and your own pilots, the training has progressed steadily.

After switching over to simulations with actual starships the results of deploying in full squadrons have been unpredictable. The one thing that seems to have consistently improved is everyone's skill at evasion, though at most times this has come at a sharp decline in ability of the unit to hold any sort of formation. Nowhere is this more apparent than in simulations of larger fleet battles where the ability of any particular squadron to react as a whole was greatly reduced but you saw some of the best evasive piloting ever.

The plans for simulated attack runs against Faction super heavy cruisers elicited some backlash from the Pirate contingent. At that morning's meeting ┼×ivan Berwari decried the mission as nothing more than preparation by the Alliance to later remove South Reach's Super Heavy forces after the war.
>>
>>27398046
For house and dominion! Early morning edition.
>>
>>27398154
>Yay, it's House and Dominion : "Thank god I checked the starting time" edition.
And I still had to change it at the last minute as I was called away. I was about to hit the submit button when the phone started ringing off the hook.

Most of the other supported the decision given the results of the Lat'tham Coup.
"If the Neeran pull something like that we need to be ready to face down one of our own ships." Agrued Knight Captain Rya Stemi. While you know she hadn't been present for that section of the campaign her House had lost several squadrons of corvettes.

"Exactly. That's why we'll be simming against a mix of all the modified versions used by EVERY Faction." points out Enright who then grins. "Good luck against the Terran and Rovinar ones."

You make a remark about the armor on your ships and the Kavarian ones being resistant to SP weaponry.

"Cheaters."

At the end of the day all of you look over your results.

Attack 11
Evasion 20
Orderly/Fighting Retreat 15
Formation 14

"Not bad." Says the old Rovinar. "We avoided damage to most of our ships long enough to land a killing blow."

Most of the others are unhappy that it took so long for the various units to bring down the target ship.
"If we can find out ahead of time that we're going up against Faction vessels we can have specialist equipment brought in." points out Fahrenheit. "They might not always be as effective against other Factions but frequency scanning Torpedoes provide a good chance of letting our energy weapons bypass shields for a few seconds."

It's something to keep in mind.

>Do you want to suggest that the Alliance stockpile some of the Iratar modified SP weapons?
>If so how many per strike group? They are expensive after all and reduce the number of available SP torpedoes.
>>
>>27398608
>Do you want to suggest that the Alliance stockpile some of the Iratar modified SP weapons?
Probably a good idea.

>If so how many per strike group? They are expensive after all and reduce the number of available SP torpedoes.
Two per ship that can fire them? Or would that make the order too big and expensive?
>>
http://suptg.thisisnotatrueending.com/archive/25239933/#p25264704
An update from intel regarding your information requests on the devices the Kavarians launched at the Super Heavy when attacking it. They have a SP torpedo warhead mounted on a much longer body. The body is covered in superconductive plates and contains sensors. When passing through a ship's shields it detects the shield phasing frequency.
An old trick back before the faction wars was to outfit a smaller starship or even a starfighter in a similar manner and land on the shields of a Medium or Heavy Cruiser. Once the frequency was detected it was transmitted to the larger starships which then could then fire beam weapons through the shield as though they weren't even there.

Today shields rapidly rotate through a wide range of frequencies making this tactic less effective. The trick now is to find a pattern in the frequency shift in an attempt to predict it. This is difficult, and almost never happens now. The Kavarians attack cruisers were able to predict the pattern shift of the super heavy from the readings their torpedoes took, likely because they were older model shield generators produced by the Union or the Iratar Corporation. They know how their computer systems work better than anyone.

Those torpedoes are NOT available with the Iratar Admiralty level acquisitions access. They're special weapons only handed out to members of their military.
That doesn't mean you couldn't find some on the black market now that you know what you're looking for.

>>27398675
Some starships can fire them from their torpedo launchers but in most cases they're carried on the outer hull in special launch racks. The Kavarians only put them on attack cruisers, since they can get into range quickly enough, and even then only when on special missions.

Equipping 2 per starship would mean removing 72 SP torpedoes from service for every 36 ship Wing.
>>
>>27398773
In that case I'd suggest 2 for every starship that can fire them from their torpedo launchers.
>>
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"This is great and everything but shouldn't we be concentrating on the Neeran now?" questions Alosh Amila. While the PCCG Merc has maintained a healthy distance from the Pirates at times he remains one of their strongest allies among the command staff.

Ecord sends you some data from the engineers.

"Since you wanted to do some live exercises with the combined units we've brought in some force field projectors and dummy torpedoes to help simulate Neeran shielding. Normally we'd just let the ship's computers simulate the weapons fire and broadcast to other vessels but this this should be more accurate."

"And it will let us practice the programming necessary for most efficient warhead detonations within Neeran shields!" adds Berwari.

"Why does everything revolve around you?" asks the other Knight present.

"Because I'm brilliant both in an out of battle and am slightly egotistical?"

While they resume arguing you look at the fake warheads everyone will be launching. Its essentially a long pole with an engine and targeting systems attached. The length of the body is surrounded by an inflatable bladder with folded down metallic sections on the the front. After launch the decoy inflates to the size of a conventional torpedo. With very little mass the engine doesn't need to be anywhere near as powerful as a real one making them even cheaper to produce. Under ECM and launched alongside a real torpedo volley it would be very difficult to determine which ones were fake.

Looking at the logo on the bottom you see they're produced by the Aries corporation.

"Why doesn't everyone use these?" you ask

"Because everyone takes conventional torpedo hits on their shields." Points out Kavos.

Amila shrugs "Few people bother with maintinence intensive mass driver point defense systems."
>>
Should we point out that the only scenario we could see the alliance acting to disarm the south reach league is if at the end of the war:
1. The Neeran are effectively removed as a threat, at least in the near to mid term.
and
2. The main factions all agree to disarm you. Getting all of the factions to agree on anything generally requires someone else doing something very stupid.
>>
>>27399090
I have to say despite having fought against the pirates for quite some time I surprisingly like Berwari.
>>
>>27399159
>Should we point out that the only scenario we could see the alliance acting to disarm the south reach league is [...]
Up to you guys. Do so?


The simulations against the fake Neeran ship go well for most of the units. An asteroid the local mining teams have marked for use as a possible fortress is equipped with multiple layers of weak forcefields that the decoy torpedoes should be able to punch through. Enemy weapons fire will be provided by some of the aggressor ships sitting near the surface. It's not nearly as difficult as the real thing was but it's enough to keep everyone on their toes.

At the end of a day's worth of attack runs your people mostly have the the method worked out. Mind you it seems 3rd Wing has been doing practice sims of their own in their spare time but still, the results are impressive. The units commanded by the Pirate and Mercenary captains have the next best results. Fahrenheit and Knight Stemi are next and while they're not nearly as good it's adequate.

The Terran and Rovinar unit leaders have the worst results. You suspect they would do better with ships just from their own Factions. One way or another they'll need to continue their training until its good enough.

With the amount of time already spent the Alliance brass wants a status report. Most of the flight leaders will be needed to help train other mixed units which need to be assembled. This isn't the only training group out there but it is the most diverse.

[ ] Have Terran and Rovinar train with just their Factions. Clear the rest for duty.
[ ] Hold back everyone a few days. Continue training in mixed units.
[ ] Other
>>
>>27399547
>Up to you guys. Do so?
We might also want to add that the current conflict is an excellent chance for the South Reach forces to make friends with, and/or a good impression on, the other factions' militaries.

If they do well enough, the other sides will probably be more interested in either having them as allies, or at least decide to leave them alone because facing off against them would cause too many losses.

>[X] Hold back everyone a few days. Continue training in mixed units.

We're supposed to delive top notch training, and the Terran and Rovinar forces need to be able to perform in any kind of situation.
>>
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[Rant]
I want to apologize for last week's game.

Due to poor planning, imagination and lack of time (and sleep) on my part, what was supposed to be a much more involved training process with the players trying to find the best methods of engaging Nerran ships through simulation, instead turned into a series of dicerolls. There was little in terms of actual story advancement and it just turned into a numbers game. There's a difference between luck having an effect on story progression and luck with numbers being the story itself.

Last week was kind of a worst case scenario in my book, and if it wasn't for all of the stuff earlier in the session with going after the smugglers it's one time I would agree with the down voters.
Tactics, strategy and decisions do matter in this quest and there are times where even good dicerolls wont save your asses from bad decisions.
Staying aboard your ship after it being shot mostly to pieces for instance could have easily gotten Sonia and the bridge crew killed. But you beat the odds. Again. [Rant]


>>27399655
1 for holding back everyone.

Moving on.

The last surviving crew members of the Unnamed Guard have been recovered. With the front lines in flux its taken awhile to get them here.
In total 189 crew and a few junior officers are believed dead, though they remain listed as MIA due to there being no remains.

[ ] Have them declared dead so families can collect financial aid
[ ] Keep searching awhile longer
[ ] Other

I'll be posting a survey shortly, but feel free to vote in thread.
>>
>>27400096
>[ ] Other
Have them declared dead so their families can collect financial aid, but use our connections in the military to keep them listed as MIA internally. It probably can't hurt to have people looking for them a bit longer.

No worries. It's obvious you have a lot of stressful stuff going on in your life right now, and I'm grateful you still find the time to run H&D for us despite that.
>>
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>>27400537
You can make sure that unofficially people keep looking for them but the books can only list them one way or the other.


EX-K upgrade(s)
This one is going to need a bit more discussion.

Your old ship is back and while you've been busy running drills and using the Marauder, the engineers have been hard at work making sure the ship is ready to go up against the Neeran.
As you've had your afterburner equipped ships in the unit upgraded with additional weapons the engineers have looked at trying to match this. As a result you now have the option to mount 2 additional turret weapons, 1 each at dorsal and ventral hardpoints. Note that when carrying LST's these turrets will not be able to fire directly forward.

You could also potentially mount two more spinal mount weapons instead of turrets but this would mean not being able to carry LST's. Phase cannon arrays would have more power than normal phase cannon turrets but would face the same problem.

If you acquire weaponry via the Alliance you could gain access to equipment you wouldn't normally be able to use. The downside is that their use in inter-House warfare would be prohibited. That means either leaving the ship at home or having the guns temporarily stripped.

Currently available via Alliance
>Rovinar E-Beams (Disintegrator beam)
>Terran Heavy Pulse Cannon Array (Wider field of fire than normal Pulse cannons)


[ ] 2x Phase cannon turrets
[ ] 2x Light Pulse cannon turrets
[ ] 2x Phase cannon arrays (Removes LST Capacity)
[ ] 2x Spinal mount phase cannon (Removes LST Capacity)
[ ] 2x Alliance weapons (Specify) (Removes LST Capacity)
[ ] Forget weapons, add more shields
[ ] Other (There's always something I haven't thought of)
>>
>>27401196
Light pulse cannon turrets
>>
>>27401196
I think we should consider a heavier load of sensors to get around the cloaks the Neeran seem to like.

Probably with some rum EW capabilities.

We have to ride in a command ship, not a front line combatant, considering our weapon is a wing, not a squadron or a flight.
>>
>>27401196
What's the difference between a phase cannon, and a pulse cannon? I checked the wiki, but both are listed under "phase cannon".
>>
>>27401875
Pulse cannons have higher damage/Rate of fire but have a shorter effective range.
> I checked the wiki, but both are listed under "phase cannon". I checked the wiki, but both are listed under "phase cannon".
Damn. I know I didn't get nearly as much work done on the wiki as I wanted but really.

>>27401867
>EW capabilities.
See, this is an option I genuinely didn't think of. I should have but I didn't.

Another that popped into my head while running around a few minutes ago was additional engine/thruster systems.

I'll put a big survey up in a minute with other stuff from the thread so far. If you have any more crazy ideas for weapons/equipment to put on the EX-K, post them.
No you cant mount a plasma cannon.
>>
>>27402271
>No you cant mount a plasma cannon.
Can we have an array of plasma guns?
>>
>>27401196
I wouldn't mind getting more light pulse cannon turrets but I can wait for the survey.

Also I think last weeks thread turned out pretty well in the end, though we still need to make that fight club, and as long as we get to keep in contact with each other I don't see a problem.

Really though I want to keep in contact with the pirates and the mercs.
>>
SURVEY UP!
http://www.surveymonkey.com/s/VFKLJ6D

>>27402427
The infantry scale ones you had shipped in for your point defense? Well you could do that but it would take a lot of them to threaten an starship with its shields in place.

Also your reloading teams would hate you. I'm reminded of the
http://www.sarna.net/wiki/Piranha

>though we still need to make that fight club
Fight club is currently in place. It prevented a couple of incidents. You want to go down there?
>>
>>27402856
Might as well see the abilities of the different people fighting.
>>
>>27402856
>You want to go down there?
Sure. However, let's not fight people from our own wing. Yet.

Also, have we got a psych evaluation of Rufaro?
>>
>>27402856
Heck, we might even participate while we are there depending on the situation.
>>
>>27403087
Would be interesting to see if she went to one, but now that I think of it we haven't seen one and have turned out perfectly fine!
>>
>>27403087
>Also, have we got a psych evaluation of Rufaro?
Yes actually.
Before heading down the check the fight club you talk to the doctors to see if any of them have talked to your body double.

IT seems that after the first few days she settled down quite a bit. At the moment she's showing few signs of PTSD, though it can take awhile for it to manifest.

>now that I think of it we haven't seen one and have turned out perfectly fine!
You have a mandatory one coming up with the House in a few weeks or whenever the Wing is returned home. Thus far you've avoided most optional testing thus far.

[ ] Go in now
[ ] NOPE
[ ] Other
>>
>>27403379
Go In now
>>
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>>27403379
Ask the guy who did her eval about our idea to ensure the financial safety of the guy she killed accidentally.

>Would be interesting to see if she went to one, but now that I think of it we haven't seen one and have turned out perfectly fine!

I'm sure being the MC controlled by some guys on 4chan brings the level of sanity points Sonia's used to function on to the region most people would only reach after kissing a Shoggoth.

>[X] Other
Knock first, then go in. Can never hurt to be polite.
>>
>>27403379
[X] NOPE

Time to put it off for as long as possible.
>>
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>>27402856
>SURVEY LINK ABOVE


>>27403502
>Been putting off looking up info on Saya no Uta
>Read the wiki article
MFW


Sort of 2 for go in?

>Knock first, then go in. Can never hurt to be polite.
"Come in?"

The Doctor identifies himself as one Kokushi Witten, a civilian hired by the Alliance to assist in mental health evaluations of the various Humans that have joined up. He explains that its easier for them to look for civilians rather than doctors from the various Factions as its less likely people will trust those from other powers.

>Ask the guy who did her eval about our idea to ensure the financial safety of the guy she killed accidentally.
"Well I think it would certainly help the young lady gain some peace of mind. Still she's doing rather well and I've seen far worse in my field. As for how you track down the victim's family that's not really my field. Civilian casualties always seem to happen in wartime no matter what steps are taken."
He looks over at his display.
"I notice from your records that you haven't undergone an evaluation since... goodness, most of a year. And that was only minor follow up while undergoing physical therapy."

[ ] It was nice meeting you! (Leave)
[ ] Schedule an appointment
[ ] "Do you have time now?"
[ ] Other
>>
>>27403925
>Well I think it would certainly help the young lady gain some peace of mind.

Yay! We should definitely do it if that's the case.

If we have time right now, let's ask
>[ ] "Do you have time now?"
if we need to be somewhere else simply
>[ ] Schedule an appointment
>>
>>27403925
Since we are here we might as well see if he has any time now.

Finally TSTG can show us what exactly he has been keeping track of this entire time.
>>
Roll 1d17+1
Lower is better
>>
Rolled 12 + 1

>>27404424
Rolling
>>
Rolled 16 + 1

>>27404424
This should be good.
>>
>>27403925

[x] Other: "You're hired by the Alliance, but they haven't asked for a psych eval on me, correct? I'd like to inquire about a -personal- evaluation. Nothing to my House, nothing to the Alliance, provided I'm not incompetent or a danger."

Doctor-patient confidentiality is still a thing, right?
>>
Rolled 7

>>27404424

doctor-patient confidentiality roll
and this will need the +1 added, as I trust the dice not
>>
Rolled 11 + 1

>>27404624
Fuck that. Records man, records. Get a priest or something and talk to someone who does not keep records.
>>27403925

[X] It was nice meeting you! See you next time!(Leave)

We can have a flashback considering this idea of visiting the shrink...
>>
>>27404424
>Rolled 17+1

Witten-sama, sometimes I feel the need to act more kawaii to attract more readers. D-do you think I'm uguu~ enough?
It's not like I care about your professional opinion, or anything. S-stupid.
>>
>>27404624
"You're hired by the Alliance, but they haven't asked for a psych eval on me, correct?"

"No they haven't. They're only doing so when their officers are showing questionable judgement at this point."

"I'd like to inquire about a -personal- evaluation. Nothing to my House, nothing to the Alliance, provided I'm not incompetent or a danger.
Doctor-patient confidentiality is still a thing, right?
"...yes. Though depending on the results I may advise you to take time off duty to undergo counseling. Also if the Alliance asks for medical records on one of their officers I do need to hand them over, but not until they ask."

"What about my House?"

The doctor sighs. "I don't work for your House. I have no interest in politics."

Taking a seat the two of you begin to discuss your personal experiences since you signed up. Every little detail seems to be under scrutiny, changes in your behaviour, anything. Noticing a theme very quickly the Doctor asks you to stop and go back for a moment. First back to highschool and then earlier grades and interactions there before going back to the rest of your year.
>>
>>27404653

http://suptg.thisisnotatrueending.com/archive/19923842/#p19938139

Thinking back you remember fighting Kiley Almsteadt and her two flunkies Uttora and Evvang back in school. Kicking the legs out from under Evvang, body checking Uttora and dropping Kiley after a few punches to the face. You weren't able to break her leg like you'd wanted but that was still a good fight.

"Major?"
You glance over at the doctor.

"I don't think you need to be worried about losing your command at this time, though you show a worrying number of symptoms. I would suggest attending therapy sessions on a regular basis to help monitor your status. Assisted Hypnotherapy may be necessary eventually if you continue to ignore symptoms and they get worse.

Your lack of avoidance issues or serious emotional numbing are a good sign. For the moment the insomnia and sleep changes may only be the result of your nightmares. As long as they are separate this is a good thing but it should not be ruled out.
While I had initially suspected you were suffering from increased aggression resulting from mental trauma. Given your history, well, you need a full genetic and neuro profile work up done but I think its safe to say your aggression is not the result of PTSD."

You recall how much trouble your sister has gotten into since you left. Yeah, you don't think the aggression thing is the result of trauma either.

"Wait, wouldn't I have had a genetic and neuro profile done when I signed up? That's how most Houses assign pilots and officers."

"Those are restricted files. Only your House has full access to them. The Alliance has a basic workup from them." Witten informs you.
>>
With your session over you're given a copy of the profile the doctor has done up along with his suggestions to seek counseling at your next assignment and talk to doctors with your House regarding your various profiles.

With that out of the way you feel a little more weary and resigned. In the end it means more paperwork and meetings taking time out of your day. Looking up where everyone currently is aboard the station you find out that Rufaro is training with the Marines, a few of your pilots are at the fight club, some are visiting the simulators and the rest are scattered about.

[ ] Fight club
[ ] Schedule therapy
[ ] All of the above
[ ] Hang out with Rufaro/Marines
[ ] Command Center
[ ] Other
>>
>>27405826

[x] Command Center

Taking part in the fight club isn't wise for us to do as the 'commander' of this little group.

Screw Therapy.

Rufaro/Marines is a viable alternative, but command stuff sounds fun
>>
>>27405826
>[X] Schedule therapy
>[X] Hang out with Rufaro/Marines
>>
>>27405542
>>27405675
>>27405826
What the flying fuck people.

Now we have to plan a commando raid to get our files, or modify them.

The Fucking doctor is not leaving our command with our files intact or even transmit that. Get some Electronics specialist on the lookout for any transmission and prepared to scramble if he sends a file.
>>
>>27406126

wouldn't it be a shame if his files were all wiped?
>>
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>>27405959
>>27406012
>>27406126

>Go to therapy
>Screw therapy
>Steal files, cover up evidence we need therapy.
Oh you guys.
>>
>>27405826
[X] Schedule therapy

>>27406126
What the hell?
>>
>>27406192
For other people it's the day their SAN score fell below zero, for Sonia it's Tuesday.
>>
>>27406179
Yes, yes it would, so lets not do something so insane.
>>
>>27406278
I definitely have to agree.
>>
Heading to the section of the station where the Marines are training you throw on a set of armor just in case it turns out they're operating in vacuum.

Ecord and Rufaro are practicing maneuvers with some Terran and Rovinar specials forces decked out in Power armor of their own. It appears a crate of smart grapple systems have just come in and Ecord is demonstrating their use and a few tricks he's picked up.

"Don't bother trying to trip Neeran with them, it just doesn't work. One of my guys got killed trying to do that."

A couple Marines in power cell armor wheel over large practice dummy with metal plates attached to the exterior to simulate one of the giants.

"If you've run out of anti-tank weapons try to catch them from behind, use the grapple to drag yourself into melee range. This can be effective for recon suits too, but will obviously give away your position."

He gives a quick demonstration, grabbing the armor on the upper back with the grapple then zipping in and stabbing the more flexible neck area. He has to use a quick burst from his thrusters to stabilise himself though, not something you would be able to do.

"The problem is that Neeran are quick and the armor on their neck isn't always so uniform. This is a hazardous maneuver to perform and should only be a last resort."

[ ] Ask to give it a try (Roll 1d20)
[ ] Wait for Rufaro's attempt (Roll 1d20)
[ ] Other
>>
Rolled 4

>>27407043
>[X] Wait for Rufaro's attempt (Roll 1d20)
Sonia + grappling hook?
>We_wont_need_kneecaps_where_we_are_goiing.jpg

Let's see if we can learn something from Rufaro when it comes to this.
>>
Rolled 4

>>27407043
>>
Rolled 20

>>27407043
Lets try to do it. We are a martial Knight through and through after all...
>>27406192
You do know Sonia... right?
>>
>>27407119 here, how could I argue with that
>>27407396 roll?
>>
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>>27407396
>You do know Sonia... right?
Really from what I've seen, you could make an argument for any of those 3 options being in character, especially with some of the paranoia streaks.
http://www.surveymonkey.com/s/9JD7GN6

The other survey is still open up here
>>27402856
We've had a grand total of 4 votes.


"Hey Rufaro, can I give that a try?" You call out.
The corporal's grapple shot goes off course from your distraction, impacting the lower back area.

Stepping off to a side room you two switch out and soon you take your mark.

"You sure you don't want to try this in the holobooth first sir?" Asks Ecord.

"Not today." You reply and fire, hitting the target dummy in the back area just below the neck. Reeling yourself in while sprinting you draw your HF-blade and leap at the last second. As soon as your left fist strikes the dummy's back you stab down with your blade through the fake neck armor. Levering the weapon backwards something in the dummy breaks and the head falls forward onto the chest area.

Dropping down the remaining five feet to the floor at least one of the other troopers in attendance is applauding. It's hard to tell if its genuine or mocking but screw them.
>>
Rolled 18

>>27407799
Spider Sonia!
>>
>>27407799
>The corporal's grapple shot goes off course from your distraction, impacting the lower back area.

Aww, Sonia's sorry ;_; Here, use that roll. >>27407910

It's not as good as Sonia's, but that's okay.
>>
>>27407799
Well we at least made it with our knees intact!
Also, I find it interesting when I looked at the survey the first choice; "Schedule therapy" seemed like the least likely to win in my opinion.
>>
>>27408132
I have honestly no idea why people are against it.

Considering how much combat Sonia's seen without any kind of vacation, and with her preference for boarding actions, I'm honestly surprised bad dreams are all she's been getting so far.

People will get a lot more suspicious if they notice how long she hasn't been to any kind of psych eval.
>>
>I can appreciate some paranoia, however, this won't get better by simply ignoring it If people are really worried about the information gained during Sonia's therapy sessions, we should simply draw up an elaborate contract, hire a psychiatrist for a year, put him in a stasis pod between sessions, and then mind-wipe him when his employment is over.
Something to think over guys.

Trading back the armor you let Rufaro take her turn again before heading down to the weapons range. A number of troops in power cell armor are testing out heavy weapons. Most are from South Reach though some are from other Houses or even the Terrans.
Most of the Terran troops you've seen on the station wear Marine armor approximately equivalent to that of the Dominion, or "Supportive Armor" which is inferior to Power Cell armor in most ways but is cheaper to produce and can stay in the field longer.

"How are the Shallan Fusion guns against the big guys?" You ask the Corporal.

"Not so good sir. You have to be even closer than normal or they have enough time to get out of the way. Their armor can survive the heat for a few seconds. It's similar with their weapons versus our power cell troops as long as their guns are set for a wider beam."

In one section the Alliance has set up mockups of various enemy weapons with holographic systems in the one firing range to simulate the effects.
"This slider changes the beam width, this other one over here lets you select how much of the fuel cell is used in each shot. It turns out we cant use captured ones in the field yet, they're all locked."

"Biometrics or a pass key?" you ask.

"They can be set for either or both. While I was practicing sneaking around I overheard one of the Terrans suggest using one of these instead of a thruster gun for moving around inside the larger spaces in enemy ships. Turning the beam width up and using half the fuel cell."

"Like a mini fusion drive?"

>What say?
>Anything you want to do while nearby?
>>
>>27408496
"Huh, that's a rather neat idea. What about the other weapons they're using? I hope we're not as badly outclassed as we are with out super heavy ships."
>>
Rolled 11

>>27408496
Awesome. We need to try that one day.

Considering Neeran's psyonics we might consider remote controlled mines, bombs and vehicles with a explosive.

A lot of drone control and EOD specialization, imho.

Another thing that we might consider is something like a Anti Material Rifle with Explosive or expansive bullets. Penetrating the Armour and then creating a cavern inside the target.

Without large scale deployment of PA such a system may be only specialist or custom made gear, but with the neeran this may be something to consider as the weapon of choice for infantry versus infantry. Remote control and AP Hollow points (?) or HEAP from rifles.
>>
>>27408665
>with out
with our
>>
>>27408496
As for the hiring a psychiatrist thing goes I wouldn't mind going along with such a plan though the urge to change to "official" record is still there.
>>
There are a few examples of the other infantry weapons available, some of them seem to be based off more recent Factions technology. For the most part these are intended for their shock troops.

Sniper rifles seem to be similar to an early prototype of the Mass driver rifle but have been modified to fire heavier projectiles based off splinter ammo. In theory they could pose a threat to most Power Armor.
"The Neeran use shuttle pods to deploy squads of snipers with camouflage shrouds. Sometimes the pods themselves are using camouflage too so ground teams have a really hard time with them."

The basic infantry rifle is a phase weapon with a more durable barrel assembly designed to fire faster and with deeper penetrating blasts. Faction troops have started wearing vests over top of their marine armor to increase survivability but this means more weight.

Some of their heavy weapons teams deploy with lasers that can be adjusted to settings on a wide spectrum. A few of them have been observed in use as launchers for projectiles with an ablative propellant though these have been few in number. Most of the time they're used as a direct fire weapon.

A shoulder fired version of the Neeran plasma gun/pistol has been reported in use with shock troops, though none have been captured intact yet.

Another as yet unidentified weapon that is being classed as an assault rifle has been sighted. Little data exists.

Shock troops are known to use conventional RPG's and missiles.

Enemy troops will not hesitate to take Faction weapons or equipment deemed usable when their own reserves run low.
>>
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Spoiler Image, 312 KB
312 KB JPG
Too much PST can lead to unpredictable actions. One of the first symptoms usually manifesting in a soldier is the urge to acquire an accordion.

Sonia in 6 months.
>>
>>27409222
I laughed.

According to Rufaro it seems the Alliance is working on a hacking program that will override the locks on Neeran weaponry. They must plan to give them to special forces teams that will be stuck behind enemy lines. If it also has to deal with biometrics that could take awhile.

After practicing with some of the mockups so that you're familiar with them you say good night to the Corporal then head up to see what everyone else is up to for the moment.

Entering the Commander center you see that Arthur, Daska and Knight Stemi are there watching the displays. Looking up you see that they're watching the battle vids from the Shallan's main shipyard.
A hexagonal framework with hundreds of slipways and production lines neither side are ready to give it up just yet. Six Faction super heavy cruisers are under repair, one on each of the outer sides.

"Are they still fighting for control of that station?" You ask.

"It ebbs and flows. Things are intensifying right now. The Neeran are trying to catch those ships while they're in dock." Stemi points to one area of the other sections of the yard. "A Carrier group just got in from Republic space loaded down with plasma cannons. The Shallans designed their battlecruisers to use the same spinal mount weapons as the Transcendent class. As a result their main gun can be swapped out for either a Republic Plasma Cannon, a much more common Fusion cannon or even a spinal mount Heavy phase cannon."

"There's a Neeran command ship hanging outside the station fleet's ECCM range." Says Daska. "It's huge. According to the Isolationists it's the maximum size they expand their city ships to."
>>
Looking up, a Strike Wing moves far enough out for their attached ECCM ship to reveal the location of an enemy carrier. The station's main guns, a set of mass drivers similar to those on that moon base you captured once, turn and open fire sending out a stream of projectiles. When some of them make mid-flight course adjustments you realise they must be torpedoes. Several streams impact around the same area, blasting bubbles in the Neeran shields until enough get through to strike the hull.
The enemy carrier begins to turn away while rolling to bring new shields to bear. Her attached corvette wings reorient on the nearby Alliance strike group and attempt to kill their Electronic warfare ship. The Wing is forced to retreat or risk being overwhelmed in short order.

"They cant keep spending torpedoes like that." you observe.

"It just needs to last until the defense fleet can get their plasma cannons mounted sir." Says Lorraine Day who rushes in with Alosh Amila hot on her heels.
"Uh, permission to enter sir." She hastily adds.
>>
>>27409445
>>27409526

Perhaps we should consider a early deployment to do a run on the command ship in concert with the other wing providing the distraction and relay of jump coordinate, allowing us a full SP torp run point blank.

Preferably to take out the engines and command.

Its a good a live trial as we can get. And it is a hit and fade before the fleet action.

The question is do we have the time to pull it off?

>>27409204
For infantry work I think these might be a answer for our troops.
>>27408780

Some kind of silent RC car, copper and plane with a brick of boomstuff, a RPG shot or a rifle

We will need to get the Marines qualified in massively controlling drones even makeshift cheap ones. Considering the size of super heavies it would allow us corner shots and increased area coverage and go in a direction to bypass the psyscan. That and a lot of Explosives training for the troops. By the time they finish such a training regiment they might all be able to do a makeshift drone or IED, and defuse a simple bomb.
>>
Kavos who has been watching the feed from the ship contacts you to see where you are.
"There is something happening at the big fleet fight. The Faction forces are maneuvering strangely, you should take a look at this."

Most of the unit commanders soon show up when they find out that the battle is escalating.

"Where are the rest of our House Forces?" You ask Arthur when he shows up.

"They're providing bombardment support for a planetary assault. They refit the old Battleship with landing support in mind so she's armed with about thirty mass driver turrets just on her underside."

>>27409930
>The question is do we have the time to pull it off?
You do a quick check. If you were to scramble your forces and move out at best speed you could make it to the station in 19 hours. This base is located closer to the nav relay, so as to give provide a relatively safe location for training.

Technically you still have another two days of training with the Terrans and Rovinar but nothing quite beats a real battle for experience.

[ ] Make preparations to get underway
[ ] Contact Alliance Command
[ ] Stay here so your people can resume training in a few more hours
[ ] Other

>Some kind of silent RC car, copper and plane with a brick of boomstuff, a RPG shot or a rifle
>We will need to get the Marines qualified in massively controlling drones even makeshift cheap ones. Considering the size of super heavies it would allow us corner shots and increased area coverage and go in a direction to bypass the psyscan. That and a lot of Explosives training for the troops. By the time they finish such a training regiment they might all be able to do a makeshift drone or IED, and defuse a simple bomb.
So full out guerrilla warfare training. You'll add that to the list of things to get the troops trained in when you get back home.
>>
>>27410226
>[X] Stay here so your people can resume training in a few more hours

There's trial by fire, and there's a suicide bomber's first mission. This would definitely be the latter.
>>
You stay and wait, watching.

The battle finally breaks when more reinforcement show up. Three formations of Republic Medium cruisers jump in from below the plane of the system, each backed up by Terran and Dominion corvettes. One of the Mediums has been outfitted with a ridiculous amount of ECM systems and a dozen blackbirds are also in the formation. The tightly packed group of three hundred ships cut through the few Neeran corvettes currently in position and get close enough to illuminate the command ship.

At 180 km in length its more of a mobile moon than a ship. Currently most of the Neeran Carriers are out of position, preparing for the shipyard to launch the newly upgraded Shallan Battlecruisers.

The Alliance ships break formation, revealing twenty Veckron torpedo cruisers all charging for launch.

"Sir we're getting a message from the Shallan Admiralty being transmitted to all Alliance forces. It reads: At any cost."

The bright spheres surrounding the torpedo ships collapse inward and two seconds later the volley of torpedoes is away. Rather than break off the cruisers begin charging to fire again. All twenty warheads rip through the normally troublesome Neeran shields and impact the hull, blasting out craters the size of heavy cruisers.

By the time the second Veckron volley is away the cruisers have had to reverse engines to keep out of weapons range. Every available Neeran ship has broken off their attack on the shipyard and is converging on the strike group. The closest enemy heavy cruiser has its bow sections blown apart by repeated SP torpedo strikes allowing the Republic Mediums to rip it apart with Resonance Repulsor weapons.

The repeated impacts by Veckron weaponry cause internal sections of the Command ship to give way and secondary explosions to worsen the damage. The expanding scar covering most of the forward sections are belching atmosphere and plasma from destroyed reactors propelling it away.
>>
Unable to bring down the shields of the Republic ships quickly enough, Battleship formations ram the vessels protecting the torpedo cruisers. Five of the IFF markers wink out in quick succession.

Engines now at full reverse, the cruisers get off a third volley before starting to fire their conventional weapon at the incoming swarm of corvettes. The remaining escorts are being massacred, though they're racking up an impressive kill count in the process. You just hope they all have emergency teleporters.

The fourth volley consists of only a handful of Torpedoes, the other launchers destroyed perhaps seconds beforehand.

You don't know if the Neeran Command ship was dead before the strike or if the last four were just the last nails in the coffin. One of the Blackbirds evades fire long enough to get a clear reading on the remaining forward half of the ship breaking off. Flames bleed from cracks running most of its remaining length.

In a few minutes all contact is lost with the last friendly ship. The Neeran soon reform their line, attempting to cloak the area where their Command ship fell but not budging towards the station or the Alliance fleets.

Twenty minutes later the station launches its Battlecruiser force, establishing a perimeter anyone would think twice about challenging.

Kavos enters the station command center and punches up a clock to be appended to the main display. It begins counting down, 18 years.

"When the clock runs out the main Shallan shipyard and everything within fifty lightyears will be inaccessible for the next five centuries."

"Other than by sublight slowboat that is" Adds Jaro.

Enright does some quick calculation. "That's the second most heavily industrialised area in Shallan space. We need to relocate thirty billion people and their industry in the middle of a war."

>What say?
>>
>>27411005
>>27410915
"I predict a sharp increase in shares value for interstellar transport. We just have to wrap this major war in a reasonable time frame and keep everyone else reasonably peaceful so this can work. Purely out of egotistical and profiteering reasons of course, don't misunderstand me - I don't have a soft spot for doomed and impossible causes."
>>
>>27411005
"Ruthless."
>>
>>27411005
"What could the Isolationists have done to make this seem worth it to the other Neeran?"
>>
"Well that was Ruthless. What could the Isolationists have done to make this seem worth it to the other Neeran?"

Arthur shakes his head. "I don't know, I bet both sides are wishing they hadn't come here at all right about now."

"I predict a sharp increase in shares value for interstellar transport. We just have to wrap this major war in a reasonable time frame and keep everyone else reasonably peaceful so this can work. Purely out of egotistical and profiteering reasons of course, don't misunderstand me - I don't have a soft spot for doomed and impossible causes."

There's a momentary delay before Knight Stemi exclaims "I need to sell shares!" And rushes from the room.

Huh. "Anyone else?"

"You know..." Starts Berwari "If you had enough stasis cylinders I think thirty billion could be manageable. Much easier if the people are trying to cooperate. As for the infrastructure, I do happen to know some people. What? Why is everyone walking away all of a sudden?"

Slowly everyone gets back to work. The next few days are fulled with a renewed urgency in the training after seeing the sort of losses inflicted in such a short period of time. Still you get the job done.

As the various units are getting ready to ship out word comes down that a cease fire has been declared. The Isolationists have sent a ship and Neeran Empire are preparing an envoy.
>>
>>27411005

... well, survival through this shit just became 'clones or universe-sized balls of luck only'

"I suggest everyone that hasn't had the scans to allow cloning reconsider. That won't be the last suicide mission we see, and we'll likely see the rest much closer up."
>>
>>27411435
>>27411113
half-truths and half lies are always the best.
>>
>>27411435

Oh boy. Isolationist Neeran gonna get slaughtered, then their ship used as a trojan horse.

Factions will lose a major strongpoint when the 'friendly' ship slaps shit around point blank and with it's pants around it's ankles.

Forward this concern to any alliance people we may have contact with. And Commander Winnifred. J&D forces need to stay the fuck away from anything coming back from that meeting and be on alert.

That or this is a chance for a decapitating strike by the Neerans, and they want our shit in shambles.
>>
>>27411435
Well, let's hope they manage to work something out.
>>
Two days later your wing has arrives at the Nav relay with orders to link up with the rest of the House Fleet. The 2nd and 4th Wings have arrived and are being sent to the same Alliance station where you just spent the last few weeks. Ironically they'll be trained in mixed unit tactics by some of the same people you just worked with since they were not built up with as much in the way of salvage.
4th Wing shouldnt take so long. Alex and the others were helping to put them through their paces.
Some of your starfighter pilots have stayed behind to assist in training the crews aboard the other House Escort Carriers.

The situation at the relay has continued to get worse and the guild has now refused to allow aboard anyone not on official business. Local space is clogged with modular stations acting as refugee holding locations.

While you're now technically in reserve status you're sent regular updates outlining positions of Alliance and Faction ships. The biggest indicator marker on your long range sensors is the Neeran Warship sent by the Isolationists.

"Someone tell me we're going to be out of here before they send that envoy." Says Mike.

"The guild has delayed sending us and several other Alliance units their jump data." Replies Daska. "They want us here in case something goes wrong."

"Oh for fu-"
"Coms discipline." You order. The Knight Commander's Medium cruiser and much of the remaining House Expeditionary Fleet arrives and micro jumps to your position.

>>27411664
>Forward this concern to any alliance people we may have contact with. And Commander Winnifred. J&D forces need to stay the fuck away from anything coming back from that meeting and be on alert.
You do so.
>>
>>27411590
And i bet the idea of saying this out loud is to get at least the dominion and the former pirates started on a small interest group that is firmly interested to keep things to a certain level of civility and to avoid general hostility - them being the first to get on this train of thought due to their integrated military-ecconomic social model.
>>
>>27411734
>>27411664
You're soon contacted by one of the Dominion Heavy cruisers in the area. Duke Aros Ber'helum appears on screen. "Keeping on your toes Reynard? Good to see that someone else is remaining on alert. I've voiced the same concerns to the Alliance. They're supposed to have a team present and the Neeran Empire will be sending a small Frigate over with the ambassador. No more than fifteen of them tops and the negotiations will be aboard the Isolationists ship. "

The Duke frowns heavily. "The problem is that the damn giants don't really want Alliance personnel present. They're worried it might implicate we're involved with them, for whatever that would mean at this stage. Look, I've done all I can, but I know which ship the Alliance are supposed to be sending out to the rendezvous and where it's currently docked. Just don't do anything stupid."

You get an encoded message that's password protected. Most of it is data on your ideas for FTL jamming. Some of it is location data.

Another message comes in, this one from Svidur, listing a safety deposit box number at a bank in the PCCG.

[ ] Wait for clearance to depart
[ ] Do something stupid
[ ] Other
>>
I have to be up early so you guys make your plans. I likely wont be back from work until 5pm tomorrow.
>>
>>27411951
I am not really sure what to do here. I sort of feel we should behave and stay put. On the other hand we a prone to doing something stupid... And then we have the Mystery box!
>>
>>27411951
Can we get clearance to check the location for ftl jamming? We aren't retreating to house space, just say we got information on a time sensitive rescue mission that we need to pursue.

Then take a few j-d ships with us for support.

I'd we can't then I suggest a virtual game of space poker between all ship captains while we sit and wait on the inevitable betrayal.

Aside note: why did Merlin just send us a bank account?
>>
>>27411951
>>[X] Wait for clearance to depart

When you put it like that...
>>
Just got caught up on the action. SHEEEIT, war is hell.

I'm kinda at a loss as to what to do next. We still have a job to do. Though with the other JD ships arriving all that stands between us and some time off is some paperwork.

We could also do something stupid but I'm not even sure what that would be. We know where the meeting will take place and with who. We also have the mystery box from Svidur which I'm sure would shed some light on the situation.
>>
>>27413472
Ah I was assuming the box was cash from Merlin. Safety deposits can hold papers or recordings that could inform us of the upcoming cease fire and how it will be negotiated.
>>
>>27411951
>We get an encoded message on our idea for FTL jamming and some location data
>Our friendly wizard Svidur suddenly sends us a message listing a safety deposit box

Is it just me or does that sound like a farewell gift?...wait....Is he on that Isolationist ship?

The alarms in my head are screaming "Shit is about to go down" so I say [X] Do something stupid.
>>
>>27411951
Basically what I'm trying to say is this location data might be data on where FTL jamming devices would be if someone wanted to jam the ability to reach the meeting place. The message from our wizard friend only raises the alarm in my mind as he isn't someone who does needless things.
>>
>>27413328
>Can we get clearance to check the location for ftl jamming?
Using sensor data update sent by the guild you locate a ship that's docked at a platform reserved for Alliance ships. It's an upgraded model of Republic Frigate, slightly larger you could almost classify it as an attack cruiser.

>>27414731
>Basically what I'm trying to say is this location data might be data on where FTL jamming devices would be if someone wanted to jam the ability to reach the meeting place.

The location data is hidden among the FTL-jamming data. Its the same project you proposed to the Duke so while classified it wouldn't be out of place for him to send you that information.

>>27413472
>We could also do something stupid but I'm not even sure what that would be.
What that could be is entirely up to you guys.
Leaving for work!
>>
>>27411951
>[X] Wait for clearance to depart
I'd like to continue playing this quest for a bit.
>>
Well we should definitely investigate what the Duke gave us as well as Svidur's mystery box. For the latter we need an excuse to leave, maybe looking for more survivors from our ship?
>>
>>27411951
How long will it take us to get to that deposit box?
>>
>>27411951
>[ ] Other
Ask the Alliance if we can go and send somebody we trust to the safety deposit box?
>>
>>27411951
>[ ] Other
When in doubt, ask Kavos.
>>
Bump.
>>
>>27415988
>>27416931
>Safety deposit box
It's at a bank in the Pandora Cluster. You and your wing were basing out of the particular station it is located on when you were helping the PCCG Militia.
If you wanted Alex or one of the others still in the region could get there in an hour or two. You're currently about 11 day's travel from the location, or aprox 6 days at the EX-K's maximum FTL speed.

>Ask the Alliance if we can go
Currently they have as many special forces personnel present as they want. Your offer is politely declined.
Unless you mean depart for the Pandora cluster early. There's a fleet from another House coming in from the nearest relay that should arrive in a couple of hours. As it will take them some time to recharge after the long jump you might be able to get clearance for the House fleet to leave now.
The Knight Commander is not in any rush to leave but would certainly take advantage of an opening to get the fleet out.
>>
>>27420616
>Unless you mean depart for the Pandora cluster early.
Nope. Just bad sentence structure on my end.

>If you wanted Alex or one of the others still in the region could get there in an hour or two. You're currently about 11 day's travel from the location, or aprox 6 days at the EX-K's maximum FTL speed.

When is the Alliance ship supposed to leave the station? Could Alex make it to the deposit box before these guys leave?
>>
>>27411951

[x] Other: Call Ecord [Svidur joined that mission with him, right?] up to the bridge, show him Svidur's message. "Bad sign or paranoia?"

if he agrees that it is a bad sign, well... fuck
>>
>>27420746

and of course... we'll show him an edited copy that removes the details of where exactly the thing is...
>>
Rolled 3

>>27418300
>When in doubt, ask Kavos.
"If we can leave without having to fight anyone else we should do so. Staying will just cost us more lives. Our House is small, though we have gained much in the past year it is still weak. There is no reason to take risks now."

>>27420667
>When is the Alliance ship supposed to leave the station? Could Alex make it to the deposit box before these guys leave?
You try to find out...

You call Ecord up to the bridge and show him a slightly altered version of the letter.

"Bad sign or paranoia?"

"Well he's usually less cryptic about location data so I'm leaning towards paranoia. I don't think those guys can really see the future but they do like to have their bases covered. For supposedly being isolationists they sure seem to set a lot of wheels in motion to try and make sure people solve problems for them."
>>
>>27421083
Your contacts find out that the ship with the Alliance envoys (and special forces to protect them) will be launching in 3 hours time. Alex could potentially make it there in time.

Send him?
>>
>>27421111

I'm voting no.

If Svidur was going to give us something time-sensitive, he'd have put in a clue of some sort based on our personal interactions that no one else would know about.

Oooo! maybe he gave us some info that will let us restore programming in the Neeran fabrication stuff we captured.

... wait, why didn't we think to ask Mr Wizard if his people had programming for such things?
>>
>>27421111
Send him and tell him that whatever he finds is to remain confidential.
>>
>>27421218
> info that will let us restore programming in the Neeran fabrication stuff we captured.
>... wait, why didn't we think to ask Mr Wizard if his people had programming for such things?
They don't, and they've already told the Alliance as much. Technology in the Neeran Empire has diverged too far from their own for any quick fixes.
(Was mentioned briefly in an earlier thread.)

>>27421218
>>27421274
1 for yes, one for no with sending Alex
>>
Rolled 2

>>27421395
>They don't, and they've already told the Alliance as much. Technology in the Neeran Empire has diverged too far from their own for any quick fixes.

Not really much of a surprise after... a 1000 years, wasn't it?

>1 for yes, one for no with sending Alex
I'm terribly undecided on this :s
I'll let the dice decide, unless another player decides to vote.

>1= Yay!
>2= Nay!
>>
>>27421395

>tech has diverged

Do they have any oddballs among their long-lived number that have dedicated themselves to maintaining 'old' stuff for historical purposes?

A working example of tech from their original exodus might have programming that would boost our reverse engineering attempts, by giving us a functional base.

Though I guess no one ever captured Neeran equipment of any kind during the first incursion, which would be an even better base for reverse engineering attempts.
>>
Send alex to grab it. Confidential and all that unless he has to open it (weird ticking, smell, baby crying)
>>
>>27421433
4000 years.

>>27421581
The Isolationists technology has changed very little other than what they've picked up from the Factions. They have made some advancements in REDACTED but for the most part it's the Empire that has diverged more from the original tech.
From what the Alliance has seen their metallurgy has increased, encryption and programming systems have changed completely and a few other things as well.
The Neeran Empire's tech now seems to be geared towards deploying large numbers or mass producible forces to overwhelm enemies while exposing little of their population and industry to actual harm.

Mind you after that stunt with the mass VT bombardment the risk to their populace and industry has been increased.

Well 1 more than the others.

You send Alex to the bank and send them a message ahead that a representative would be arriving shortly.
An hour and a half later he contacts you on a secure channel. Stepping into your old officer you tell him to go ahead.

"There are a few gemstones here of various sizes. I think most of them are artificial. One of them is made of a refined drive core focusing system cut down so that it could fit in your hand. There are some metal plates made of starship armor with engravings on them. Technical diagrams, maybe? It's beyond what my schooling covered. One moment, there's more in here."

"Anything that immediately stands out?"

"Yes. Sealed nanoweave envelope with a message printed on the outside that says; From Svidur: Open only in the event of my death."
>>
>>27421395
Just caught up woah things are happening

Send Alex to the box
>>
>>27421923
You have 1.5 hours before the Alliance ship leaves its dock and micro jumps to the site of the ceasefire negotiations.

2 people have already voted to remain here and wait for departure clearance.

[ ] Wait for clearance to depart
[ ] Try to get early clearance with arrival of the next House fleet(s)
[ ] Do something stupid/sneaky
[ ] Other
>Your orders?
>>
>>27421923
Tell Alex to keep these in a safe and secure place where and that once we return he will hand these off to us. Also, tell him thank you for doing this but he isn't allowed to talk about what he has seen.

Before Svidur and them leave for this meeting I say we send him a message that simply reads: You better come back alive old wizard.
>>
>>27422071
Wait for clearance
>>
>>27422071
Wait for clearance and send the message from >>27422114 to Svidur
>>
>>27421923
>Isolationists have made advances of their own

...I wounder if it has anything to do with how Svidur has a seemingly long life?
>>
>>27422114
If you're planning to fight the Dragon while the party flees to safety then you'd better have a contingency planned!

Although that message may be to easily decoded if old fantasy and role-playing survive in the future.
>>
>>27422830
Sounds like the perfect coded message to me.
>>
You send the message off. Time to watch and wait.

The Alliance ship leaves the station on schedule, microjumping out to the location of the Isolationists Super Heavy. In another hour a new contact pops up on the long range sensor feed. An enemy Super jumps in 2 AU away from the friendly one, shields down with no jamming or cloaking fields present. It matches the profile of the more common Carrier model.

"Remind me that we need to get some call signs for friendlies if we ever work alongside the Isolationists."

A Frigate sized ship is sent over, halting outside long enough for an Alliance shuttle to perform an inspection then docking.

"There's a launch window coming up." Linda informs you. "We might be able to get in early after the next fleet arrives."

"Wait until we can jump with the House Fleet on schedule."

Watching the IFF marker for the ship negotiations are underway on you notice it blink out for a second. "What was that?"

Arron goes over the sensor logs. "It looked like a power spike hit their systems. Maybe an EMP?"

You curse. "Raise shields. All ships arm weapons, Marines and starfighters stand by for deployment."

Sensors inform you that several of the Alliance ships and most of the House fleet are also arming weapons.

"Incoming transmission from Alliance fleet com."

"All Alliance ships in the area, you are ordered to full alert. Our special forces team aboard the Isolationists ship have all been rendered unconscious, we don't know how yet. We're showing no other signs of life aboard. Prepare boarding teams and report in when you're ready to micro jump."

[ ] Report in and wait
[ ] Jump now
[ ] Other
>>
>>27422996
[x] Report in and wait

Put me in the game coach! I got fresh legs!
>>
>>27422996
>[X] Report in and wait
>[X] Other
Also inform whoever is responsible for this, that the Neeran on both side might have simply decided they don't want the Alliance around, as they seem to have stated before.

Randomly blowing up ships at this moment might just escalate things.
>>
>>27422996

[x] Report in and wait
[x] Ping 3rd Wing's squadrons for an SP torp count
>>
>>27422996
>[x] Report in and wait
>>
>Ping 3rd Wing's squadrons for an SP torp count
So far the Alliance has only replaced 1 of your SP Torp volleys across the board, with promises for the other two to be delivered once the Terrans release their stockpiles.

>>27423038
>>27423071
>Also inform whoever is responsible for this, that the Neeran on both side might have simply decided they don't want the Alliance around, as they seem to have stated before.

The local Admiral -a Rovinar- opens a channel to you as everyone checks in.
"Major I don't believe you understand. We still have suit telemetry from our teams aboard that ship. All Neeran within view of their suit sensors are dead. Prepare your troops. We need to ascertain how this happened."

By the time the fleets jump both of the Neeran supers are beginning to maneuver. The enemy ship is turning to head back towards their lines, their shields slowly beginning to form the familiar protective layers. The one the envoys were on however is turning towards the same direction as the out bound ships. It's raised more conventional shields which shouldn't be any problem for your SP's.

"What's going on, wasn't the crew dead?"

"A civilian ship just retransmitted jump data it got from the station. It may have been infiltrated." Reports an Alliance officer over the command channel.
The big ship is coming about fast, possibly using long range tractor beams to help it's turn. The sublight drives fire up at full burn.

"It's jumping!" Warns Duke Ber'helum.
"I don't think we can do enough damage in time to stop it."
"Get A V-Torp bomber in here."
"No time. Prepare for pursuit."
Command comes are becoming cluttered.

[ ] Prepare for pursuit
[ ] Launch SP's (Roll 2d20)
[ ] Other
>>
Rolled 16, 19 = 35

>>27423733
FIRE TORPEDOES
>>
Rolled 6, 3 = 9

>>27423733
[x] Launch SP's (Roll 2d20)

"I could have sworn I heard someone give the order to open fire."
>>
Rolled 20, 7 = 27

>>27423733

[x] Launch SP's

"3rd Attack Wing to all ships. We're putting an SP volley into their engines if we can get in range. Requesting cover and support fire!"

[x] Other: Ping Commander Winnifred for orders on Pursuit
>>
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>>27423771
It's really hard to argue with these rolls.

> All Neeran within view of their suit sensors are dead.
Pic related.
>>
>>27423733
Was our Wizard on that ship?

I do hope he hasn't perished. He didn't teach us any magic yet!
>>
>>27424024
>Those rolls
Help
>>
>>27424024
And suddenly i'm getting the sinking feeling that something is about to go wrong.
>>
>>27424024
Is this good for us or good for them?
I must know this.
>>
>>27424045
TSTG usually rolls for friendlies or for neutral stuff like how long an action takes. Let's hope these are in our favour.
>>
"FIRE TORPEDOES!"
You change course and hit the trigger for torpedo launch. The Unnamed Guard was a good ship, but the EX-K's torpedo armament wins hands down. Four SP's streak out followed by those from your other ships. The Starfighters even get a few off, though they're not at their most effective range.

"Who gave the ord-"
"Cease-"
"All ships fire!" Commands one of the other officers.

Shallan, Terran and Rovinar ships open up with Torpedoes while the others concentrate phase cannon fire on the aft sections. The Faction ship formations make sure to clear fire lanes for anyone with Plasma cannons knowing they'll have a better chance of penetrating shields. The amount of weapons fire coming from the Commander's Medium cruiser and escorts is enough to block out the stars on your right side.

Torpedoes pass through the more conventional shields like they're not even there, impacting the drive sections. Some of the shield generators for those sections are stuck exposing the hull to more conventional fire.

Space in front of the escaping ship begins to tear open in a widening hole. This is going to be close.

As damage piles up the remaining shields fail allowing more weapons fire to strike the ship.
"They're not going to have enough engines to make it." Says Mike

Linda looks over to you. "They're trying anyways."

Sections of the ship's armor glow through from an above average energy output to the drive plates. Despite a terminal level of damage to her sublight engines the ship still drags itself through the tear, vanishing into FTL in an instant.

"Son of a bitch!"

"It won't be able to jump again once it stops. It has too much damage." Reports Kavos looking over the readouts.

"Sorry to interrupt sir." Says Coms. "Message from the Alliance, any ships capable of high FTL speeds are to take aboard troops and initiate pursuit."
>>
Looking through your roster the only people in 3rd Wing with ships capable of catching up are yourself with the EX-K and Jerome Gallo with a Kavarian E-Type.

1st Wing still has a pair of newer K-Types remaining, each of them take aboard an LST.

"Now that they're at FTL we won't be able to stop them unless we can disable their drive plates." Says Kavos

Linda shakes her head "They're moving too fast. By the time we catch up we'll be too far away from the nearest relay to properly navigate. Which means either following until it drops out or..."

Arron's eyes go wide. "Or attempting to board it at high FTL speeds. Which is crazy."

"Our LST's have shields." Points out Kavos.

[ ] Pursuit until it drops out
[ ] FTL boarding operation
[ ] Forget this, I'm supposed to be on leave
[ ] Other
>>
>>27424855
>[ ] Other
Do we have an idea in which direction they are going?
>>
>>27424855
[X] FTL boarding operation

Crazy? Don't you mean "Right up our alley"?
>>
>>27424855

Why can't we navigate if we blow the drive plates? Is it an issue with getting navigation data to return to the relay?

I don't see why jump information couldn't be leapfrogged to the ship or the ship just leapfrogged itself with short jumps to a point where 'proper navigation' is possible.
>>
>>27424911
sounds like a job for crazy has-annie
"our prices are so low and delivery services so outstanding that we will deliver no matter how fast you run
>>
>>27424855
Is it time to open Svidur's letter?
>>
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>>27424877
Yes. They're performing a long jump to the Pandora Cluster.

>>27424987
>Why can't we navigate if we blow the drive plates?
Because odds are good you'll drop out of FTL with them.

>Is it an issue with getting navigation data to return to the relay?
It's not just that. Your drives and associated systems will lose calibration if you drop back to real space in the gap between galaxy clusters making them increasingly unreliable. The Guild has been working on the problem for centuries. The Relay network uses galaxy remnants and other locations of relative stability as stepping stones between the larger clusters.

>>27425039
Up to you guys. Tell Alex to open it now or deal with it later?
>>
>>27425190
I say deal with it later as it was meant for our eyes only.
>>
>>27425190

>letter from Svidur
deal with it later.

>>27424855
in light of the navigation stuff...

[x] FTL boarding operation

Knock Knock, you Neeran sons of bitches!
>>
>>27425190
>Up to you guys. Tell Alex to open it now or deal with it later?

Has Svidur been confirmed as KIA?

>Yes. They're performing a long jump to the Pandora Cluster.

In that case, simply follow them. I'd favour the boarding action if they'd be jumping into hostile Neeran territory, but in this case we can probably avoid the risky maneuver at ftl
.
>>
So, if we do the FTL boarding...

Wayward Treasures style? Can we pull off the ramming-style boarding with an LST, or would we just be better off letting it do a point-blank deployment almost directly onto the ship's hull?
>>
>>27424855
What would happen to our LST if the boarding operation should fail before they can enter the hostile ship?
>>
>>27425297
>Has Svidur been confirmed as KIA?
Not yet. It's a big ship and the team was only in one section.

>>27425419
> Can we pull off the ramming-style boarding with an LST, or would we just be better off letting it do a point-blank deployment almost directly onto the ship's hull?
Well if you got within their drive field bubble it should be relatively safe for the LST's provided they weren't shot at.
There also seems to be a number of starship sized holes blasted in the aft sections of the ship. Mind you there used to be engines there so, that's really your call where you want to set down.
There should also be docking bays along the sides of the ship where the envoys landed capable of taking Light cruisers, possibly even battle ships.

>>27425425
Most of your LST's don't have FTL systems aboard.
It would depend on how it failed. If they manage to stay inside the drive field bubble until it arrives in the Pandora cluster they should be fine. LST's have enough shields and armor for the crew to survive exposure to subspace.

Current vote
[1] Pursuit until it drops out
[3] FTL boarding operation
>>
>>27425555
You know this seems like a big play by the "Black Fleet" Neeran to divert our forces to track this ship which no doubt intends to try and link up with forces in the Pandora cluster making this a two front war.
>>
>>27425555
>[3] FTL boarding operation

If this wins, have our LSTs at least bring some kind of FTL beacon and supplies so we can send a guild ship after them if they are unfortunate enough to drop out of FTL.
>>
>>27424911
>>27425019
I would like to remind you guys that "Crazy" usually only applied in situations where Sonia put herself at risk, unlike this one, where she's most likely sending random marines to the land where they don't need eyes if we roll poorly.
>>
>>27426031
well said, i'm changing my vote from FTL boarding to Pursuit
>>
>>27426031
The crazy part is due to us making crazy plans and going through with them. Also, I don't see a "You can't go Sonia" posted on the choice.
>>
>>27426031
We are obs joining the boarding party. A mystery is afoot
>>
>>27426325
Also voting for boarding. Maybe we can claim a Neeran Super
>>
>>27426325
Exactly! Like we wouldn't join when our wizard friend is in danger!
>>
>>27426369
And now the noble 5/fighter 3/pilot 2 must rejoin with the party wizard and find a way to stuff as many healing potions in his mouth to save him from negative hp.

Bonus points if Sonia says this and no one gets the reference
>>
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Twenty ships begin the run up to FTL and jump. Most of them are Kavarian built starships, some of them newer models but most being older ones. The remainder include a single Clarent class cruiser and six Excalibur class Battlecruisers.

Once you're underway you keep an eye on Linda to get an idea of how things are going. She's a nervous, but then again she usually is when doing anything like this. Glancing at the indicator you see the speed climb until you're edging into J-27 territory, possibly past it.

"Engineering, how's are the drives holding?" You ask.

"Good enough. They pulled the core from a much newer ship when they rebuilt her. It should hold."

"Should?" You dont get a response.

"Perhaps you should not distract the engineering chief?" Suggests Kavos.

Looking over you can see the other ships in formation, their drive flares burning brightly, though still not like the one out front. The Excaliburs must be having a relatively easy time of it, with twice as many drive plates as your own ship and far more in the way of capacitor banks.

Linda gets your attention. "I'm detecting wake effect. Its much worse than with other ship's we've encountered before. Turbulence is going to be heavy."

"We could try to reach the docking bays if we came in from the sides. But they haven't taken any damage there."

"It didn't fire any weapons when we were shooting it earlier." Arron points out.

[ ] Risk the wake, come in from behind (roll 2d100)
[ ] Avoid wake, come in from sides risking weapons fire (roll 2d100)
[ ] Other
>>
Rolled 51

>>27426934
>[X] Avoid wake, come in from sides risking weapons fire (roll 2d100)

IWe're used to avoiding weapons fire. Drive wakes? Not so much.

>1
>>
Rolled 96

>>27427006
>2
>>
Rolled 15, 7 = 22

>>27426934
Hanger dock
>>
Rolled 52, 9 = 61

>>27426934
>[X] Avoid wake, come in from sides risking weapons fire (roll 2d100)
>>
Rolled 5, 33 = 38

>>27427048
My bad, now 100's
>>
>Up to you guys. Tell Alex to open it now or deal with it later?
Delay, lets not open Pandora's box until we REALLY need to.

Come in from the side to avoid wake. But maybe we should avoid the docking bay, that seems like an obvious location to set a trap. If one of the craters on the back of the ship is big enough we should be able to set down.
>>
You signal Jerome that you're going to come in from the side and to follow you in, but to keep a safe distance. Most of the attack cruisers do the same while the less maneuverable Battlecruisers come in from astern.

One of the Battlecruisers ends up in a bad place and is force to cut back their speed as the turbulence nearly shakes the ship apart. A few of the smaller ships likewise need to break off to make another approach.

"Reminder, whatever happens do not fire phase cannons." Kavos mentions just before contact with the drive field of the larger ship.

"Right. Power drain. Linda you ready?"

"Do it."

On contact the ship experiences what amounts to a series of high speed collisions. The angle you've come in on isn't the greatest. Linda shifts the ship over slightly then scrolls through the drive field frequency until there's a match.

"We're in."

Locking tractor beams onto the larger ship to keep from floating away, you orient yourself trying to find the actual "sides" where the docking bays will be. It looks like you're slightly above them.

"Turret tracking us." Arron pings it on the displays for you.

"Raise all shields."
Rolling slightly to present less of a profile, the Republic built plasma weapon still clips you but doesn't penetrate. It takes a second to adjust from the force of the impact, wanting to avoid falling outside the drive bubble.

Jerome swings his ship in and destroyed the turret with a conventional torpedo volley. Landing the EX-K on the outer hull for a moment you try to decide on your next course of action. Will you be staying on the ship or going aboard with the marines?

You also have the option to try and move the EX-K to the landing bays, the hull breach or keep it where it is.
>>
>>27427621
Keep it where it is and hell yeah we are going.
>>
Are there any turrets around us? We would only need to move into the breach if we need extra cover. As it is we can just cut a hole and get inside.
>>
>>27427621
>You also have the option to try and move the EX-K to the landing bays, the hull breach or keep it where it is.

What are the advantages and disadvantages of the different locations?

>Will you be staying on the ship or going aboard with the marines?

I think we should wait until we know if this ship's energy vacuum is still working.
>>
>>27427777
This is one of the the "Light" Neeran ships that the dark ones took over. So it almost certainly doesn't have the same tech on it.

Now I'm wondering what would have happened if we had checked out Duke Amos's ship. Even if we had been able to FTL jam the ship it would simply have trapped it HERE, which is less than ideal.
>>
>>27427723
>Are there any turrets around us?
Yes, but none that currently have line of sight.

>>27427777
>What are the advantages and disadvantages of the different locations?
Well if you got your ships into the docking bay (and got it under control) it would make it easier to put more of your troops aboard. You would also run less risk of anything knocking the ship free or have to rely on tractor beams to remain in place.
You may have to deal with automated defenses.

If you moved back to the aft hull breaches you could potentially reach the drive systems more quickly and gain control over them.
This could be dangerous due to damage to the engines and reactors. It would also be necessary to maintain tractor beam locks to keep the ship from moving.

You could stay where you are but it is fairly exposed and you face similar problems with remaining in place, namely the tractor beam usage. The ship's transit systems would also be less access to compared to the landing bays or industrial areas.

>>27427777
>I think we should wait until we know if this ship's energy vacuum is still working.
You haven't read any reports on the Isolationists using that technology, but it may just be classified.
>>
>>27427945
>You haven't read any reports on the Isolationists using that technology, but it may just be classified.
Oh, sorry. My fault, I kinda misunderstood to which side this ship belongs.

I'd also suggest moving our ship to the docking bay.
>>
>>27427945
I say we get off here and move toward a docking bay. Secure it and THEN we dock the ship.
>>
>>27427945
Lets take the ship into the dock. If needed we start tunneling are way around this bitch.
>>
I'll have to put up a survey in a bit for where you guys want to go aboard since I have work tomorrow.
>Do you want Rufaro to remain aboard?

Choose your weapons loadout!

Recon Power Armor

>Melee weapon
HF-Blade [Equipped]
Monoblade
Republic bayonet
Repulsor gauntlet

>Ranged (Heavy)
Plasma Anti-tank gun
RPG / Anti-tank
Fusion Gun
Heavy Machine Gun

>Ranged (Rifle)
X-ray Laser (+MicroRPG launcher)
Mass Driver Rifle
Shotgun (Grenades, AP Slug, Flechettes, Incendiaries, other)
Phase rifle (Has stun setting)
Silenced Carbine* (+Splinter rounds)

>Ranged (Pistol)
Plasma Pistol [Equipped]
Forearm MicroRPG launcher
Republic SMG*
Forearm SMG*
Submachine pistol*
Pulse Pistol (Has stun setting)
Pulse pistol (Holdout) [Equipped]

* = silenced weapon option

>Grenades
High explosives
Frag grenades
Stun Pulse grenades
Flashbangs
Half moon (Breaching charge)
Claymore mines
GP mines

>MISC Equipment
Smart Grapple Y/N?
Other (Specify)
>>
>>27428194
Recon armor (Always mandatory)

HF-Blade

Fusion Gun

X-ray Laser

Plasma Pistol (Never leave home without it)

Half moon 2
Frag 2
High explosives 2

Smart Grapple: Always
>>
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>>27428194
>HF-Blade [Equipped]
>Heavy Machine Gun
>Plasma Pistol [Equipped]
>Pulse Pistol (Has stun setting)
>Half moon (Breaching charge)
>Stun Pulse grenades

What could go wrong category:
RPG / Anti-tank
>Pic very much related.
>>
>>27428194
I could save us the trouble and just say take the ship into the dock.
>>
>Do you want Rufaro to remain aboard?
Stay on the ship in case we get counter boarded. One of these days we should get a second power armour to just have a spare. Rufaro can use it so it wouldn't sit idle. With the way our fortunes have been rolling we could just buy one at this point.

As for equipment. We will be facing whatever the Neerans brought with them on that one ship. Which means almost certainly Neeran troops, Neeran auxiliaries and technobullshit devices that are going to mess with us. So we might as well go heavy on this one.

Recon Power Armor

HF-Blade
Repulsor gauntlet
Fusion Gun
X-ray Laser (+MicroRPG launcher)
Plasma Pistol
Pulse Pistol (in case we need to stun a fool)

High explosives
Stun Pulse grenades
Flashbangs
Half moon (Breaching charge)
GP mines

Smart Grapple Y

>Other: RPG / Anti-tank
Stack a bunch of these on a wheelbarrow if we have to but bring as many as we can. We don't need to carry them with us but if the SHTF we can fall back to using them because you can't steal the energy out of an RPG.
>>
>>27428194
Also, have Rufaro come with us.
>>
>>27428352
Sounds good to me
>>
>>27428645
Yah, someone else wants to use the X-ray! Although with the possibility of energy drain I think it might be better to go heavy ballistic weaponry.

Also, our power armor might be getting drained.. hope we practiced a lot with it offline.

I just wish we had more Intel on the energy draining device and if it's a mobile thing or hard wired into their ships.
>>
Bump.
>>
Current loadout looks like this.

Recon Power Armor

HF-Blade
Repulsor gauntlet

Fusion Gun
X-ray Laser (+MicroRPG launcher)

Plasma Pistol [Equipped]
Pulse Pistol (Has stun setting)
Pulse pistol (Holdout) [Always Equipped]

High explosives
Stun Pulse grenades
Half moon (Breaching charge)

Smart Grapple


>Stack a bunch of (Anti-tank) on a wheelbarrow if we have to but bring as many as we can. We don't need to carry them with us but if the SHTF we can fall back to using them because you can't steal the energy out of an RPG.
A couple of the Marines in Power Cell armor pick up racks with a half dozen of these with a carrying handle. It should let them haul around a bit more gear and can be dropped if something goes wrong.

Some division over Rufaro's role.


I'll be back from work at the same time as yesterday. Slightly after 5PM EST
>>
>>27432086
Bump
>>
>>27432086
>Some division over Rufaro's role.

Let her stay and hold the fort.
>>
>>27428194
>I'll have to put up a survey in a bit for where you guys want to go aboard since I have work tomorrow.

Did I miss that survey?
>>
>>27432086
I wouldn't mind having Rufaro go with us as this is just more experience.
>>
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Back early. Wont be able to resume for a little bit unfortunately.

>>27436053
Nah, I just didnt end up putting one up since it seemed like more people were starting to go towards using the landing bays. Here you go.

http://www.surveymonkey.com/s/GFX7RHB
>>
>>27432086

Rufaro's role:

"Protect the bridge crew of this ship and stay alive."

This is one of those times where we have to lead from the front with holographic camo. We really should set up a little 'in event of death' box for the Commander that is filled with letters of recommendations and such for Rufaro and the various bridge crews. Also set up some with our family that have something to be added together to form a treasure map to things we've kept hidden
>>
After suiting up you return to the bridge and hand off your weapons to Rufaro and Valeri for a moment while you retake the controls for the ship. Better to take it in yourself rather than risk having someone else do it after you just had this thing fixed up.

You signal Jerome to get ready and for the LST crews to stand by. It me be necesary for them to detach at a moment's notice.

Bringing up the engines and repulsors you begin drifting along the hull of the ship towards the landing bays.

Roll 2d20
>>
Rolled 10

>>27438508
>Roll 2d20
1
>>
Rolled 1

>>27438533
2
>>
Rolled 8, 12 = 20

>>27438508

"Crazy HasAnne has a special torpedo offer for you~~~~~!!!!"
>>
Rolled 8, 7 = 15

>>27438508
GOGOGO
>>
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Forward of your position one of the other plasma cannon turrets begins to rotate. "Target torpedoes on that emplacement."

"We're being jammed, bringing up ECCM."

You and your wingman fire anyways and half the warheads miss, blasting craters in the outer armor. It takes a moment for the debris to clear enough to see but the cannon looks disabled.

Red icons pop up all over the surface of the ship illuminating spherical turrets. Phase cannons.

"Oh shit, Kavos how's our power levels?"

"Not ideal for a battle."

"Fine then. Jerome move!"

All chance of carefully evading the weapons on the hull gone you throttle up as high as you dare, skipping over the surface which isn't as smooth as it looks from farther away. Awkward bouncing over hull protrusions you watch the shield levels drop, mostly from the energy weapons fire than the impacts.

"Hey, if anybody's home open the doors! Crazy HasAnne has a special torpedo offer for you!"

Swinging out above the landing bay far enough to get a solid lock, you fire torpedoes into some of the heavy phase cannon turrets guarding the doors. Fire from a few of the other turrets soon drop your secondary shield but your wingman soon appears to blow up the others guarding one section.
An indicator pops up on your display showing a hole farther ahead. Thrusting ahead you're forced to pull off a 90 degree turn to fit through, but its large enough for the EX-K to enter.

"Watch your spacing." You warn.

Once inside you see that there is a little bit of room to maneuver. Two Kavarian K-Types are already inside, one has landed on the opposite wall while the second is crippled. The wreck is conveniently blocking fire from some automated weapon systems at the other end of the bay. If there are other weapons like this through the ship this could be difficult.

It seems some of the Kavarians have taken control of the docking arms and are offering to help you dock.
[ ] Let them dock the ship
[ ] keep the ship free floating
[] Other
>>
>>27439380
[x] Let them dock
>>
>>27439380
Let them dock the ship.
>>
>>27439380
[x] Other: Accept Docking assist, unload assault forces. Kavos/Arron then moves the ship off the docking point to a 'freefloating' soft dock like the Kavarian ship seems to be doing.

I believe this will both allow us maximum offload efficiency and then minimal counter-boarding risk, assuming we're repulsor locked onto the docking bay wall. [Can we do a sort of 'hard lock' with some sort of magnetic/pseudo landing gear equipment? Our mass drivers could probably be used to destroy automated systems or as our own dock defenses.]
>>
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>>27439952
>Kavos/Arron then moves the ship off the docking point to a 'freefloating' soft dock like the Kavarian ship seems to be doing.
One of your allied ships is docked using the docking arms, the other is effectively destroyed and is drifting.

"Rufaro, protect the bridge crew. If we're counter boarded I dont want to lose this ship."

"Aye sir."

You attach your equipment harness and head for the nearest docking point. A good number of Marines are already there when you arrive, armed with Fusion guns and an assortment of other weapons. Meanwhile the LSTs detach from the hull to make docking easier and begin to deploy the Marines to other parts of the bay.

Once the EX-K is secure you head over and meet with the senior officer in charge of the Kavarian contingent.

"Lieutenant Commander Ailema, Iratar Security." The woman introduces herself.

"Security?" You ask "You mean as in not Marines or special forces?"

"We're not permitted to keep special forces as part of our constitution. That doesn't stop us from deploying security teams to assist in boarding ships as part of customs interdiction. We are trained and equipped, do not be concerned about my people's skill."

The commander shows you and your squad into the sections of the interior they're already secured. Some of the troops are moving corpses of Neeran out of the way so as not to slow troop movements. The corridors here are just as tall as those on the Neeran Battleship you went aboard, with a similar shape to them.

The Commander points out one of the gaunt and thin looking forms of the Neeran. They're much less physically imposing compared to the Empire troops.

"Brain dead. There's no other damage to their bodies that we can tell. They're all like this in this section."

A few of them are wearing armor and are equipped with what look like repulsor gauntlets. Instead of spikes they have a bar that extends out and around. The weapons also have a number of built in emitters for phase beams.
>>
>>27440355
>brain dead Isolationists

"Are any of the bigger Neeran in similar condition? If we could determine how they protected themselves from the weapon that did this... we could attempt to bypass it."
>>
>>27440355
>Brain Death
Is it permanent? Maybe move one onto one of our ships
>Gauntlets and other doodads
Loot them.
>>
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"Is it permanent?" You ask while trying to remove one of the gauntlets. "I mean could it be reversed? I know meditech is getting really incredible these days."

"The medics told me it was like their brains short circuited, I don't know the specifics, but they've been dead several hours now. We put a few of them in stasis and sent them back aboard the ship just in case."

>>27440485
>"Are any of the bigger Neeran in similar condition? If we could determine how they protected themselves from the weapon that did this... we could attempt to bypass it."
"We haven't found any yet, and there was only supposed to be 12-15."

You head into a makeshift command center which the security teams are setting up in a park a few hundred meters in. The 3D architecture is going to take a few seconds to get used to. Plants growing from one side of the room reach across the central area and then "down" to the ground on the ceiling.

"I thought this was a warship?"

"They must be prepared for long patrols. Even the super heavy Cruisers the Dominion use have recreational areas."

A good point.

"The Alliance sent us some rough data before we jumped. Sections around the docks are heavily industrialised with some exceptions. Farther inside it's less so. A transit network spans the ship and hooks into the spine. The Spine itself has structural supports, power and who knows what else hooked into it. The Atrium is the largest open space on the ship and seems to be a safe zone. It's surrounded by the hub of the transit network and the spine itself for extra protection, or that's what I've deduced.

The control center is here, towards the aft part of the Atrium. There's also supposed to be a database at the forward end."

"What kind of distances are we talking about?" you ask her.

"The Atrium is five klicks in length. I'm going to hold off sending troops towards it until I have the docks secured. Hopefully by then we'll be in contact with the other teams."

>Your orders?
>>
>>27440901

What kind of resistance have they been seeing? Lone Neeran? Pairs? Squads?

Only a frigate sized ship was sent over, correct? How many [faction] forces can we expect such a ship to have landed?

Where were the Alliance forces that were stunned last located? Do we have any signals from them still? If we can make our way to them, we can see if the weapon had the same effects upon our forces and also possibly salvage some additional equipment.
>>
>>27440901
Stealth recon on our part, our forces help secure docks
>>
>>27441016
>What kind of resistance have they been seeing?
Automated defenses. Repeating Phase rifle turrets mostly, fairly standard stuff, though there is the occasional one that's been upgraded with a republic plasma anti-tank gun. They've only run into 3 of those.

The Alliance team that was sent over included a diplomatic corps drawn from each of the Factions totally 30 members. There were 16 special forces troops escorting them and another 3 in Recon armor the diplomats were not informed about.
Of the Recon team 1 of them was in the Atrium and another was near the other docking bay when the ship jumped. The third was shadowing the diplomats.

You're not currently getting any signals from them, though that may be a result of being at FTL.
As for the Frigate's crew there was supposed to be 200 people aboard.

>>27441022
>our forces help secure docks
Okay. Roll 4d20 for your team to secure this region of the docks.

>Stealth recon on our part,
Where to?/What areas?
>>
Rolled 12

>>27441187
>Okay. Roll 4d20 for your team to secure this region of the docks.
1
>>
Rolled 15, 17, 17, 8 = 57

>>27441187

The alliance was getting suit telemetry from the special forces troops after the 'weapon' went off, correct? Do we have a last known position on them? I'd personally like to infiltrate somewhere toward their last known position.

If we HF blade some sentry guns that lack anti-stealth sensors along the way, all the better.
>>
Rolled 16, 7, 17, 20 = 60

>>27441187
>>
Rolled 4

>>27441226
>2
>>
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>>27441238
>The alliance was getting suit telemetry from the special forces troops after the 'weapon' went off, correct? Do we have a last known position on them? I'd personally like to infiltrate somewhere toward their last known position.
Image updated.
The 3rd one was too close to the command center to get an exact reading.
>>
Rolled 5

>>27441249
>3
>>
Rolled 1

>>27441321
>4
>>
>>27441282

I'm asking about the Factions delegation + escort. Didn't they have at least someone with power cell or powered armor that would be giving info?

If we could locate and extract VIPs or some interesting doodads...

Or did they hold everything in the ship's command center because 'ha-ha! Negotiations with the enemy in the most vital area of the ship!'
>>
>>27441371

... nevermind, 3rd guy was shadowing them...

So, do we brave the kill-zone that is the Atrium and see if we can locate our fellow recon armor?

... we never looked into using that sensor from the legendary ship to possibly upgrade our suit's sensors to detect cloaking, did we? Damn, so much to do!
>>
>>27441371
While they weren't in the command center itself they but were nearby in what is supposed to be a "Council room." Supposedly it's a secure location that few of the ships population would have access to.
>>
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You order your troops to spread out and help the Kavarians secure the docks while you go over the available scans and data to determine the best place to deploy your suit.

It takes close to four hours to secure the sections surrounding the docks. Your Marines assist greatly, and while the Kavarian troops are good your people are just a bit better. Some of the security teams have a couple of suits of Power Cell armor that have been modified for use by Kavarians, but most wear conventional armor that looks like its been customised for extended use.

"More like Cost-omised." Jokes one of the Marines about the Iratar corporation. "Always on a budget."

None of them ran into anyone alive, just more automated defenses. The techs are still trying to disarm the larger turret weapons in the landing bay. It may be necessary to just cut their power if they cant find a way to take them out.

With that largely out of the way the troops are preparing for expeditions throughout the rest of the ship. Uugh, with the distances involved getting around without using the transit systems will be a serious problem. You might be farther ahead pulling out some of the repulsor bikes from the LST's. The larger vehicles won't reliably fit down the corridors, but a bike should be no problem. The only thing is that you cant cover one in camo.

[ ] Try to reach the Frigate the diplomats came aboard on/ nearby Recon team member
[ ] Try for the Recon team member in the Atrium
[ ] Head for the command center
[ ] Other
>>
Rolled 15

>>27441984
>[X] Try to reach the Frigate the diplomats came aboard on/ nearby Recon team member

I'm kinda curious what would have happened to us if we had snuck aboard. So let's try to find the closest recon team member.
>>
>>27441984

[x] Other: What is our ticking clock for arrival in Pandora Cluster?

[x] Other: instruct some of our forces to head for Diplomat frigate/Recon team member and/or link up with friendly forces deployed there.

[x] Try for the Recon team member in the Atrium.

At the very least, we need to get eyes on the Atrium.

Another thought... does this super-heavy have vehicle bays/armories that our forces could capture and utilize?
>>
>>27442051
Seconding
>>
>>27442161
This was meant to link to >>27442136

Can't delete on phones sadly.
>>
>>27442136
>What is our ticking clock for arrival in Pandora Cluster?
Lets see... 4 days. Your people have been able to get around the docks areas rather easily because of its wider spaces intended for cargo movement.

>instruct some of our forces to head for Diplomat frigate/Recon team member and/or link up with friendly forces deployed there.
A team is being prepared and will be sent out soon. Ecord wants to equip them with the 4 repulsor bikes available from the LST's.

Speaking of LST's, it's been suggested that some of them be sent back outside with a skeleton crew to deploy relay beacons to establish coms with the other ships.

>Another thought... does this super-heavy have vehicle bays/armories that our forces could capture and utilize?
You ask the Lt.Commander if her people have found anything.

"It seems that these Neeran aren't so interested in ground combat. The only vehicle storage bays aboard have older Republic equipment. Starfighters, assault shuttles, even a few tanks but nothing small enough to fit through the interior. It's like they were preparing to take aboard Republic troops to act as a support carrier."

"You mean to tell me there's no Neeran vehicles?"

"There are some but they're even bulkier. A few out dated looking starfighters, even a tank or two but it's all too big to be useful."

Roll 1d100
>>
Rolled 14

>>27442335
>Roll 1d100

Rolling.

>Speaking of LST's, it's been suggested that some of them be sent back outside with a skeleton crew to deploy relay beacons to establish coms with the other ships.

Sounds like a good idea.
>>
Rolled 67

>>27442335
>>
Rolled 35

>>27442335
>>
Rolled 28

>>27442335

>LSTs to deploy relay beacons

We'll probably need to send a ship out with them to launch 'beyond horizon' torps to clear out any turrets. Use the LSTs as spotters so the larger ship isn't exposed to fire. Assuming LSTs are much more maneuverable for 'peekaboo' to locate weapons.

>older Republic equipment > Assault shuttles

... would those assault shuttles happen to be able to get into the ship's transit tubes?
>>
>>27442431
You found some more bikes. They're nothing special but they are armed. The Republic isn't normally one to deploy jetbikes so these are more of an ultralight repulsor fighter. If it's close enough to the "ground" it should work even without an atmosphere.

Weapons 1x micro phase cannon
2x missile launchers (8 shots each)
There is a weapon rack where an anti-tank gun or heavy machine gun could be mounted.

>>27442514
They wanted LST's because they might be small enough to evade detection and take cover behind obstacles more easily. You could be firing at turrets until you've exhausted your torpedo stores otherwise.

>would those assault shuttles happen to be able to get into the ship's transit tubes?
Not without a lot of work by engineering teams, or a lot of explosives by demolitions teams.
>>
>>27442634
Sounds like we have our ride then!

Also, note to self: Acquire one of these for our personal use.
>>
>>27442634
after this we have got to get two of these one for Sonia and the second for the sister after she gets her license
>>
>>27442771
>and the second for the sister
ROTJ_Speederbike_crash.gif
>after she gets her license
Oh, okay.

So, one of your teams will try to head over to the other side of the ship and investigate the Frigate. LST's will try to deploy a network unless you want to insist on the starships doing so.

The rest of the forces near the bay will continue to explore and secure the surrounding sections.

Meanwhile you'll be taking one of the ultralight's towards the atrium, correct?
Any changes?


Yes, it's too late to use that 100 to get a suit of Neeran Power armor.
>>
>>27442955
Sounds good to me.

That just means we will have to find it aboard the old fashion way!
>>
>>27442955
well that just means we have to put in salvage claims on our kills
>>
>>27442955
I'd rather a suit of regular medium power armor with a big fuckoff physical blade and jump jet nozzles positioned for boost charging.

Dive siren optional.
>>
>>27443121
Ha, two handed hf blade with arm cannons for range while we jump jet into enemy ranks. We Gray Knights now!
>>
>>27442955
If we did find a neeran power suit in our search I would be all kinds of alright with smuggling it aboard our ship.
>>
You call dibs on one of the recovered ultralights and set about equipping it with weapons and then moving it through the corridors.

"Are you sure that's such a good idea sir? You'll be sopted by the security systems for sure."

"If there's anyone alive on this ships they have to know we're here by now."
Still, you're glad for those additional armor sections attached to the exterior of your suit.

The halls are more than capable of accommodating the small vehicle, though if you were to drop the pair of folding wings down it would be a great deal more difficult. After passing through one of the parks you reach a transit station. This one should take you closer to the atrium than the others and cut down any time spent in the spinal areas.

One of the troopers calls a Lift to the station and once it's arrived they bolt the doors open so it cant be recalled. Maneuvering inside you flip off the weapon safeties and fire a few burts from the micro phase cannon through the back wall, opening a hole into the tunnels.

"Good luck sir!" Shouts Valeri before you ease through the opening and throttle up.

Heading down the wide open tunnels you check that the map data is uploaded into the nav computer. Direct distance to waypoint one 6.9km. Then you need to get into the atrium and it's only another 2.5 klicks.

The target lock warning indicator flashes on the Ultralight's HUD showing the location of a turret about to open fire on you.

[ ] Full throttle, try to evade fire (Roll 2d20)
[ ] Lock weapons, shoot your way though any turrets (Roll 2d20)
[ ] Other

What weapon did you mount on the hardpoint, Anti-tank or Heavy MG?
>>
Rolled 2

>>27443505
I think an anti-tank gun would make more sense as we've been only fighting automated turrets so far.

>[ ] Lock weapons, shoot your way though any turrets (Roll 2d20)
Might as well make this easier for the troops who will have to move through here after us.

>1
>>
Rolled 11, 6 = 17

>>27443505
>Heavy MG

That's my choice.
>>
Rolled 2, 12 = 14

>>27443505
I'd say we went with the anti-tank because more dakka
take out the turrets
>>
Rolled 15

>>27443552
>2

Or not.
>>
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http://www.youtube.com/watch?v=0ZunfaUeqcY#t=7m10s

Pulling up the nose slightly you put the turret in the circle and fire. Your first shot misses and there's just enough time for a second one when it opens up. A few bolts graze the wing edges while yours burns through the turret housing.

Zipping down the tunnel you check the gun controls which include a small stick with which to change the elevation and traverse. Great, manual targeting, just what you didn't need.

Increasing speed the sensors are pinged by another turret, and another. Oh boy.

Slaloming back and forth you trade fire with weapon turrets that are thankfully meant to take down infantry. The rate of fire on the main gun isnt great and means using more of the ammo from the anti-tank weapon. In some cases you have to just keep going past a few because your guns wont cycle fast enough and its easier to just get out of range.

One of the turrets that take aim fire a plasma gun cutting a line through the right wing. You return it with a missile, the resulting explosion bounces you around, shrapnel pinging off the canopy and your armor where its exposed.

"I wanted to keep this one you bastards! Now it has holes in it!"

Reducing speed you see that you're approaching the hub. Empty transit cars pass by, though they're few in number. Some are parked and there is still plenty of space for more.

Do you plan to try and enter the atrium here or carry on through the sections of the spine surrounding it before trying to enter?
Or something else entirely?

Falling asleep due to meds. Would you guys want to continue tomorrow? Other than a bit in the morning I wouldn't be able to pick up the game until 7pm EST.
No game next week. Next game will be in 2-3 weeks either way.
>>
Rolled 3, 2 = 5

>>27443552
>I think an anti-tank gun would make more sense as we've been only fighting automated turrets so far.

Agree. We have plenty of bullets in our hand-held weaponry!

We grab the heavy fighter, we grab the big gun!
>>
>>27444074
>Falling asleep due to meds. Would you guys want to continue tomorrow? Other than a bit in the morning I wouldn't be able to pick up the game until 7pm EST.

I'm fine with whatever is more convenient for you.
>>
Go to bed. Better to be well rested than continuing this and messing up
>>
>>27444074
get some sleep and thanks for running this
>>
>>27444074
So to answer the question for tomorrow morning, I think it would be fine to enter the atrium here. If we go around we only risk further turret engagements.

Although when we first enter it should be stealthily and off the bike. Scope the entrance for traps, then proceed on bike.
>>
>>27444074
We enter here and we can then head straight toward the data repository to see if we can find something there.

After that we can make our way to the control center and council chambers.
>>
>>27446950
>>27447058

Data Repository sounds like a fine objective, and hopefully will allow us to get eyes on the Atrium. Depending on the exact distances and line of sight, we might even be able to pick up any signals from the Atrium recon's suit or even get eyes on him if the camo systems have shut down on his suit.

Hopefully the Neeran haven't bothered to collect him, as he is likely dead. We might luck out and be able to recover his armor and have our armor techs snag the camo system in secret...
>>
Parking the Ultralight in a safe place you get off and proceed on foot. Being able to get around quickly is nice but stealth is the way to go whenever possible. There's no direct access to power conduits and there are emergency bulkheads that can be dropped into place at a moment's notice to help seal this section.

Opening a set of doors proves to be easy. Almost too easy. Just hitting what looks to be an emergency activation panel off to the side that's out of the way of the lifts seems to be enough. Stepping through the airlock a scanner begins to sweeps the room. Thankfully its a laser based one. Turning up the power on your camouflage seems to be enough to trick it.

Not detecting anything the next door fails to open so you have to trigger it manually.

As the door begins to slide open a drop down turret appears from the ceiling and begins scanning with what looks to be a much more powerful sensor system. Diving through you roll off to the side to avoid detection.

Well that wasn't so hard.

Heading up a ramp into another 3d Park you find that it's set up in such a way to reduce disorientation when entering the atrium through an entrance on the other side. Entering the central chamber of the Atrium you see that it's much the same as a closed type colony station, only not as wide across. In the distance a few support beams stretch across the atrium and at the far end is the structure of the Control Center.

There are dead bodies here too. 1 in 10 are armed, all with similar equipment. You'll have to see if one of them has anything interesting.

From your current position it should be possible to contact one of the other Recon troopers if they're alive. Then again you don't know what sort of detection systems they have in here.

[ ] Try to contact other Recon trooper(s)
[ ] Move towards last known location
[ ] Side trip to Data Repository
[ ] Other
>>
>>27448504
>[ ] Side trip to Data Repository

This seeems like a good idea, but i'm new here, so maybe discount this vote
>>
>>27448504

[x] Side trip to Data Repository

[x] Other: the Recon guys were sending suit sensor data to Alliance command, right? Can we use whatever wave/frequency they were 'secretly' using for that to ping for the missing friendly?
>>
Check the area first then ping the other Recons. If no response immediately leave and go for the repository.
>>
>>27448504
>[X] Side trip to Data Repository

1. We get to see if there is anything that can help us locate our people if any are alive.

2. There is DATA here which might imply very juicy details that the alliance/our house might like a copy of.
>>
>>27448587
>>27448607

The question is whether we have teh techskills to do this without setting off more digital security tho
>>
>>27448504
>[X] Try to contact other Recon trooper(s)
>>
Bump
>>
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Okay guys, screwed up my wrist bad enough today that I shouldn't even really be typing this. Will make for great full while moving house.

Game for this week is over. I'll see you all in a couple weeks when it resumes. I'm going to try and start games earlier int he day from now on simply because I'm usually busy with work on other days. Dunno how that's going to go.

When we resume (and finish this whole thing with the ship assumedly), you'll be headed back to the Dominion Homeworlds.
I'm open to suggestions on what sort of thing you'd like Sonia to get up to. You're still a bit young to be going for a planetary governorship.

If I'm able to type I'll try to do some more work on the wiki, though we've all seen how productive I am when there's nobody around... and there happens to be a Steam sale on.
Thread is archived, don't forget to vote!
>>
>>27454200
Thanks for the thread TSTG. I hope you're wrist heals quickly.

Looking forward to the next thread.

>I'm open to suggestions on what sort of thing you'd like Sonia to get up to.
-Sharknanigans.
-Visit the guy who lead the training wing we started in.
-Inspect our hunting lodge.
-Kick some peasants.
-Meet Mike's and Alex's families.

>You're still a bit young to be going for a planetary governorship.
Being stuck on a planet, or close to one planet, doesn't sound particularly fun, to be honest.
>>
>>27454200
Thanks for the thread!
>>27454433
Get Rufaro started on her geology degree as well, maybe?
>>
>>27454200

clearly, getting our salvage bonuses and such ironed out and start a salvage company to scour all the salvage ever from space

take care of that wrist, too.
>>
>>27454433
>I hope you're wrist heals quickly.
>you're
Your.
Your.
I meant to write "your".
>>
>>27454433
Sonia never had the chance to celebrate being knighted with her family, maybe that's something we should get around to. Also, we have Alex and Mike to them, they're the reason she is where she is.
>>
>>27454200
I still say expanding our underground bunker is a wonderful idea! I like the idea of an underground research base but we can do other things with that.
>>
>>27454743
That is also something I can get behind.
>>
>>27454743
Remove salvage.
Sonia strong.
>>
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>Salvage company
I wonder what kind of ship would be best for that from those salvaged. Most of the transports would be wanted for the cargo hauling. You already scooped up a damaged Barge for use as a field repair ship. Which is/was almost ready btw.

My go to Salvage ships in the setting are usually the Molli or Y-types since they're both big enough and numerous enough.

There's the U-Haul, but with the ability to modify them into combat craft they'll be in high demand.


Just something to think about.
>>
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>>27460339
Image updated from last time.
The Y-Type's cargo block is around 1000m in length.
>>
>>27454200
>I'm open to suggestions on what sort of thing you'd like Sonia to get up to.

Get that financial aid for Rufaro's victim going. Finding out who she killed might be a decent idea to start things.
>>
>>27460339
I have a interesting plan for us getting our salvage ships that we need and i'm not sure how people would feel about it but it has the making of us becoming even richer than we already are.

For those who don't remember our old "friend" Lord Ferrigold he has the making of quite a trade empire to the point where he trades with EVERY house and it loyal to none and so I ask you what better person than to strike a deal with?

We could just leave it at buying our transports from him but why not take it a step further? He is a neutral entity when it comes to the houses, but he has an "empire" that is no doubt always looking to expand which is where we come in.

He already has some sort of salvaging team in place, but he of all people knows of our reputation when it comes to salvage to I propose that we talk about a partnership.

>cont
>>
>>27463024
We are salvage Sonia and with us at the head of his salvage operation we could be a force to be reckoned with and our salvaging prowess isn't the only thing we would bring to the table as there is something that he no doubt recognizes: Contacts.

We are responsible for bringing in the free planet's league into the dominion and no doubt trade will be in much demand, we know many people from the factions to the point where we are on somewhat friendly terms, and maybe one of the most important part is that we are a major within the "alliance".

We could bring much to the table and with us as a partner in charge of all salvage operations his trading empire could span to every faction there is.

Of course such a task would mean incredible logistic support and I have a man in mind that could might be an asset in this. He was a simple trader before the war broke out, but he has been working logistics for my house every since the war against the pirates started. He has been everywhere from my homeplanet all the way to south reach and quite possibly all the way to Shallan space. He no doubt has more contacts than I do when it comes to acquiring things and I might be able to convince him to join in this most profitable venture.

(In case you didn't catch that I was talking about our dad. We had talked about getting his trade business up and running so why not go all the way and try to get him a pretty big position if this deal works out)
>>
>>27463196
Of course for such a thing to even be considered we would have to talk about this in person so that he knows just how serious we are.

When I reread when we have encountered him he seems to be quite a jovial man with a love to gossip about the people he has met so it might be best to approach him about a "Business" deal that might could be talked over a meal or something.

The point is to try and get him relaxed, but also to let him get to know us before springing this on him.

Yes, he is a pretty fat Dro'all but he is also a business man so if we can make it seem that he has much more to join than lose from this we might just elevate us and our family to even greater heights.
>>
>>27463298
*Much more to gain.

If he is close we could maybe meet him on our way home if not we could detour and set up a meeting.

Also, we could meet up with our dad to see what his plans are and if he would be interested in joining in with our little plan.
>>
>>27463335
Hell, if we maneuver correctly we could use our position in the alliance to try and push for increase in trade relations between the factions as Trade is the great deterrent to war.
>>
>>27460339

like I've said before, we REALLY missed the chance to get some ships instead of pay when the House was cash-strapped. Putting things off really does hurt us some times.

Then again, we've put off the Intel forces questioning us about that spy that ended up dead, so its sometimes a good thing!

>>27463024
>Lord Ferrigold
If we start up a salvage company, we shouldn't go looking to be a minority stake in someone else's company. We have at least 1 planet in the smuggler's run that we saved from death [Governor's nukes], and I'm sure that we could recruit more than an entire salvage company from people in that run looking to go legit instead of being a smuggler and risking imprisonment or worse by Dominion forces.

Now, if he needs a sub-contractor for a salvage he can't handle, that would be a decent partnership.
>Get our father involved
I think that will be very tricky, as we're in a state of total war and he is in the military. Eventually, it would be nice to get him in on it.


>something you may have overlooked

With the stuff we acquired for DHI's pandora cluster base, I bet we could operate our salvage company off that base and possibly even make profit off salvage scrap [that we'll likely be paid with at least once] by selling it to them.

The location is also off the front lines for now, but there are likely to be skirmishes in the area, along with the militia Major we worked with. That guy right there is likely a decent source of work!
>>
>>27466122
True, it was just an idea that popped in my head at like 3 a.m and thinking about it now I having our own company would most likely be better. Though if we need or want to purshase any transport ships that we can't get our hands on he might be someone to remember.

Also I tottally agree about the militia major and there is the former free planets league to consider since we were quite instrumental in helping them out.

Hell, we have been in mostly dominion controled space most of the time so we might be even get some interesting contract from different factions.

Thinking about it....we have a shit ton of things to do to the point where I have forgotton them. The spy that ended up dying is a perfect example.

Yeah, with the war dad might be stuck for awhile but we should tottaly have him work with us when he is able. Either way we could visit him on our way back to the homeworld.

Now that I think about it should we go straight back or make a detour to see how are resorts and stuff are doing?


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