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For House & Dominion: Civil War (48)

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

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You are Sonia Reynard, Viscount of Rioja and a member of House Jerik-Dremine. You and your House continue to gain in power and prestige thanks to recent victories. While still small numerically the other Houses of the greater Dominion have begun to take notice of your strength and influence.

The civil war that has consumed the Dominion continues to rage as the Major Houses struggle for position and dominance. While an ally of the current Ruling House you have increasingly voiced support for House Ber'helum as their replacement.
If things go according to plan they may be able to stage a peaceful transition of power at a later time. For now the two are allies of convenience against more pressing threats.

Houses Nasidum, Xygen and Bonrah form the core of the opposition. The two sides are roughly in a stalemate at the moment but both continue to look for ways to increase their strength.

Rioja is secure and recovering now that the passage connecting the Centri Cluster to South Reach is restored. Civilian trade has begun to flow again and the Major Houses are continuing to evaluate how to take advantage of this. Your side and the remaining neutral Houses can openly send convoys through, but there are undoubtedly smugglers moving supplies and resources for the enemy as well.

Forces in South Reach continue to face off in skirmishes and other low intensity regional conflicts. In the Centri cluster the fighting remains more severe though its intensity continues to diminish.

Given the overall situation and the need to defend what heavy warship assets the House has you've decided to strike out on raiding missions in the Centri Cluster. By raiding logistics and sticking to tactics you're best at you can have a greater impact with less forces.
>>
>>1336381
Huzzah! For House and Dominion!
>>
>>1336381
FOR HOUSE AND DOMINION
>>
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You've set out with a fleet for the Jerboa dwarf galaxy. A trio of dwarfs are located between yours and Helios' home galaxy and all but one have been captured by Nasidum and its allies. Disrupting enemy logistics may help give the local Helios fleets a chance and buy time for your allies to come to their aid.

Your fleet is based around the Qlippoth, a captured and modified Neeran heavy carrier. Fast, tough and heavily armed it has so far been able to keep you in the fight. Two modified Lance Class medium cruisers act as escort for the carrier and support ships. The Outer Heaven, your custom fit Neeran Fast Medium Cruiser, is currently acting as your command ship.

Four wings of attack ships, a Fast Battleship squadron and a drone carrier round out your fleet and provide flexibility.
Two mixed squadrons manned by Helios rookies have been added to the fleet. They seem to be quickly learning the tricks of the trade.

Since arriving in the Jerboa dwarf galaxy you've struck out at convoys, outposts and colonies. These raids have caused enough damage that the enemy has begun to divert more resources to dealing with you. While some sectors have merely been strengthened in other cases they responded with sufficient force to chase you half way across the galaxy.

Your raids have brought in impressive salvage hauls, large enough that several yielded more than you can safely take with you. Some of it was transported back to friendly lines while your fleet sought repairs. In other cases you've been using a Mining Barge to hide away stockpiles for recovery after the war.
A few officers have compared this to squirrel like behaviour. Hopefully other squirrels don't find the hidden stashes before you can return for them.
>>
>>1336398
How have you been TSTG?
Feeling better?
>>
>>1336408
Better and worse. Well enough to run.

Or I will be once these pills kick in. It'll be a little while for the first story post.
>>
>>1336458
Good luck!
>>
With an enemy troop convoy on the move your forces are are preparing to conduct hit and fade attacks against them. Meanwhile other ships will lay a medium sized minefield at a reversion point ahead of them. With luck it will slow their movements or cripple troop ships and force them to delay additional jumps.

The first two attack waves catch the convoy by surprise, inflicting damage on a number of ships, and weakening the escorts. By the time they're hit by a third attack the remaining fleet has reorganized their formation. Fire lanes are cleared to let the Lance Mediums and Heavy Cruiser at the center of the formation throw out devastating barrages of heavy phase cannon fire. Knight Class ships group around the more valuable transports to protect them.

The change in tactics isn't enough to take your attack wing commanders by surprise but it does limit the damage they can do. The fourth wave has just enough time to make a run on the convoy before it jumps straight into your minefield.

Surveillance probes let you watch as the enemy fleet and escort are plastered by a wave of mines. Not enough to wipe them out, or even cripple half their number, but just enough to make a bad situation worse.

"They've sent a distress signal to a nearby com relay. It's too powerful for us to block."

[ ] Take out the com relay
[ ] Send a team to hack the relay
>>
>>1336618
What defences does that relay have?

>>1336381
For house and dysfunctional super state!
>>
>>1336618
>[ ] Send a team to hack the relay
Might be able to feed bad intel on where the fleet is headed.
>>
>>1336640
>What defences does that relay have?
Probably just a few automated defense platforms to scare off potential looters if any. They're basically just a large communications satellite.
>>
>>1336651
Thanks. Let's see if we can hack it.
>>
>>1336618
[x] Send a team to hack the relay

Always fun to subvert the enemy communications.

And we sort of need to do this anyway.
>>
>>1336618
>[ ] Send a team to hack the relay
Likely they'll know somethings up regardless because of the inital SOS, but what if the attacks and convoy locations were... fudge within believable parameters?
"Here comes the cavalr- where the hell is everyone? Oh shit."
>>
Arron heads out with the recon team to try and quietly hack the communications relay without being noticed.

The troop convoy meanwhile looks to be limping off of main trade lane to nearby outpost only a couple light years away. It looks like it was intended to support search and rescue or civilian salvage operations and according to old data should have shields similar to that of a modular station. It could be they're seeking additional protection from your attacks until more forces arrive to assist them.

Troop Convoy Strength
1x Heavy Cruiser (+ HLVs)
12x troop transports (+ HLVs) (4 Crippled)
2x Lance Class mediums
6x Battleships (2 Crippled)
72x Knight LCRS (5 Crippled)
24x Frigates (12 Crippled)
288x Attack Corvettes (4x Attack Corvette Wings) (18 destroyed, 20 crippled)

[ ] Wait until you've secured coms (Roll 1d100)
[ ] Keep up the pressure (Roll 2d20 + 1d100)
[ ] Drop your entire fleet on them before they reach the outpost (9d20 +1d100)
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>>1336710
>[ ] Drop your entire fleet on them before they reach the outpost (9d20 +1d100)
While we may be able to deceive any reinforcements initially time is on their side, and that shield could be a very big factor in prolonging the engagement. They're on the back foot right now too. If we also wanted to take the station for emergency field repairs and such it would be easier to do so when its on its own. Actually TSTG could we send some of our faster FTL ships ahead to try to deceive and board the station? Or just take it out period? How slow is the convoy going?
>>
>>1336710
>[x] Wait until you've secured coms (Roll 1d100)
>>
>>1336730
>Actually TSTG could we send some of our faster FTL ships ahead to try to deceive and board the station? Or just take it out period? How slow is the convoy going?
Deception is out of the question; there just isn't enough time.
You may be able to take out the station before the convoy could reach it at sublight.

It would be a race against time, and it's unlikely the station would be undefended, but it is possible.
>>
>>1336758
Never mind then, its probably best to just pounce the enemy now, than string our forces out and give the enemy an advantage.
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>>1336710
>>1336758

This sort of begs a question that I may have asked and gotten an answer for previously.

Qlippoth has Neeran corvette turrets or the older non-corvette plasma cannons, right? Did our people ever figure out how to launch those plasma siege balls?

If we do bring in the big guns, it seems like giant balls of plasma slapping their formation or Heavy would be extremely useful.
>>
>>1336766
It's equipped mostly with Neeran corvette-turrets.
They can be operated in plasma ball mode but it's murder on your fuel stores. Shield penetration in that mode is lower but its better at damaging shields overall.
>>
>>1336710

[X] Wait until you've secured coms (Roll 1d100)

If I'm a tie breaker, I'm going to have to err on the side of caution. If we drop Qlippoth before we have the relay secured, we're going to get another kill force dropped onto our head, rather than a force that believes it just has to chase off or deter a raiding force.
>>
>>1336766
[ ] Drop your entire fleet on them before they reach the outpost (9d20 +1d100)
This is a bit risky but taking them out now is just too tempting.
>>
Wow. A tie. Who could have guessed that might happen?

Either way we need a roll of 1d100 to start us off.
>>
Rolled 80 (1d100)

>>1336842
ROLLING BONES
>>
>>1336848
Bones have been rolled.
>>
>>1336842
if we're at a tie, I withdraw >>1336814
to support the other side. No point in holding up if someone else doesn't break the tie.

I've got far more important trouble to cause misreading maps!
>>
Looks like you're preparing to bring the whole fleet in. Arron has reached the coms array and the recon team should be aboard it and begin hacking in moments.

Roll 9d20

Did you want to focus on doing damage to the smaller troop transports, their fleet as a whole, or focus on disabling the Heavy?
>>
Rolled 18, 17, 17, 6, 2, 11, 14, 19, 19 = 123 (9d20)

>>1336886
Break up their defensive formation with a volley or two of plasma balls, focus fire our heavier assets on the Lances, and exploit the disrupted enemy with our attack wings & fighters?

I'm fine with going after the smaller troop transports and the major components of their escort forces. That heavy is a nice prize, but it can only be one place at a time, and needs escorts.

We can do more (imo) damage by tearing into the smaller vessels after breaking up their formation and downing the Lances before they can become fire support rally points.

Here goes nothing with dice!
>>
Rolled 18, 16, 6, 15, 7, 6, 10, 10, 5 = 93 (9d20)

>>1336886

Try this again
>>
Rolled 19, 2, 8, 1, 2, 13, 13, 3, 1 = 62 (9d20)

>>1336886
Focus on stopping the heavy transport and their defensive assets. We can hunt down the scattered smaller vessels later and they will be less able to mount a defense if they reach the station than their heavier counter parts.
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>>1336953
Damn with those rolls maybe my advice should be disregarded as well!
>>
>>1336953
actually a very good point.

Combine tactics plans but focus on disabling the heavy assets instead of smaller stuff?
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>>1336971
Sounds good, at least until reality or rolls show us otherwise ehehe. Ah crap I shouldn't tempt fate like that.
>>
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19, 17, 17, 15, 7, 13, 14, 19, 19.
Minor pain-train is go.

You might have to reconsider a few ship designs if current Fusion research keeps going the way it does, TSTG. Big spheromak designs are rapidly becoming outdated and some of the more esoteric shapes are showing more and more promise.
>>
>>1337065
>if current Fusion research keeps going the way it does
2 steps forward 1 step back? Though with the time and funding needed to redesign the experimental reactors each time they learn something new it's more like 2 steps forward 1.8 steps back.
>>
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>>1337084
The shapes they come up with get wackier every generation. The newest thing on the scene is internal cusp confinement where they use the own internal charge of the plasma to keep it compressed.

Depending on how much you want to believe, Lockheed is meant to be making good progress to the point where they could be producing shipping container sized reactors to power military bases within 20 years.
>>
You have Qlippoth prepare their weapons to fire in plasma ball mode before the fleet jumps in within weapons range of the convoy. There's a slight delay after reversion as the plasma weapons charge, then fire off the barrage. The gunners don't have a lot of practice using the guns in this setting but in this case that works to their advantage. Hit by a somewhat uneven barrage the formation momentarily breaks up, trying to shift to provide better cover.

Attack wings move to engage from above and below and your heavier ships switch to providing covering fire. Hiding in Qlippoth's shadow your drone carrier launches its full compliment of fighters. Another volley of plasma balls force the enemy corvettes to break formation to evade. It looks like they'll try to close the distance with your wings to give them a better change against your larger attack cruisers.

Enemy troop transports push for the station at full burn, while the Ascendancy class Heavy begins a roll. heavy phase cannons on the outer hull fire off as quickly as possible as fresh ones are brought to bear. You've seen this before, they're probably overheating their guns with the higher rate of fire then cooling them while they're in cover.

"Our attack bombers have launched torpedoes at maximum range. Returning to rearm."
"Sir, the Ascendancy is launching starfighters. Four groups and climbing."

That's going to be enough for them to make up for your numerical superiority. To make matters worse the Recon team has finished their hack. While successful they're warning of a very large fleet of reinforcements that could arrive inside of 40 minutes. No exact numbers.

1a) Reform fleet for better point defense coverage
1b) Focus on target(s) then leave ASAP

If 1b wins: Which targets to focus on?
2a) Escort
2b) Smaller transports
2c) Heavy Cruiser

Even with point defense your drones are going to be needed to help counter that many fighters.
3a) Rearm Drones for anti-fighter work
3b) Sacrifice drones to cover a quick attack
>>
>>1337207
1b) Focus on target(s) then leave ASAP
2c) Heavy Cruiser
3a) Rearm Drones for anti-fighter work
Still going with my earlier line of thinking. Also I would rather sacrifice other munitions (like SP torps) than drones at this point, as we're behind lines again and have limited resupply (aka what we 'liberate').
>>
>>1337207
Are the enemy fighters deploying in the newer formations that protect them from plasma balls or older, tighter groups?
>>
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>>1337259
Dispersed formations since they're launching straight into a battle. You're not in a good position to target them with plasma balls unless you pull your wings back.
Otherwise you'd be doing pic related.
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>>1337251
>Also I would rather sacrifice other munitions (like SP torps)

Confirmation on SP Torpedo use?
>>
>>1337251
I'll second this.

>>1337314
I don't think SP torps are called for at the moment, this isn't a do-or-die.
>>
>>1337207
>1b) Focus on target(s) then leave ASAP

>2c) Heavy Cruiser

>3a) Rearm drones for anti-fighter work
>>
>>1337314
If thats agreeable with everyone else.
>>1337334
Definitely not do or die, I just see drones as a valuable resource we want to conserve behind lines. One we can't really hope to replace. Not that SPs are on trees but I believe our reserves are ok right now (are they TSTG?) and want to seal the deal before pursuing the enemy to the base gets too time consuming and costly materially and strategically.
>>
>>1337373
>Not that SPs are on trees but I believe our reserves are ok right now (are they TSTG?)

This was how much you arrived with.
>The Outer Heaven has 40-ish SP's while each Wing has about 20. Some Knights may be hoarding additional ones but don't expect more than a dozen at best.
>>
"Rearm the drones for anti fighter work. All ships concentrate your fire on the Heavy Cruiser. Once it's down, we're out of here."

Fire from your fleet is having a hard time penetrating the shields on the heavy. The rotation isn't helping matters, bringing fresh shields to bear just as you're starting to punch through. A few lingering escorts are also soaking up some of the fire with extended shields.

"Wing Commanders, either try to punch through or break off to put some fire on that heavy."

"We're taking a lot of torpedo hits from the enemy bombers sir!" reports Lyas. "I'm pulling the attack cruisers back so we can loop around. Hopefully the assault corvettes can screen us."

The first wave of rearmed drones finally launch from the carrier and begin to add missile fire to the increasingly desperate brawl. Some of the transports and Frigates have reached the cover of the outpost shield, a few with the help of the battleships.

Attack cruisers swing out and around behind the Heavy using afterburners to avoid the worst of the fighting. Starfighters trying to reach them through the main battle are cut to pieces by your point defense or the arriving drones. Phase cannon fire from the Heavy shifts from uselessly hammering Qlippoth and her escort to targeting the attack cruisers. While they're taking some heavy hits their added firepower is enough to start doing serious damage to the Ascendancy's engines.

"They're launching HLV's!"

Frigate sized transport craft are undocking from the internal bay on the Ascendancy and flying towards the station.

"It looks like they've extended their forward shields to give them some cover."

The attack cruisers could keep hitting the engines on the heavy, taking it out of action for a long time. Or they could try to knock out the HLV's before they reach safety. There isn't time to do both.

[ ] Cripple the Heavy
[ ] Kill the troops
>>
>>1337546
[x] Kill the troops

kill the troops, and all the damage this convoy has taken was for nothing.
>>
>>1337575
>[X] Kill the troops
>>
>>1337546
>[ ] Cripple the Heavy
>>
>>1337546
>[x] Kill the troops
>>
>>1337546
>[ ] Kill the troops
Time for some cold ass shit. Nothing we haven't done before though in the context of a war. Can we be reasonably sure that the troops are on the HLVs? I mean even if they're not it'll be very hard deploying them from their near crippled ships anyway.
>>
"Lyas, kill those HLV's."

"Copy that."

Attack cruisers with afterburners flash past the heavy while the others continue to drop fire into its more vulnerable sections as they pass. An unlucky ship is lanced by a dozen heavy phase cannon shots and explodes.

The faster ships soon catch the HLV's, their weapons fire tearing the transports to pieces. They don't have long to make certain the job is finished as more fire from the Ascendancy and newly launched fighters continue to pelt their shields with fire from behind.

Lyas orders the unit to break off as they're taking too much damage. Most of the HLV's have been hit though some made it to the safety of the station shield. The Heavy looks like it will eventually reach safety, though it will probably need several days at least to conduct repairs.

"Pull everyone back. Disengage but cover the salvage ships long enough to conduct recovery operations."

Qlippoth and her escort change course to exit the gravity well while maintaining covering fire.

Now that there's time you look over the reports from the Recon team. They've managed to intercept a few updates including reports that there are 8 Medium cruisers and 18 attack wings on the way. Intel thinks these two fleets were supposed to link up closer to the front then punch through Helios lines to assault two key worlds.

You've probably halved the fleet's ability to conduct a large scale planetary assault.

Salvage and recovery reports ready after picking up a few crippled attack cruisers. Smaller ships are being hauled back by others in their units. Drones are covering your retreat, preventing enemy fighters from causing you more serious problems.

The Outer Heaven, battleships and other less damaged ships screen Qlippoth and the attack wings as they jump. Damage is going to take time to repair but you've inflicted longer lasting damage on the enemy.
>>
>>1337825
Nice. Lets not lose focus on our job (raiding aka kicking ass whilst suffering the least attrition) and get out of the general area of operations before a foe not trifled with comes by. Ahhh, it must be so frustrating to be on the other end of this. Even when our world was semi occupied and the run was a full fledged battlefront we still weren't dealing with half the BS we put the enemy through then (besides just outright winning and then reestablishing control with relatively little resistance.). I wonder how many people of various rank Sonia has made have mental breakdowns (besides our house with the whole helios thing ahaha). Any interesting anecdotes on that front TSTG?
>>
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A rather large enemy fleet is currently stuck babysitting the Troop convoy you just shot up. It's unlikely they'll leave a Heavy Cruiser stranded there if it can be fixed in under a week, but it's questionable how long they'll wait around.
Your fleet is parked in the cover of some overlapping nebula. Safe for the moment but still fairly close by all things considered if that fleet starts to look for you.

While the attack wings need a lot of repair work once again there are always some ready for action.

Intel doesn't have any new data for you yet but that tapped com relay will eventually provide more missions.

Your orders?
[ ] Low level raiding
[ ] Wolfpack convoy raiding
[ ] Move to different oversector
[ ] Other

>>1337894
>get out of the general area of operations
1 vote for GTFO of the oversector
>>
>>1337925
>[ ] Wolfpack convoy raiding
If we actually manage to force that enemy fleet to start looking for us we might be able to leave this oversector with a bang by crippling that Heavy.
>>
And I think we'll stop here for the night.
>>
>>1337925
Could we conduct a raid on the way out of the over sector? Preferable not right at its border so the enemy can determine where we entered the other one from. Actually if we raided North-West roughly where the enemy trade lanes have a 4 way intersect we could potentially enter any of the 3 adjoining sectors without the raid giving away our intentions there. With the major colonies there there's bound to be something. Not that we want to get too close.
>>
>>1338087
I don't see why not.
>>
>>1337925
< Second for raiding our way out.
>>
>>1336398
>A few officers have compared this to squirrel like behaviour
All my kek

>>1338622
I'll support this >>1338087 because I enjoy the smell of burning plasma in the morning.
>>
>>1337925
We could disable some of the communications relays in the sector to put additional strain on the local infrastructure while we relocate.
>>
>>1339026
I almost forgot - we still have the mission to capture that one commander available. It seems like something we should try to do before leaving the sector.
>>
>>1339034
Why don't we raid most of our way out while leaving behind the cloaked ships to extract them, then they can catch up while we make repairs?
>>
>>1337925
>[x] Wolfpack convoy raiding
>>
So it looks like we're doing some raiding as we leave this oversector. A mix of wolfpack tactics with some units targeting communications arrays.

Roll 4d20, first 2 are the important ones.
>>
Rolled 8, 1, 2, 19 = 30 (4d20)

>>1339103
Well, here we go...
>>
Rolled 8, 5, 11, 11 = 35 (4d20)

>>1339103
Dice!
>>
Rolled 15, 16, 17, 7 = 55 (4d20)

>>1339103
>>
>>1339112
>>1339107
>>1339127

Haha clutch save.
>>
>>1339127
I was about to try my luck with a second roll. Good thing you posted before I could.
>>
>>1339127
God dammit bless you anon.
>>
I wonder if we could take the heavy with Helios troop support?
>>
>>1339156
I'd assume it's pretty unlikely with half a proper planetary invasion army currently on the ship.
>>
>>1339158
That just means you get a J-D recon team onto the bridge to vent the troops sections.
>>
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The remaining undamaged attack ships are sent out as the fleet begins to relocate. A few of them hit com relays while others locate targets of opportunity. Once found more ships are brought in to overwhelm the smaller targets. All the while the wing commanders keep their people on the move, not lingering in any area longer than they have to.

The jamming craft don't remain in constant operation, only powering up long enough to give the attack squadrons time to hit targets and withdraw. Better than to give away your presence by blocking out communications across a wide area.

Not having been needed up until now your reserves assist the attack units with a strike on a small convoy in a high traffic area before you escape from the oversector entirely.

You're currently on the border. Where do you want to relocate your fleet to?
>>
>>1339162
If doing that intel mission in the sector is not an option I'd suggest we move to the east of the galaxy and drop off our loot in allied space.
>>
>>1339169
And by east I mean west. The area with the single major colony beneath 3 major colonies close together.
>>
>>1339169
>If doing that intel mission in the sector
You mean these?

Ransom 1
Kidnap the family of an enemy R&D specialist so their release can be traded for vital intel.

Ransom 2
An army officer currently posted as part of an occupation garrison has been flagged as a priority target by intel, though information on why was apparently unable to be transmitted.
>>
>>1339179
>[x] Ransom 1
>>
>>1339179
Yeah, mission 2. Thought the guy was a commander, not an officer. Sorry for the confusion. I'm not really interested in kidnapping civilians.
>>
>>1339179
Yeah we were going to use the raiding to draw off enemy forces while our SF and stealth ship pulled mission 2
>>
>>1339188
>>1339195
There hasn't been any new updates on the target so your people will have to make do.

Unless there are objections Roll 2d100 for infiltration and locating the target.
>>
Rolled 81, 13 = 94 (2d100)

>>1339204
Now looting enemy officers.
>>
Rolled 44, 64 = 108 (2d100)

>>1339204
If you believe hard enough, all of your rolls will be 100s.
>>
Rolled 10, 80 = 90 (2d100)

>>1339204
Let's see if I should stop rolling...
>>
Rolled 52, 12 = 64 (2d100)

>>1339204
Yaaay thanks!
>>
The recon team manages to safely reach the planet and link up with the local Helios cell responsible for sending the request. With their help it doesn't take long to locate the target. The officer in question is believed to be responsible for the transfer of POW's, determining where they should be sent.

If captured and interrogated you could find the locations of several holding facilities.

Roll 2d100 for capture and extraction.
>>
Rolled 25, 95 = 120 (2d100)

>>1339236

Reynard's Rescue Raiders soon?
>>
Rolled 94, 55 = 149 (2d100)

>>1339236
MOREDICE
>>
Rolled 10, 49 = 59 (2d100)

>>1339236
>>
>>1339262
Used my luck up early I guess.
>>
>>1339257
>Reynard's Rescue Raiders soon?
>25
Maybe?

>>1339260
>94
Oh good.

I just realised that MOREDICE was an anagram for MEDIOCRE.
>>
The operation isn't completely flawless but it's the next best thing. The officer's tendency to remain shadowy and aloof around their fellows means it takes longer for anyone to realise they're missing. Because of this it's much easier for the extraction team to get them off planet and link up with with their ride out of the system.

It seems they work for intel and have been taking part in interrogation of some POW's in addition to determining where some should be sent. More talkative ones are sent to particular holding facilities while difficult ones are sent to others.

Interrogation reveals that a few of your personnel that are MIA and assumed captured have indeed been sent to a few local facilities.

A convoy at the north east edge of the galaxy is preparing to leave for Nasidum space carrying wounded personnel and POWs in stasis. Some of your people are aboard.

>Your orders?
>>
>>1339300
Do we have any intel on if that convoy's contents or strength?

Or which facilities may have more pilots/knights/commanders, rather than say ground forces or PDF?
>>
>>1339300
Do we know what a convoy like that would look like?
>>
>>1339300
>>1339308

I guess a slightly more accurate question for the convoy is if we are looking at a medical POW convoy (primarily wounded moved to better medical logistics/facilities), or if it is simply a POW convoy that happens to have wounded due to transfering POWs in stasis.

Or if it is carrying wounded Nasidum/enemy wounded and POWs, rather than wounded POWs.
>>
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>>1339308
>>1339310
It's one of several small convoys forming up at a small nav station. On its own the convoy wouldn't be much trouble for your people, but the station defenses are powerful. You'd have to wait until they jump but at that point you'll be out away from the galaxy and would have to find a way back while being within detection range of long range sensors.

The convoy itself is made up mostly of damaged ships requiring longer refits, empty transports and medical ships.

>Or which facilities may have more pilots/knights/commanders, rather than say ground forces or PDF?
The 2 closer to the front appear to be mixed facilities.
The one to the north is for more difficult prisoners, while the one to the east is for more cooperative ones. Or at least those not giving the guards a hard time.
The prison to the north east you'd previously learned the location of is for "long term interrogation."
>>
Is there an ebook version you can read? Always wanted to read FH&D but I feel that when I archive crawl I like to do it on my kindle.
>>
>>1339341
Sounds like we should pay that convoy a visit, use it for cover and blast the engines/drive plates of everything that isn't a warship.

Abscond with whatever transports/medical ships we can quickly jump out, and then recover whatever friendly personnel we can.

If possible, get the medical ships to just surrender so we don't have to shoot them, with a guarantee that we're only recovering any prisoners fit to return to our care. Any enemy wounded or critically wounded patients will remain in medical care, and any ships that surrender will be released at a trade lane.

As for warships and transports, every engine/drive system we destroy damages the enemy's logistics chain. Let's create a bigger engine shortage than that offensive against the SRL did.

Also, we don't have to capture EVERY prisoner ship, just prevent them from leaving the galaxy where possible.

Then we kill the fuck out of any non-prisoners at the "long term interrogation" location.
>>
>>1339340
Some medical frigates have been equipped with larger numbers of stasis systems as the war has gone on. In some cases they've been used to help transport refugees while using a minimum of space.
POW's are usually put in stasis for transport when possible in order to keep them from causing trouble. Because of this it's likely that some of the medical frigates are doubling as prisoner transports.
No way to know for certain the medical status of those being transported.

>>1339357
Not yet. I feel like I'd get super hung up on editing. I need to take a look at what some of the other QM's have done with ebooks to get an idea of what's involved.
>>
>>1339341
Would it be possible to infiltrate some ships in the convoy and jump to the helios galaxy instead when the convoy leaves for nasidum territory?

>facilities
Seems like we should at least evacuate the one for long term interrogations. It might also give the helios ground troops something to do.
>>
>>1339366
<Some medical frigates have been equipped with larger numbers of stasis systems as the war has gone on

The expensive stasis units you say? LOOOOOOOT
>>
>>1339364
err, to clarify:

Blast warships to bits if needed/possible, but just crippling their ability to jump and letting them weigh down the enemy logistics/repairs is reward enough.
>>
>>1339364
>pay that convoy a visit
>>1339368
>infiltrate some ships in the convoy and jump to the helios galaxy
>>1339369
>LOOOOOOOT
Looks like we're going to send a group after the convoy.

Only fast ships to help with the convoy and the rest of the fleet go after the long term interrogation facility? Or did you want to send a larger force after one or the other.
>>
>>1339390
Send half the bb squad along, in case they need to drag a larger ship around. Otherwise the split you suggest seems fine. Can Helios intel help us with either of our targets?
>>
>>1339394
>Can Helios intel help us with either of our targets?
Helios intel operatives that had been undercover had previously given you the location of the interrogation facility, though they didn't know they were doing that kind of work there.

They have no intel on the convoy. There is a reason they wanted your help kidnapping that officer after all.
>>
>>1339369
One very good rule of thumb is that you never damage the enemy's ability to treat wounded where practical. If we take those stasis units away, we damage the enemy's ability to care for both their own wounded and any of our wounded that they capture.

I'd rather not fire on medical ships if it can be helped, but I imagine it wold be brought up if firing on a military medical transport was a space war crime.
>>
>>1339403
Will we be trying to loot the medical frigates entirely, just the stasis containers, or letting them go after we've secured our people?

You guys decide while I make a run to the drug store.
>>
>>1339423
Capture, later release possible after we assess.
>>
>>1339429
Sure.
>>
>>1339300
>It seems they work for intel and have been taking part in interrogation of some POW's in addition to determining where some should be sent.

Do they have any news on that Helios general who stayed behind when we evacuated some of the Helios troops?

>>1339423
It's in our best interest if the enemy can afford to place wounded enemies in stasis, so we should be very careful when it comes to reducing their capacity to do so. Maybe keep on or two for emergencies, and send the rest back.
>>
>>1339423
Capture, offer to release thm to a neutral party for aid relief during the war with the understanding the wounded soldiers will be held in internment camps or sent to the FA.

Of course we will charge the FA for the use of the ships to compensate our houses loss of them.

And the houses/Families of soldiers treated by them. Our house soldiers will get a discount.

Fuck I'm trying to think of a third way to bill people. Could we also have them sell medical supplies and such to civilian populations?

Regardless take the ships if we can, loot the Stasis pods otherwise and leave the medical supplies with a hidden stash of booze and a note for the grunts to find and search for it on the ship.
>>
>>1339429
>>1339442

See my idea for a limited Red Cross style organization. "Reynolds Saviour Solutions".
>>
>list of drug side effects.
Jesus, it's like one of those commercials.


>>1339447
>Do they have any news on that Helios general who stayed behind when we evacuated some of the Helios troops?
Any captured troops from that planet haven't been transferred off it yet.

>>1339394
>Send half the bb squad along
ok.

You order your faster ships and half your battleships to head off to deal with the convoy.
"Try to take the medical ships in one piece. Catch and release once we have our people."

Meanwhile you head for the interrogation facility with the main fleet. It appears to be built into an asteroid. Difficult to detect unless you know where to look.

Adel points it out. "A protective formation of asteroids are positioned around the station to make it harder to detect. They must be held in place with weak tractor beams."

"Defenses?"
"Hard to be sure. We'll certainly be spotted on approach."

You and your bodyguards could take a stealth LST and get another ship to drop you behind the cover of another asteroid farther out. That might let you infiltrate the station or disable defenses.

Or you could just count on the fleet's fire superiority and cover an assault by the Helios troops.

[ ] Infiltrate
[ ] Assault
>>
>>1339564
>[x] Infiltrate
>>
>>1339564
We should try to infiltrate first. It will make things easier for the Helios troops. We will need them to take control of the facility anyway/
>>
>>1339567
>>1339569
Roll 2d100
>>
Rolled 97, 94 = 191 (2d100)

>>1339586
2d100
>>
Rolled 35, 40 = 75 (2d100)

>>1339586
Would it be possible to send some extra people to stay on one of the asteroids and stay in contact with the fleet just in case?
>>
Rolled 56, 14 = 70 (2d100)

>>1339586
Rollin Thunder
>>
>>1339609
Yes.
>>
>>1339564
>>list of drug side effects.
>Jesus, it's like one of those commercials.

Every drug is like that, don't worry about it.
>>
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>>1339588
>97. 94
Nice.
>>
While your personal guard are never thrilled when you insist on deploying yourself you assure them that the fleet is only a micro jump away.

Your ride micro jumps in behind one of the larger asteroids in the belt, remaining only long enough for the LST to detach, then jumps back out again. Activating holographics the LST begins the several hour long flight to the enemy base. It could go faster but then your stealth wouldn't do much to conceal the approach.
Besides, the extra time will mean a few more repaired ships ready to fight.

The pilot is careful to mind their repulsor distribution as they begin to decelerate. Too much force against one of the asteroids would probably be noticed by whatever systems hold them in place. Slowing down by an outer asteroid allows a few marines to bail out with camo shrouds, com relays, missile launchers and other gear. They should be able to handle anything that doesn't have shields.

"Watch for detection grids. This seems like the sort of place that might have them."

"I'm seeing lidar aimed at the facility from the outer rocks. Must be to watch for escapees. We should be fine."

A quick survey of the exterior locates sensor and communications arrays as well as the main entrance to the facility. A borehole probably created by mining barge leads into a docking bay large enough for perhaps a dozen ships. Not huge by any means but large enough for transports to go in and out.

Rufaro and Valeri plant explosives on sensor arrays and long range com systems before you swing back to the entrance. Security measures are in place to prevent easy escape. You spot large vents marked with what sections they're connected to sitting out in the open. All are pointed at the main entrance of the cargo dock.

"Looks like if there's a prisoner escape or uprising they'll vent the corresponding sections right out into space." says Valeri. "I get the feeling prisoners don't get a chance for a second attempt."

The next few minutes are spent searching the docks and locating an outer control room that keeps watch for escape attempts. The officers on watch are quickly incapacitated.

"We have vent controls here sir. Must be a backup in case someone inside took control."

[ ] Vent the guards & staff
[ ] Lock down vents, trigger Prison riot
[ ] Lock down vents & prisoners. Clear the way for the fleet
>>
>>1339673
>[x] Lock down vents & prisoners. Clear the way for the fleet
>>
>>1339673
>[ ] Lock down vents & prisoners. Clear the way for the fleet
Let's minimize the risk for everybody involved. No need to have any of our people killed a few minutes before they're rescued.
>>
>>1339673
>[ ] Lock down vents & prisoners. Clear the way for the fleet
As tempting as it is to vent everyone else we do have a bigger picture to consider. Still what a glorious 2.3 seconds of depressurization that could have been. Actually getting the prisoners is priority though.
>>
"Lock down the vents and prisoners. I don't want them stumbling into a fire fight or the station crew deciding to kill them."

With that out of the way you set about opening the way for the fleet. Valeri and Rufaro begin to disable internal security measures in a wide enough area for your ground troops to secure a foot hold, then you set off the explosives.

Station external coms and sensors go down all at once and the fleet jumps in. The Outer Heaven escorts the Helios Frigates to the docking bay entrance then launches LSTs in support. In the span of a few minutes the bay is swarming with friendly troops and they're storming the base. J-D special forces in Power Cell Armor assist where they can.

Inside of 20 minutes the base has been secured and most of the staff has surrendered. POW's are quickly loaded onto the troop ships along with captured officers.

"What about the garrison sir? Leave them, or set them adrift in escape pods?"
>>
>>1339791
Leave them, disabling communication equipment of course.

See if we can hit the third POW site?
>>
>>1339791
Toss them all in cells with a little food and water, then have send out a distress call on a timer so we can get to the other POW camps. It'll be funny.

Also don't forget to steal anything valuable that isn't nailed down and all the base's servers. Or whatever's used to store information in the future.
>>
>>1339791
>>1339806
Remove that have from the first sentence.
>>
>>1339791
Keep the commanding officers, take all the weapons, and make sure to erase their database after making a copy.

>garrison
I'm not sure if launching escape pods into an asteroid field is a good idea.
>>
>>1339801
>>1339806
The remainder of the garrison are locked up in the POW's former cells with supplies enough to last them until someone comes looking. A distress signal is also set to go off in a week just in case.

The rest of the base is thoroughly looted. Everything the engineers can cart off with a few hours notice is salvaged. You don't even spare the computer cores.

Small arms help to stock up the Helios troops replacing some of their more worn out equipment. They may have taken a few losses securing the station but the success of the operation has helped improve their morale.

A small transport craft that was in dock has been added to the fleet intel assets. Their codes could allow them into dock with 1 of the other POW sites.

[ ] Rescue the more difficult prisoners before they get themselves shot
[ ] Rescue more cooperative ones before they spill more secrets
[ ] Target a facility near front before they're processed
>>
>>1339791
Garrison can stay on the station or take their chances in escape pods.

We steal what we can for intel/supplies, then destroy the facility.

Anyone still aboard by then has chosen their fate
>>
>>1339842
>[ ] Rescue the more difficult prisoners before they get themselves shot
Surprisingly hard choice.
>>
>>1339842
Let's rescue the troublesome prisoners.
>>
>>1339842
[x] Rescue more cooperative ones before they spill more secrets
The transport should help with the higher security, so hopefully we can get in without them getting the word out and hit another facility before we book it.
Or we could get super lucky and hit all of them. That would throw their high command through all kinds of twists.
>>
>>1339842
>>1339860
Oops, that should be
>[x] Rescue the more difficult prisoners before they get themselves shot
>>
>>1339842
>[X] Rescue the more difficult prisoners before they get themselves shot
>>
>>1339858
Definitely. Although how bad not getting the one's who are talking can be probably depends a lot on who's there. With a bit of luck maybe Helios can free up some assets to rescue the POWs at the camp we don't take care of.
>>
>>1339842
>[ ] Rescue the more difficult prisoners before they get themselves shot
>>
>>1339877
Especially now that you can give them data on where it is.

The fleet heads back towards some of the first sectors you hit when arriving in this galaxy. According to intel reports security remains somewhat elevated but as long as you're careful it shouldn't be a problem.

By the time the fleet gets within range your people have worked up a holographic facsimile of the officer you captured which Valeri can make use of with his suit holographics. It should get you in the door and at least start them transferring some prisoners to the captured ship. That will buy time to get some other work done.

The rest of the fleet elements looking after that prisoner convoy still haven't linked up with you yet and that could take some time.

"Codes are good." reports coms.

There are a few ways to do this. Use the small transport to get as many troops aboard as possible and disable parts of the facility like you did last time.
Stage an attack with other elements of your fleet and help "evacuate" the POW's to a more secure base.
Have your team aboard the base falsify ship ID codes so you can bring in 3 of the Helios frigates under enemy IFF.
The exploding transport trick. Frigates hide inside Y-type transports until they're close enough to the base.

[ ] Small transport & troops
[ ] "Evacuate" the POWs
[ ] Falsify ship ID codes
[ ] Exploding Transport
[ ] Other
>>
>>1339939
>[ ] Small transport & troops
We do have some of the most advanced special forces in the Dominion.
>>
>>1339939
>[ ] Small transport & troops
If it ain't broke and all that.
>>
>>1339939
>[ ] Small transport & troops
>>
>>1339939
[X] Small transport & troops
>>
>>1339944
>>1339947
>>1339959
Roll 2d100 for Valeri 's deception and disabling security.
>>
Rolled 14, 60 = 74 (2d100)

>>1339999
>9999
Well, we have our roll target
>>
Rolled 86, 54 = 140 (2d100)

>>1339999
Nice quads.
>>
>>1339939
>[ ] Small transport & troops
Best to do this right, although I would have loved to see the exploding transport option written up.
>>
Rolled 92, 45 = 137 (2d100)

>>1339999
checked
>>
Your attempts to disable security near the dock are successful, but you're not able to knock out quite as much as in the previous base without notice. When the alarm goes out Valeri is rushed to the control room with one of the other station officers. Once secure inside the locked down control room he's able to take out most of the officers with a stun pulse grenade then take care of the remainder with a pistol.

"The entire base is on alert now. I'm locking down security and opening you a path but they may have got a signal off."

"Understood." You signal the transport to call in the fleet while the troops you had aboard spread out.

Your allies move section by section securing the prison. Valeri opens the cell blocks once secured and the freed officers and crew make a run for the docks.

"Viscount, our reinforcements are 2 minutes out." reports the transport crew.

"Copy that. Valeri, any chance the station garrison has surrendered yet?"

"I... might need a medic at the control room to speed that up sir. I stunned most of the people in charge taking the place."

"Right. What are the remaining troops up to?"

"They've blown open the armory and suiting up with power cell armor and two heavy power armor. One squad is headed for the docks, the others are guarding their remaining weapons while they equip."

Those could give your allies a hard time in holding the docks.

[ ] Lure them into ambush by Helios troops
[ ] Sneak up behind and start stabbing
[ ] Other
>>
>>1340070
>[ ] Sneak up behind and start stabbing
We haven't gotten into a good melee in a while.
Blade in one hand plasma pistol in the other taking down power armored troops completely unprepared to fight against invisible anti-tank weaponry.
>>
>>1340070
>[x] Lure them into ambush by Helios troops
See if we can get them to cluster up then Lightning gun them from the rear to disable them so the Helios troops can unload on them all at once.
>>
>>1340070
[x] Sneak up behind and start killing

If our specialty ammo is designed to kill Neeran, can we multi-kill power cell armor while they move down a hallway?

Slicing and dicing works, too. But we do tend to get beat up during that.
>>
>>1340070
>[ ] Sneak up behind and start stabbing

>>1340127
M-M-M-MULTI-KILL
>>
>>1340127
>specialty ammo
At this point I think you might have to specify which Ammo. There was a ton initially proposed and we started with the Splinter rounds since they were existing technology. The crazier ones might be in production now.
>>
>>1340147
Whatever form our 20mm AP ammo takes, now.
>>
>>1340123
Lightning gun isn't part of your default recon suit kit at this point. Usually your jump jet suit.

So keep to stabbing until your cover is blown then switch to plasma pistol or 20mm specialty ammo is what I'm seeing.
>>
>>1340070
[ ] Sneak up behind and start stabbing
>>
I was debating a roll since it's been awhile but at close range it would be more difficult to miss.

It's been a long time since you got any real use out of your HF-Blade.

Power Cell Armor hasn't changed much over the years, especially models assigned to second line facilities like those for holding POWs. Two quick stabs to the back of the neck and the rear most two of the squad drop. Those ahead of them start to turn as you flank around the side catching the next in line.
Bright beams flash from your Plasma pistol, hitting three more as you turn.

Pulling the blade free again you charge the second last power cell trooper, elbowing his gun aside as you jam the blade into the side of his neck. You put the body between you and an enemy to the left, using it for cover as the soldier sprays the area with mass driver fire. A few rounds graze your helmet but none hit solidly.

A pistol head shot downs the remaining trooper.

The suit of heavy power armor -if it can be called that- rocks as its pilot tries to bring it around. It isn't one of the powerful suits you've fought in the past but a heavily upgraded power loader. It has a layer of professionally mounted armor, meaning most fire teams would be hard pressed by it without anti-tank weapons.

But you have an anti-tank gun.

Diving aside as it strafes the hall with its MG and lasers, you put a shot into either knee joint all but crippling it. Circling around behind it, you change pistol fuel cells then blast its power supply. A good kick sends it toppling face first to the deck.

"Valeri hook me up to the intercom."
"Go ahead sir."

"This is Viscount Sonia Reynard to remaining enemy forces. I just soloed one of your power armor squads with a knife and one pistol magazine. Surrender before you force me to actually break a sweat.
Valeri send them the security footage if they don't seem to be getting the message."
"Aye sir."

Statements aside, you might actually need a bit of a breather after that.
>>
>>1340346
>That announcement
God damn it's good to be Sonia.
>>
>>1340346
>"This is Viscount Sonia Reynard to remaining enemy forces. I just soloed one of your power armor squads with a knife and one pistol magazine. Surrender before you force me to actually break a sweat.
>Valeri send them the security footage if they don't seem to be getting the message."

That random isolated world knight with us will probably laugh heartily when he hears about this.

inb4 someone we know from the Lat'tham coup heard that and remembers us
>>
Once your ships dock with the station a team is able to get some medics to the bridge and revive one of the officers. They in turn help issue the surrender to the remaining troops. It's questionable how much it was needed, the remaining power cell troops had mostly confined themselves to holding the armory rather than trying to retake the rest of the base.

The addition of their equipment to your salvage haul is a welcome one. Allied troops, including some of the POW's, would like to get their hands on the power cell armor. For now you've given the remaining heavy armor to the Helios guys. Goodness knows none of your people would want to use that death trap.

Enemy officers have been taken into custody as before while a similar arrangement has been made with the regular troops and the base prison cells.
You're gone to run out of brig space for the officers at this rate. Maybe you should bet one of those stasis equipped medical or evacuation ships for use as a prison barge?

After escaping the area you realise that there may be a bigger problem. Some of those rescued nobles think you should be taking orders on where to send the fleet from them. Those from Helios are well enough off since you can just kick them over to the salvaged ships you've given their space force.
Commodore Harrison seems to be getting them under control.

An Earl, who appears to be the head of House Noctis, is demanding you return them to Helios lines as soon as possible that they resume command of their forces.

By now the other POW facilities are likely to have been warned. Helios intel will probably be working on plans for rescue attempts.

Do you want to return to friendly lines at this time?
>>
>>1340454
Might as well, we've ran out of cargo space and resorted to caching loot in the sector. A jailbreak should cause quite a stir anyway.
>>
>>1340454
We do have some loot caches we could transport over to friendly territory.
>>
>>1340454
I want to hit a high value target on the way back to be honest.
>>
>>1340454
Yes. Check with Helios intel and see if they need us to do anything on our way out.
>>
>>1340454

To the Earl, "Respectfully, this fleet is part of a joint operation with allied houses, headed by House Jerik-Dremine. Please be patient we will get you back soon." (Unless of course people want to ignore him or have something better to say to said boss Earl.)

And I am for heading home at this point.
>>
>>1340454
Are we in a position to leave a few wings to continue scouting/harassing/communication-sat-hunting again? or are we too loaded up with prisoners/POWs?

As far as I can tell, the greatest impact we can have right now is returning these POWs to the main line to rejoin the fight.

Did we stash those fuel tankers for use as emergency fuel supplies due to their explosive nature if shot? I'm not sure it is wise to try and bring them thru the enemy line.
>>
>>1340595
They would certainly function as engines for asteroid KKV's.
>>
>>1340488
>>1340491
You have hidden a lot of salvage in loot cashes so you're not that bad for salvage space. The main problem facing your fleet is that the attack cruisers are still a bit busted up from tackling that troop convoy. Its harder to repair them quickly. Also a couple squadrons were sent to help catch that medic/pow convoy. Overall you're under strength right now but the recovery of a few of your pilots has helped.

>>1340595
>tankers
I don't recall. They may have been sold to the smugglers? If they're still with you then they are NOT a full fuel capacity. Too dangerous. You could always change that and use them as tanker bombs.

>Are we in a position to leave a few wings to continue scouting/harassing/communication-sat-hunting again?
I wouldn't recommend it due to being a bit under strength right now, especially if your fleet has to cross the front lines.

>>1340493
>Check with Helios intel and see if they need us to do anything on our way out.

Contacting the resistance.

...Targets found within Oversector.

>ETR: 1
>Ransom Targets: 1
>Troop Convoys: 1
>Intel Operations: 7 4

>Emergency Teleport Receiver
Recently arrived, it is with a fast moving fleet that will soon reach the front lines. It will be difficult to catch.

>Ransom Targets
A more conventional target, this nobleman is a wealthy merchant of value to a number of minor Houses. Currently assisting with enemy logistics, their capture might interrupt or delay some trade contracts. Their ransom is expected to being in a good haul.

>Troop Convoy
A large troop convoy has just arrived but their departure has been delayed several times as they wait for reinforcements. Apparently they're worried that someone will hit them as soon as they leave cover.
While damaing their troop transports would be idea simply conducting low level raids against the station they're docked at would further delay their departure.

>Intel Ops
1. Assassinate defector
2. Insert Agents
3. Recover agents and get them across the lines
4. Smuggle weapons to resistance
(There would be others but you don't have your cloaked ship back yet)
>>
>>1340653
>Intel Ops
>2. Insert Agents
I doubt the enemy knows about our latest captured transport yet so it can probably be sent to deliver some agents.
>3. Recover agents and get them across the lines
Well we are (probably) heading back to friendly lines so this isn't exactly a problem.
>4. Smuggle weapons to resistance
Depends on if the resistance is capable of getting to a cache nearby or if they require the weapons to arrive on an enemy held planet.
>>
>>1340653
>>Intel Ops
1. Assassinate defector
Traitors must die.
3. Recover agents and get them across the lines
If we're heading home, lets bring these people home too.
>>
>>1340688
>Depends on if the resistance is capable of getting to a cache nearby or if they require the weapons to arrive on an enemy held planet
Intel can provide a suitable IFF for one of your captured transports.
They'll also compensate you for whatever weapons you can get there. So if say, you provided the resistance with a suit of newly captured power armor, you'd be reimbursed later. Also the enemy would be wondering how the hell the resistance suddenly got hold of such high tier equipment.
>>
>>1340653
I'll support this >>1340688

>>1340738
Helius intel could even fake documents that a traitor in the enemy's ranks got it to them.
I keep forgettin their name. It's Nasidium, right?
>>
>>1340755
>I keep forgettin their name. It's Nasidium, right?
Check the OP

>>1336381
>Houses Nasidum, Xygen and Bonrah form the core of the opposition.
>>
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>>1340806
I've played myself.
>>
>>1340653
I wouldn't mind doing this >>1340688 and maybe getting more information on that assassinating target.
>>
>>1340823
>more information on that assassinating target.
Now if only it was self assassinating target. It's late. I'm laughing a random shit.

A fleet officer, who was a lesser noble from a minor House, supposedly took a ship out on patrol but actually switched sides. They'd accessed as much information about allied fleet deployments as they could in the weeks leading up to the defection.
Regardless of the reason their House and most of their allies want the traitor killed.
Some of their family members have quietly posted a bounty for the officers capture at 10 million.
>>
>>1340864
I say we capture him.
>>
>>1340688
Looks like we're doing all of these before we clear out of the area.

I'm falling asleep so we'll leave it for the morning.

Oh yeah, did you want to try and hit an enemy logistics base to steal some drones on the way out?
>>
>>1340864
I wouldn't mind capturing him, but if that is too difficult killing him is just as good.

>>1340912
I don't see a reason not to so and nothing completes a round of raid than looting a logistics station on your way out.
>>
>>1340864
Capture him kill if we cant.
>>
What happened to that guy and the tanker from last session ?
>>
>>1340912
< Did we want to try and loot

Why even ask this question? Yes, a thousand times yes oh Captain my Captain.
>>
>>1340454
Assure the earl we'll return to allied lines once we've finished our work in this sector. If they can offer any advice on where to cross the frontlines we'd be grateful. To help them pass the time until we can get them back to their fleet, let them have a look through a list of salvaged ships we currently have with our fleet. Maybe they can find something they'd like to buy to strengthen their remaining forces.
>>
>Also posted this on the wiki talk page
>>1340864
>Some of their family members have quietly posted a bounty for the officers capture at 10 million.
Maybe the enemy's intel managed to blackmail the officer? Like that mission with the researcher we didn't do. If possible, capturing the officer seems preferable.

>>1340688
Sounds good to me.

>>1340653
>troop convoy
Delaying them sounds like a good idea. Can we throw some asteroids at the station shields to keep them worried about attacks?

Also, any news about reinforcements for our allies in this galaxy?
>>
>>1341819
Throwing asteroids has been proven time and again to not be worth it. ToT torpedo barrage and overwhelming force is the most successful tactic we've developed for stations.
>>
>>1341813
Yeah, we definitely need to communicate/placate the Earl.

Agree with him that the majority of these POWs are needed on the other side of the main line, but we still have another attack force returning with more liberated POWs. We'll break thru together.

As for now, the salvaged ships seems good, plus "please rest and ensure you are fit to return to combat" and/or "please help us sort thru some of the other liberated POWs"?

If House Noctis was local, maybe he knows of sites where stragglers might be trying to hide or black sites they put into hibernation like Aries, that we could help him recover something from before we cross the lines again.
>>
>>1341863
Sad to say it but it's the truth. I can remember asteroids working on 2 occasions.

The time when the Pirates used them to drag half the Dominion Expedition forces out of FTL and into an ambush to delay them.

The time when Nasidum decided to make massive fortresses out of several and stick engines on them.

The only other time I can remember that was similiar was was when we struck a military base planetside with a tanker dropping from space.

Ships are just all around to mobile for it, unless you are breaking up massed formations with one that has engines that is.

Stations could be taken out but then you would have to ensure they got no ships close to it that can push it. In which case it would be better to just outright attack it or capture it.
>>
>>1341110
Looks like he left. There were just as many people saying to capture him as to let him go so he's escaped with a ship.
Probably just as well as he could have remote detonated the tanker with explosives he'd set in key areas.

>>1341813
>Assure the earl we'll return to allied lines once we've finished our work in this sector. If they can offer any advice on where to cross the frontlines we'd be grateful. To help them pass the time until we can get them back to their fleet, let them have a look through a list of salvaged ships we currently have with our fleet. Maybe they can find something they'd like to buy to strengthen their remaining forces.

Once the fleet is preparing to see to its next set of targets you personally meet with the Earl to inform them of this. While still unhappy they agree to look over the available intel on the front lines and the list of salvaged warships.

Two squadrons of assault corvettes will deploy to strike at the convoy, launching torpedoes from beyond weapons range before retreating. Two attack runs should be more than enough to panic the locals and make them paranoid about follow up attacks.

Wing Commander Jaihon has spoken with one of the recently rescued officers and devised a plan to help things along. They'll drop modified probes in the surrounding systems to transmit false communications. The enemy should detect them and think that they're signs your fleet is preparing to attack.

Fleet elements begin to deploy on their respective assignment. As a recon team is needed to stand any chance of capturing the traitor it looks like you're up.

"Is this really worth the bounty sir?" asks Rufaro.
It might not be, but capturing the traitor could let you know what information they've given up.

Roll 2d100 for infiltration of the planet and locating the target.
>>
Rolled 32, 1 = 33 (2d100)

>>1341943
If the alternative is another full fleet rescue operation because Helios Intel is compromised again...
>>
Rolled 100, 70 = 170 (2d100)

>>1341943

"The bounty doesn't matter. Showing that traitors aren't safe with the enemy is the message. A capture just provides us with intel and a very good propaganda piece."
>>
>>1341948
>>1341950
>perfect landing right in the middle of a military parade
>>
Rolled 38, 86 = 124 (2d100)

>>1341943
Bounty is nice but not the main objective. The objective is to punish a traitor and if we happen to get info in return that is nice as well
>>
>Also, any news about reinforcements for our allies in this galaxy?
Helios continues to bring in reinforcements as available.

The rescue of those POW's and their return to the lines might convince the Ruling House to send reinforcements of their own a bit sooner.


"The bounty doesn't matter. Showing that traitors aren't safe with the enemy is the message. A capture just provides us with intel and a very good propaganda piece."

It seems you don't have any trouble reaching the planet's surface. The crew even manage to ID another ship making their landing around the same time as you.
"Bounty Hunters sir. Normally they're out looking for former SRL pirates."
"Maybe they're taking a vacation?" suggests the flight engineer.

That seems unlikely.

Once planet side you make sure to track what the Bounty hunters are up to and they soon inadvertently point you in the direction of your target. They're definitely after the same person but that can work to your advantage.

"We could make it look like they captured him after we've made the grab to help cover our escape."
"Or take him from them after they've made the grab."
Suggest your bodyguards.

[ ] Just grab him first
[ ] Use bounty Hunters as scapegoat
[ ] Let Bounty Hunters capture, take from them
>>
>>1341980
>[ ] Use bounty Hunters as scapegoat
Lucky.
>>
>>1341980
>[X] Use bounty Hunters as scapegoat

When in doubt, assume all bounty hunters once hunted our people for the SRL bounties
>>
>>1341980
>[X] Use bounty Hunters as scapegoat
>>
>>1341982
>>1341985
>>1342000
Roll 2d100 for capture and escape.
>>
Rolled 32, 54 = 86 (2d100)

>>1342001
Deus vult
>>
Rolled 49, 28 = 77 (2d100)

>>1342001
Framing their taco stand while blowing the target's!
>>
Rolled 39, 97 = 136 (2d100)

>>1342001
We are sooo mean. I love it
>>
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327 KB PNG
Rolled 43, 29 = 72 (2d100)

Well... the original mission did call for killing the target. Maybe the bounty hunters will have better luck?
>>
>>1342005
>>1342006
>>1342008

Looks like we escaped with slightly less than half of him?
"Stop screaming and hold onto that belt or you'll bleed out, dumbass!"
>>
at least it's a clean get away?
>>
>>1342016
>>1342018
I can't stop giggling.
>>
>>1342018
>>1342016
Well, capturing the upper 49% of the guy is probably enough to keep him alive if until we can get some replacement parts. If were smart enough to bring stasis gear.
>>
>>1341938
Sorry, I thought you mentioned using asteroids as weapons.

Something that none of those events were.

Asteroids big enough to require aid to deal with would require ships large enough to be needed elsewhere, and themselves can be handled by non-combat ships at the station.

>>1341980
We still have those medi Al ships to help with the POWs yes?

I'm out of town for a large part of the day, can I vote in advance to do my Red Cross idea with them or to at least SELL them back not give them back?
>>
>>1342032
part of our standard kit, I think.

"CLEAR A PATH, PEOPLE! MEDICAL EVAC COMING THRU!"

[Random civilian to another] "Was that body in a stasis field flying or did our new overlords spike the water with something?"
>>
>>1342039
>"CLEAR A PATH, PEOPLE! MEDICAL EVAC COMING THRU!"
That's actually a pretty decent cover story. Qlippoth probably has tier 3 medical facilities, so as long we didn't damage the head too badly things might still work out.
>>
Catching up to your target outside of a restaurant next to an embassy, things are a little more crowded than you'd hoped. A delay would seem in order but the Bounty Hunters are still going for the target.

"Keep on the target approach from the other side."

A second later it looks like he's noticed something isn't right and he and some other officers head for the entrance to the embassy. You have to pick up the pace to keep up.

"If this turns into a tug of war I'm going to be really annoyed."

And then someone starts shooting.It could have been one of the officers or the bounty hunters, you don't know, but suddenly everyone with a gun has opened up. Which is everybody because it's war time and these are officers.

Your squad downs the pair escorting the target and move in... only to arrive a few seconds late as he's hit by a stray phase rifle shot.

"Abort. Target is down, abort." says Valeri.

>>1342039
>>1342045
If only you had a medic disguise uploaded to your database of possible images. Valeri still has the data for the officer he was previously disguised as. You could try that. Mind you there is still a firefight going on and getting hit will compromise the disguise.

[ ] Let's get out of here!
[ ] No, put him in stasis.
[ ] Fake enemy officer + stasis
>>
>>1342038
>We still have those medi(c)Al ships to help with the POWs yes?
Part of your fleet is off dealing with that yes.

>can I vote in advance to do my Red Cross idea with them or to at least SELL them back not give them back?
The ships sent to deal with them were going to be doing catch and release with the Medical Frigates.
I'll try to remember to bring this up again once back in friendly space for any future encounters.
>>
>>1342054
>[x] Fake enemy officer + stasis
If the red cross or something similar is still used to identify medical personnel, we could quickly make one with a bit of table cloth and a marker, tomato saucer or wine.

We could also use Sonia's civilian holo disguise in addition to that "I'm a doctor!".
>>
>>1342054
[x] Fake enemy officer + stasis

have Rufario get the guy, while Valeri stays in cover and calls for covering fire to recover the "asset" or the guy's name. Act like he is sending his minion while he preps a stasis field in cover.

If needed, Sonia moves off and acts like the third party that dropped the guards, but tries to pin down the bounty hunters with flashbangs or slightly more fire.

Most of the enemy forces probably lack helmets to detect IFFs and proper comms, so Valeri's yell for cover fire on speakers should trigger almost automatic "our guy" responses, especially if no one really knows exactly who/what officers are present due to public area.

tl;dr
act the part of enemy leadership, enemy grunts likely to follow due to chaos.
>>
>>1342064
>>1342070
Roll 3d20
>>
Rolled 5, 17, 6 = 28 (3d20)

>>1342096
>3d20
>>
Rolled 11, 14, 7 = 32 (3d20)

>>1342096

Rolling for assuming leadership
>>
Rolled 18, 15, 12 = 45 (3d20)

>>1342096
enemy deference to leadership
>>
>>1342100
>>1342098
>>1342097

well, I think we got Sonia shot due to always being the last roll?

Rufario and Valeri will never let us live this one down...
>>
>>1342104
>well, I think we got Sonia shot due to always being the last roll?
I'm pretty sure the last die isn't always Sonia's. Or at least her ship doesn't always end up in the last slot.
>>
>>1342111
>I'm pretty sure the last die isn't always Sonia's.
It isn't always. Though it makes the most sense in this case.

The three of you pull back into cover before switching to one of several disguises. Valeri once again takes on the guise of the enemy intelligence officer while you and Rufaro change to a civilian appearance.

"Remember to add some enemy equipment markings to a few of our backup disguises next time."

Valeri does an admirable job of rallying the other officers against the bounty hunters while you and Rufaro try to grab the target officer.

"I'm a medic, cover me!" She shouts.

You're forced to dive for cover as a burst of fire nearly hits you. It looks like Rufaro has got him and is pulling the body to safety. A nearby wounded enemy Knight yells for you to pull him to cover. That takes a second as you'd rather not blow your cover at the moment.

"Grenade!" warns someone just before the flipped table you're hiding behind dents in several places from shrapnel hits.

The others are away and have the officer in stasis but you're still pinned. Fortunately the Bounty Hunters seem to be falling back. In another minute the fighting has moved away from the restaurant as a squad of marines charge out of the Embassy doors, rushing past you.

[ ] Get out of there
[ ] Offer to help the Knight to a hospital (capture)

I need to run some things over to my sister's place. I'll hopefully be back before 3.
>>
>>1342173
[X] Offer to help the Knight to a hospital (capture)
He does need medical help.
>>
>>1342173

Well always more ransom to be had.

[ ] Offer to help the Knight to a hospital (capture)
>>
>>1342173
>[ ] Get out of there
No need to be greedy.
>>
>>1342173
>[ ] Get out of there
Focus on the mission.
Ships tend to be more reliable and profitable things to salvage anyways.
>>
>>1342173
[x] Get out of there

If there is some random bystander cowering nearby, tell them to help the wounded. Otherwise, GTFO.

I'd suggest knifing the Knight's face if there are no witnesses and he is from one of the Major 3 Rebel Houses, but people probably wouldn't back that.
>>
You get out of the are as quickly as possible by making like a panicked civilian and running away from the action once the worst of the shooting has subsided. Your bodyguards are most of the way back to the ship bu the time you catch up with them. Not quite how you planned but it looks like everyone still thinks the Bounty Hunters are entirely responsible for everything.

"We need to get out of here soon before someone realises we didn't take him to a hospital."

The crew of the transport manage to distract security at the landing pad long enough for you to disable a few sensors and get the stasis unit inside and aboard.

Escape is a bit more complicated than planned but most of the focus seems to be on the small ship the Bounty Hunters are using as they try to escape. Planetary control wants to keep everyone in system until the situation is resolved but Helios intel manages to give them a good enough excuse that the ship leaves the range of the planetary shield before they think to question it.
>>
Returning to the fleet the stasis unit is sent off to the nearest medical bay. One of the doctors will update you on the traitor's status in a few hours.

While you've been busy more of your transports and marines have been helping Helios intel with the other missions. In most cases they just need a ship to make use of.

Agents have been inserted without incident, though recovery of others has been more difficult. A few ship from your attack wings needed to screen the escape of the transport involved. A weapons drop to local resistance has been carried out but the crew were forced to jettison the cargo in a different area due to the presence of heavy AA emplacements. The resistance should still be able to reach the weapons but it will take longer.

A few attack runs have been made on the troop convoy with minimal damage to the attack ships taking part. They're returning to rearm.

Intel has located 2 potential logistics bases to hit on the way out. Both should have drone stockpiles.
The first has a drone manufacturing plant, but its defenses are heavier and it is closer to an enemy response base.
The second is a reserve stockpile. It's not as heavily defended but it won't have as many drones available.

Which one did you want to go after?
>>
Tstg, would it be possible to mount 4 of the long range cannons from the quattro on the fatter lance hull the terrans use for their carriers? It might make a decent long range fire support ship.
>>
>>1342391
If you removed all of its carrying capacity, yes.
>>
>>1342389
The reserve stockpile.
>>
>>1342389
Lets hit the reserve.
>>
>>1342389
Reserve for sure.
>>
>>1342389
Reserve. We can always return and conduct a blast-n-snatch on the manufacturing block.
>>
>>1342410
>>1342403
>>1342397
>>1342401
Being a reserve base the defenses are something of a pushover compared to that troop convoy you brawled with. Jamming prevents calls for help and the sudden arrival of a Medium cruiser and several battleships almost within their shield perimeter prompts the surrender of several ships caught in dock. The station follows suit a few minutes later.

Roll 4d100 for loot. 1st roll is for Drones
>>
Rolled 63, 45, 60, 7 = 175 (4d100)

>>1342415
lewt!
>>
>>1342415
Top quality salvage!
>>
Rolled 17, 8, 75, 27 = 127 (4d100)

>>1342415
Dron
>>
Rolled 20, 62, 4, 36 = 122 (4d100)

>>1342440
>>1342415

Now with actual rolls.
>>
Rolled 69, 17, 22, 33 = 141 (4d100)

>>1342415
Just for fun.
>>
63, 62, 75, 36

What an average set of rolls.
>>
>63, 62, 75, 36

You've recovered 63 Aries starfighters. The engineers will get to work on completely wiping their computer systems and installing J-D Drone OS's on them. They do report that the Aries control software has been updated recently with better routines. They probably operate 10-15% better than your equivalent combat drones. You may need to get an update from the Ruling House for your Heavy Drones.

The usual assortment of missiles, torpedoes and other gear are recovered. Crates of small arms ensure you'll be well set for supply drop to resistance groups in the future.

High value materials are prioritised for recovery, especially FTL components, high maneuver drives, stasis systems. There isn't a lot of any one thing present. Nothing exceptional but all useful.

A few transports are docked to the hull of Qlippoth for the ride back.

The Earl and a few other officers and Knights have located what they believe to be a good place to cross the lines. It's a bit close to where you re-entered enemy space last time. Could be that your movements there allowed Helios to strengthen their position.

Risk using the same location? Or would you rather cross through one of the groups of nebula?
>>
>>1342510
Did our POW convoy force link up with us?

I think we should make our return thru a nebula region, as we tend to draw pursuit forces after us, and that could translate into bad news for any strengthened Helios region. And if we can hide the full extent of our return, we don't suddenly free up all the forces sent to defend against us.
>>
>>1342510
>Risk using the same location?
Let's give their idea a try. It will probably help our standing with them, if we let these guys contribute a bit.

>You've recovered 63 Aries starfighters
Are these the same type as the aries combat support drone listed on the wiki or different ones?

>>1342394
>If you removed all of its carrying capacity, yes.
That was the idea. We could go completely crazy and combine it with the logh torpedo nose modification suggested a few threads ago.
>>
>>1342510
>Risk using the same location?
Let's play it risky.
>>
>>1342547
>Did our POW convoy force link up with us?
Not yet. There are a few times and places for potential rendezvous behind enemy lines. If they're in friendly territory at the moment you should be able to contact them fairly easily once you make it across the lines.

>>1342561
>Are these the same type as the aries combat support drone listed on the wiki
Yes. There are a few stealth ones but not many.
>>
Sorry I panicked because all my drones were missing from my autocad files.

Anyways, headed across the lines at the same point as before.

Let's get a roll of 2d100
>>
Rolled 56, 62 = 118 (2d100)

>>1342679
>Sorry I panicked because all my drones were missing from my autocad files.
Did you manage to find them?

>Let's get a roll of 2d100
>>
Rolled 50, 35 = 85 (2d100)

>>1342679

The job isn't done until we've got these POWs back to friendly lines!
>>
>>1342688
Yes, I'd created a backup archive of all the starfighters. I must have done most of the work on the drones in the archival file without realising it.
>>
Rolled 85, 48 = 133 (2d100)

>>1342679
MORDIC
>>
>>1342679

Not sure if late or not, time to see if dice works
>>
>85, 62
Let's hope we're not getting most of their fucus.

>>1342709
dice+2d100
>>
Rolled 34, 72 = 106 (2d100)

>>1342679
Once again <. <
>>
>>1342713
Thanks used to doing on comp, mobile is weird.
>>
>>1342720
Get clover from fdroid if you're on android. It makes browsing 4chan on mobile pretty bearable.
>>
You manage to make it to the front without much interference. That changes once you open communications to let your allies know about your presence.
A trio of Eminence class ships move to intercept you, along with numerous other front line units.

The fleet reaches friendly lines first but it looks like the enemy may just try to overwhelm your allies in the area instead.

Did you want to have some of your fleet assist the nearby Helios units?

[ ] Assault Corvettes
[ ] Mixed units, but only a single pass
[ ] Medium Cruisers
[ ] Anything battle ready not carrying salvage
Or some combination?
>>
>>1342762
>Or some combination?
Assault Corvettes and Medium Cruisers. If some of the battleships aren't carrying salvage, have them stay behind as well.
>>
>>1342762
[ ] Anything battle ready not carrying salvage
>>
>>1342762
>[x] Anything battle ready not carrying salvage
>>
>>1342762

[x] Anything battle ready but not carrying salvage/POWs

Harassment, bringing down a hammer of heavier ships if we pull anything into a vulnerable position.
>>
>>1342809
>>1342775
>>1342799
I think we should keep at least a small escort with the salvage fleet, in case enemy units decide to engage the escaping ships directly.
>>
>>1342828
Not saying every last vessel go out and shoot stuff. We have other combat vessels that are damaged enough to not be combat ready. We drew the attention of these guys time to atleast give them a reason to regret chasing us.

But it is a good idea to have sone escort for our squisher vessels.
>>
Roll 5d20
>>
Rolled 4, 9, 9, 7, 7 = 36 (5d20)

>>1342840
Thanks for the extra salvage, fuckers!
>>
Rolled 5, 12, 12, 10, 8 = 47 (5d20)

>>1342840

Bring in the guns.
>>
Rolled 7, 2, 3, 7, 3 = 22 (5d20)

>>1342840
>Roll 5d20
>>
Rolled 20, 8, 20, 3, 11 = 62 (5d20)

>>1342840
>>
fuck
>>
Rolled 6, 7, 6, 16, 19 = 54 (5d20)

>>1342840

Bloody nose time. hopefully for the other guys!
>>
>>1342841
>>1342844
>>1342853

7,12,12,10, 8

How average


>>1342854
RIP
>>
I guess this is what happens when we try to hold the line instead of terrorizing trade lanes and supply bases.
>>
>>1342866
on the plus side, we aren't alone and our forces can be rounded up easier if they get thrown out in emergency teleporters.
>>
>>1342866
People just need a break after so much constant action. Maybe our allies will be able to pick up the slack.
>>
>>1342858
Nothing special, nothing terrible. There's a reason we stick to raiding then engaging in large fleet battles on the regular.
>>
Everyone including Sonia is getting some simulator training in defensive fleet actions. Not a lot but enough to refresh the basics.
>>
More than half your force breaks off from Qlippoth and turns back towards the lines to help with the pursuing enemies. Both sides try to reposition with micro jumps until coming into contact then they have to make do.

Right away the enemy prioritizes targeting your assault corvettes, sending twice their number in attack corvettes after them. It's the right call as far as you can tell. The longer the high performance ship stay in the fight the worse it will go for the enemy. At the same time the Helios ships nearby are able to come to their aid, targeting ships too focused on your corvettes.

The Lance class ships would be the perfect aid for the right now but the three Eminence class Mediums move to engage you, blocking fire and forcing your trio to stay mobile. The battleships help considerably, their LD plasma cannons easily landing hits on the larger craft.

All of the mixed squadrons present punch through the battle, performing a text book attack run that doesn't give much chance for pursuit. Still it doesn't deal the serious blow to the enemy that's really needed right now.

"Our assault corvettes are getting badly tore up sir. The enemy front line units are good."

More friendly reinforcements are arriving, the tide is turning in your favour, you just need to hold out.

Eko brings the Outer Heaven around to use the main guns but that brings your ships in a little too close to the other Mediums. One Eminence sprays out a mix of twin linked phase cannon fire then pulls a hard turn turn toward one of your Lances.

"They're moving to ram."

A Lance cant take a hit like that but from your angle the Outer Heaven could.

[ ] OH Intercept
[ ] Fire SP Torpedoes
>>
>>1342956
>[x] Fire SP Torpedoes
>>
>>1342956
[x] Fire SP Torpedoes
>>
>>1342956
>[ ] Fire SP Torpedoes
Surprise motherfucker.
Alternate CRAZY idea:
Counter Ram.
>>
>>1342976
>Counter Ram.
>A Lance cant take a hit like that but from your angle the Outer Heaven could.
That was more or less what I was implying with the intercept.
>>
>>1342956
>[X] Fire SP Torpedoes
>>
>>1342956
Soften them with SP's then ram right through them.

In short, "FIRE EVERYTHING!" then "Ramming speed!"
>>
>>1343050
I'd back it. Mostly just for the chance to lightning gun and ram the cheeky ship.
>>
>>1343050
I am 100% okay with this.
>>
>>1343050
Also good with this.
>>
"Load SP Torpedoes and target that Medium."

It takes a second to load the rarely used warheads, but they show up clearly in the displays when they fire. The streak out towards the other ship and all four of them connect with the engines, taking out half of the upper sublight drive section. For a moment the other ship loses control, lasting long enough that they merely graze the Lance, knocking out a few weapon arrays.

"Keep targeting that ship."

Two medium plasma cannon shots batter down the aft shield long enough for the forward turrets to slice into the hull in a few places. They quickly reestablish shields, then the Outer Heaven shakes from a powerful tractor beam lock. The other ship swings about, returning fire with its twin linked weapons.

As much as you'd like to say all shield forward you're taking fire from nearly every direction right now.

"Another one aft of us is trying to target our engines." warns Maybourne.

"Eko, reverse engines until the one aft is closer, then point us ninety degrees up. Ready lighning guns."

The oncoming ship behind you doesn't seem to have expected you to reverse towards them, but they're reluctant to spimply fly past when they can keep you in their forward arc.

Eko hits the emergency thrusters and the lights dim as all available power is shunted to the weapons. Lightning arcs out from the top and bottom of your ship striking both of the other Mediums. Shields on the more damaged Medium fail again and they quickly turn to break off, getting as much distance as they can.

The ship that had been behind you seems to have had their sensors blinded for a second from the hit as they barrel on towards you until the last second.

Maybourne sounds collision alarms and Eko hits the emergency thrusters again.
"Brace! All hands, brace!"

You feel a very solid impact and the ship is thrown into a starboard roll. Damage indicators light up showing hull breaches along that side as well as heavy structural damage to the support equipment arm. One of the spinal mount guns are out of action too.

The spin only lasts for a few seconds before your helmsman gets it under control. Weapons resume fire targeting the nearest Eminence, now trailing fire from much of its port side. Battleships pelt it with plasma cannon fire and the ship turns towards enemy space. Some of their sublight drives shut down but moments later the remainder flare to full power and the ship jumps.

"Enemy is in retreat."

"The other Eminence we damaged?"

"In bad shape but they've just barely managed to jump out."

It seems the other commanders didn't consider it worth taking more risks after the damage they'd taken.

"How bad is the damage?"
"The starboard support arm has been torn off. We're tractoring it in so it can be reattached at a shipyard. The rest is mostly just armor damage, though some of the plasma cannons and engines will need repairs."

Assault corvette squadrons are looking beat up and missing some ships, but alive.
>>
>>1343177

Could have been worse.
>>
>>1343177
I love the lightning guns so much. The way it makes other ships freak out is great.
>>
>>1343177
I'm pretty surprised three classic Eminence class ships managed to do such a number on Sonia's medium and two Lances with top of the line upgrades. We should try to get these guys for our fleet against the neeran in the future, if they survive and aren't known for being vengeful.
>>
>>1343213
It's more that we weren't willing to let them take out one of our mediums.
Also the Lance class is pretty trash even with top of the line upgrades.
>>
>>1343213
Dominion Flying Bricks vs Terran Twigs.

The front line Helios forces are glad for the help you and the fleet gave and promise to send along any of your damaged ships that you can't recover yourself. You'll also get first dibs on salvaged assault corvettes and a fare share of the remainder.

A few hours later your fleet limps into port at the same shipyard you'd visited previously. Things still aren't great here but they have noticeably improved. As before the yard administrator would be happy to pay for repair time with Qlippoth's bays, but understands when you tell him that may be awhile.

The rest of your fleet finally get in contact with you. As ordered they did capture several Medical frigates and transports moving POWs and let a few go after confirming they only had wounded aboard.

A trio of the ships still carrying wounded from your side are still in dock as doctors sort through them for treatment. It'll be a few more days before they're finished at this rate.

What are your plans for their remaining medical ships?

>>1339555
>offer to release thm to a neutral party for aid relief during the war
Said I'd mention this when it came up.
>>
>>1343319
I think we should keep at least 1 of the ships with us, in the event we recover more POWs or stranded Helios forces. Can the medical frigates make planetary landings? If so, keep 2 so we can deploy 1 on landings and keep the other safe with anyone already recovered.

Turn over the crews/medical staff to Helios if they are military, I'm sure Helios will allow some of them to treat enemy wounded at least.

Civilian medical staff can choose what they'll do, including requesting that they be returned home via escape pods?

Helios and friends could probably use any medical ships we can't keep.

>neutral 3rd party
It is my belief that previous experience makes 'neutral third party' releases a delaying tactic, at best. Or they just steal shit and run back to their forces, which may be worse.
>>
>>1343319

Have them go about doing what they can to assist our forces while we are repairing our shit?
>>
>>1343319
This Anon >>1343345 has the right idea with keeping two of them for our raiding fleet.
Send the rest to the FA or the Navigators Guild for the duration of the civil war.
>>
>>1343319
>What are your plans for their remaining medical ships?
Ship em back to Rioja
>>
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>>1343319
>Dominion Flying Bricks vs Terran Twigs.
L-lewd

>>1343319
>What are your plans for their remaining medical ships?
Keep 4 of these ships. One for Sonia's glaxy, one for Winifred's, one for the homeworlds, and one for the local forces in this galaxy.

>>1343319
>Said I'd mention this when it came up.
If there is a neutral party, I'd be okay with that. Otherwise, send them back. It's incredibly important for captured wounded troops that the enemy can afford to place them in stasis if necessary.
>>
Some different ideas.

>>1343345
>Can the medical frigates make planetary landings?
Yes. It makes it easier to act as a very large field hospital that way if necessary.

>Civilian medical staff can choose what they'll do, including requesting that they be returned home via escape pods?
There are passenger liners that operate through neutral space. Escape pods wouldn't exactly be a fast way to ship them back.

>It is my belief that previous experience makes 'neutral third party' releases a delaying tactic, at best.
It probably wouldn't be the best idea to send active duty military personnel to the FA because of that risk.

>>1343352
That's easy enough for the short term.

>>1343374
>Keep 4 of these ships.
Well, there are only the 3 of them at the moment.
You can buy or request more for your fleet if you wanted.

The House does have some Medical Frigates, just not a lot. Winifred has a few and there is at least 1 stationed in the Smugglers Run at all times which helps with local relief work and refugee camps.
>>
>>1343442
>Well, there are only the 3 of them at the moment.
Oh, okay. I assumed there were a few of them elsewhere.

Keep one, hand one over to Helios, exchange the third one for prisoners.
>>
>>1343442

Well in that case, if we are so low on them. Lets send them around through the lines. Hold on to them, not restricting them to J-D assets, but make sure they remain J-D ships that help our allies in this area.
>>
>>1343442
Keep two give third to J&D and ransom the crews.
>>
If I'm reading these votes right you'll hang on to 2 of them, though those may help out around Helios space while the fleet is under repair.

The third one will be handed over to your allies or returned. It may even be used to help with a prisoner exchange later.

Objections?
>>
>>1343583

I don't have any objections. Though I think the third should be given to our allies. Since I'm sure they will still need use of it.
>>
>>1343583
Sounds good.
>>
>>1343583
no objections.
>>
>>1343583
I'm happy with anything.
>>
Your assistance to Helios intelligence and with delaying some enemy troop convoys has not gone unoticed. Thanks to the delays you've caused Helios was able to reinforce two sectors before invasion attempts began. This hasn't stopped the planetary assaults from taking place but these have not been the swift victories that House Nasidum likely expected. Instead they're turning into long drawn out affairs offering chances for legitimate counter attacks to take place.

From what you've seen and commanded most Dominion ground assault tend to be as lightning fast as possible. Quickly overwhelming defenders ensures that casualties are kept to a minimum and forces can then be moved on to other targets. Right now that isn't happening and its forcing the enemy to commit more reserves.

While your fleet isn't set up for it Helios would appreciate any assistance you could provide in cutting off one of the planets that have been attacked so they can lay siege to it and trap a large number of troops on the ground.

Alternatively there is always more work to be done behind the lines. Intel warns that the enemy has prepared ships to assemble into a taskforce to hunt you down if you return. You may want to bring more firepower this time.

This is just one front in the war and you've already made a difference here. The fleet could be sent elsewhere or conduct a series of raids returning to the J-D homeworlds.

[ ] Help encircle an enemy army and trap them on the ground
[ ] Once more unto the breach
[ ] The trip home may be a long one, best start now
>>
>>1343706

Lets help out with that planet while we repair the bigger part of our fleet. Once we get fixed up then lets head home. One last good deed and FU to Nasidum.
>>
>>1343706
Time to do the one thing they don't want us to.
Change our choice of battlefield.
We've done good work out here so we should go get the most valuable caches in enemy territory back to friendlier waters and then go raid another galaxy. Maybe even their core worlds.
>>
>>1343726
I think most of the stashes we made were older, shot to hell ships, so low generally low value.

>>1343706
wasn't our master plan to move on to another, larger galaxy down the line?
>>
>>1343746
>wasn't our master plan to move on to another, larger galaxy down the line?
That was a plan that some people have suggested yes.
I think one even suggested going to the Helios homeworlds and helping around there.
>>
>>1343724
>>1343726
>>1343746
Should I prepare a survey with some different options?
>>
>>1343797

First survey of the thread? Survey either way I think.
>>
SURVEY UP!
Link will be posted on the wiki and twitter shortly. If there are other suggestions for places to send the fleet let me know ASAP and there might be time to change the survey.

surveymonkey com /r/ YRHG6DG
>>
So did we rescue anyone interesting besides the Earl of Noctis?

And did the Earl ever thank us for the jail break? Or just demand more things?
>>
>>1344084
>And did the Earl ever thank us for the jail break? Or just demand more things?
The Earl did decide to thank you before leaving, or thanked your House at least. That's something anyways.

Several Knights, officers, a number of people from special forces. Some of the more interesting ones rescued were in the special interrogation facility, but they're understandably being kept in isolation just in case they've been programmed as sleeper agents.
>>
>>1343932
< Arrange to get grav well to draw pursuit into a trap.

Do it once with half our force, then again with all of them. See who chases us a third time.

< We just keep running drawing off forces for our allies to push the front lines.
>>
>>1343932
>SURVEY
Had more ideas for the wishlist:
- Ber'helum is supposed to have their own siege medium design, I think. If it is faster than Helios's it might be a good addition to the fleet.
- How long does it take for stuff to arrive from Rioja? The remaining Dante gunships could be useful and, if it is finished, the new Eclipse 2 as well.
- If Helios or another House has surplus cloned ship crews we could put them in our stasis frigate and use them whenever we need crews for ships we salvage.
>>
>>1344878
Another idea - if the modified planetary assault Pico we're developing with Irata needs field testing it would probably come in handy if we try to retake planets with Helios.
>>
Aliens, pls stop kidnapping me, I need my sleep.
https://www.youtube.com/watch?v=V1E9W1XA0V4


It looks like we're relocating to the Helios Homeworlds & House Ceres. Really wasn't expecting to be by such a wide margin.

At the very least you're going to try and dig up some of those salvage caches before you head over there.

You wish Commodore Harrison and the recently promoted Major Tel'Nuri good luck. You're sure they'll be able to help with this siege Helios is planning to attempt.
In recognition for the assistance your fleet provided the survivors of the Helios divisions you rescued have gifted you a pair of unit banners.

With your plans to go behind enemy lines, however briefly, you're going to stock up on some equipment. The salvage you've sold will help pay for them. All munitions including mines have been stocked up.

1) Select all that you would like
[ ] More Drone parts
[ ] Additional Minelayer
[ ] More salvage craft
[ ] Faster transports


2) Select 1 below
[ ] More battleships/battlecruisers
[ ] Eminence mk 2
[ ] Sledge
[ ] Shukhant

There are no gravity well generators available at this time. Given current shortages SP Torpedoes are also unavailable.
>>
>>1344977
>You wish Commodore Harrison and the recently promoted Major Tel'Nuri good luck. You're sure they'll be able to help with this siege Helios is planning to attempt.
Would it make sense to leave Sonia's gunship behind to support them?

>With your plans to go behind enemy lines
What would we need to quickly move that assault corvette repair facility we found out about a while ago?
>>
>>1344878
>How long does it take for stuff to arrive from Rioja?
12 days, provided they're not intercepted by a raiding fleet.
>new Eclipse 2
That's a big target. I wouldn't recommend having it travel anywhere alone.

>If Helios or another House has surplus cloned ship crews we could put them in our stasis frigate and use them whenever we need crews for ships we salvage.
That's an idea. Could work.

>>1344980
>Would it make sense to leave Sonia's gunship behind to support them?
Vehicular losses are a fact of life on the front lines. If you are prepared to risk losing it then sure.

>What would we need to quickly move that assault corvette repair facility we found out about a while ago?
If you can link me to the post about it I'll let you know. I'm having trouble finding it.
>>
>>1344988
>If you can link me to the post about it I'll let you know. I'm having trouble finding it.
Took me a while to find it:
>>1247519
>Arron has found a small shipyard for attack corvettes that is being used to refit damaged enemy ships. It's not far outside a group of major colonies so if it's hit your won't have much loiter time.

>Vehicular losses are a fact of life on the front lines. If you are prepared to risk losing it then sure.
I'd be willing to risk it. These guys could definitely use some help.

>That's a big target. I wouldn't recommend having it travel anywhere alone.
Are there any allied convoys leaving drh2 for this area?
>>
>>1344977
>[ ] More Drone parts
>[ ] Additional Minelayer

>[ ] Eminence mk 2
How about the Eminence 2 in Fast Medium config?
>>
>>1344980
>gunship
Not really. It is more for a planetary assault/combat, rather than cutting off a planet and putting it into siege.

1.
[X] More Drone parts
[X] Additional Minelayer
[X] Faster transports (swap slower salvaged transports for faster ones?)

2.
[X] Eminence mk 2

Speed is life.


Question about drones/mother ships. If we captured more enemy drones and a suitable transport, could we modify the exploding transport attack to deploy a swarm of drones under the shields of an enemy station? Shoot up weapons/shield generators, have some suicide into station/ship launch bays when enemy fighters try to launch, etc? Would the transport need to stay alive for the drones to operate, or could they go autonomous and clear the transport so it can detonate itself and mask the crew's teleport/escape?

With the enemy seemingly dependent upon drones for the bulk of their starfighter forces, a handful of attacks like this could force them to implement extra checks/delays on their drone logistics?
>>
Rolled 54 (1d100)

>>1344998
Oh an attack corvette yard. No wonder I couldn't find it.
Qlippoth could grab 2-4 of the yard modules but they would block the entrance to its repair berths.

>Are there any allied convoys leaving drh2 for this area?
Not directly. You could link up with them in the Helios homeworlds more quickly.

>>1344999
>How about the Eminence 2 in Fast Medium config?
So with the afterburners? There is a ship available, let me see if any afterburner systems are.
Rolling.

>>1345008
>could we modify the exploding transport attack to deploy a swarm of drones under the shields of an enemy station?
Yes, though the drones may take damage when the transport goes up. Starships are somewhat tougher after all.

>Would the transport need to stay alive for the drones to operate, or could they go autonomous and clear the transport so it can detonate itself and mask the crew's teleport/escape?
The drones could go autonomous for awhile.

>With the enemy seemingly dependent upon drones for the bulk of their starfighter forces
The troop convoy you fought deployed manned Z5 and Z5H starfighters.
>>
>>1345026
>Oh an attack corvette yard. No wonder I couldn't find it.
I only remembered it was used to repair corvettes. Would Helios be willing to spare some single module haulers to drag these back to friendly lines?

>>1344977
>[x] More Drone parts
>[x] Additional Minelayer

>[x] Eminence mk 2
>>
>>1345069
They aren't exactly easy to move. You either need a big ship or 2 slow moving smaller ones to move each module. The Qlippoth is still probably your best bet. You'll just need to stop for a bit if more than a few of your corvettes need repairs.

Do you guys want to try and steal part of that yard or just focus on your existing salvage?
>>
>>1345069
>>1345094

Just blow the yard up. Denying the enemy an asset is always a priority over stealing the asset, especially with the number of attack corvettes they are throwing around.
>>
>>1345094
Steal part of that yard, our allies really need dedicated repair facilities for assault corvettes.
>>
>>1345100
Attack Corvette repair yards are too small to repair Assault Corvettes. This is why there is a shortage of assault corvette repair facilities.
>>
Your fleet has picked up an Eminence II. It's already fast enough to keep up with the Outer Heaven but the afterburners for it are of a model not initally intended for it. There may be some problems with remaining at full burn for longer than a couple minutes. It should still work so it's a powerful asset.

While tempted to hand off your Dante Gunship to the Helios forces it's probably best to hang onto it for now.

Spare drones and parts for them have been loaded onto the Carrier. There seems to be no shortage of them. Extra control units are stocked up to make it easier to simply swap them out from captured drones.
Another Minelayer is brought in. That should help in mining trade lanes more quickly and moving on.

Lastly the few slower transports you have left are traded in for faster craft. That'll help haul out more loot in a hurry. Intel has requested you drop two of the slower transports behind enemy lines for them to make use of. They'll sneak around with fake IFF's once there.

A Helios counteroffensive is taking place in the two sectors where they're trying to trap enemy troops an the ground. They also seem to be making progress in the region of your last battle.

Where do you want to cross the lines?
>>
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>>1345125
>Where do you want to cross the lines?
In this area?
>>
>>1345125
What about the nebula line on the right side of the galaxy?

With the proximity to the local Helios counter offensive and the nebula, we should be able to hide our identity long enough to clear the main line, and can then move back into that deeper FTL/Nebula zone.
>>
>>1345125
We drew people in to the one region, lets go lend them a hand and prepare for that kill fleet to be sent after us.
>>
>>1345157
Would get you across closer to that shipyard if you wanted to blow it up.

>>1345160
Could work. You could then move on to getting those other salvage caches on that side of the galaxy.

>>1345166
Return to the area you last crossed the lines?
>>
I will be stopping for work at 4PM. I may be resuming on Monday.


>>1345157
A) Center, Right
>>1345160
B) Far Right
>>1345166
C) Center Left

Roll 2d100 and select your vote.
>>
Rolled 30, 49 = 79 (2d100)

>>1345177

That is what I was thinking, but since we need a tie breaker, I'll go with

A) Center, Right
>>
Rolled 74, 11 = 85 (2d100)

>>1345232
B
>>
Rolled 3, 75 = 78 (2d100)

>>1345069
Forever tied, still supporting B
>>
>>1345232
B) Far Right
>>
Rolled 97, 77 = 174 (2d100)

>>1345232
>A) Center, Right
>>
A) centre, right.
>>
>>1345294
>>1345301
I have already started typing for B.
>>
Preferring to avoid the heavy fighting likely taking place in the regions now under counter attack, you instead set course for the far right flank. Dense absorption nebula fill the region and should help to cover your movement. The interstellar clouds block out enough light in the region that they almost seem to form an arm. Following it you bypass the front lines and several heavily populated regions.

It looks like you may have picked up some pursuit just behind the lines but you eventually leave them behind. A few of the officers were getting a bit nervous after what happened the last few times you've crossed the lines but they soon calm down when it becomes clear you're out of danger.


After a day and a half of careful movement the fleet arrives at one of the hidden stashes and the mining team gets to work. Soon salvage and recovery are called in to begin loading gear onto the transports. Repair ships start work on stripping the remains of the more damaged ships recovered, using parts to fix up others.

"We still have room for more sir and we're not badly loaded down if you wanted to swing by the next oversector to blow up that shipyard."

[ ] Head to the center oversector to hit shipyard
[ ] Look for a closer target
[ ] Move on to loot other caches
>>
>>1345337
[ ] Head to the center oversector to hit shipyard
>>
>>1345337
[ ] Head to the center oversector to hit shipyard
>>
>>1345337
What is the estimated status of that BH Heavy Cruiser we stole the salvage team for?

It might be worth seeing if they are still trying to get it moving.
>>
>>1345350
Arron will take a look after this.

Roll 6d20 for shitting the shipyard with just fast elements.
or
Roll 8d20 for everything.
>>
Rolled 13, 5, 5, 17, 11, 17 = 68 (6d20)

>>1345370
fast elements
>>
Rolled 17, 5, 2, 18, 20, 4, 5, 14 = 85 (8d20)

>>1345370
Roll 8d20 for everything.

Also that typo
>>
Rolled 7, 9, 1, 18, 5, 15 = 55 (6d20)

>>1345370
Only the fast elements.
>>
>>1345370
>*hitting the shipyard
>>
Arron does a quick check of the shipyard to make sure it isn't too heavily defended then the fast fleet elements jump in.

You've seen yards like these before in a few places, like the former Lat'tham territories. Not that big but enough small slipways to build or repair squadrons of older corvettes. The opening barrage does quite a bit of damage to their shields, though unfortunately they haven't been caught with them down.

The attack cruisers and one of the mixed wings do quite a bit of damage on the first pass, taking little fire in return. The assault corvettes dance around drawing most of the beam weapon fire from the station defenses. Torpedo battery fire targets ships from the other mixed wing inflicting heavy damage. A few squadrons of mostly repaired enemy corvettes detach and attempt to engage the mixed wing.

You have the Outer Heaven and your new Eminence go after the corvettes and torpedo batteries. The new ship batters down part of the station shield, striking the torpedo ring with heavy phase cannon fire. The Outer Heaven rolls in close and the forward guns switch to plasma ball mode, breaking up the enemy formation.
Lightning gun fire destroys 5 of the damaged ships and forces the remainder to scatter to try and get out of range.

"Damaged ships pull back to the Carrier. We have more than enough firepower to finish this."

Next you have the gunners hit the main structural elements of the station with plasma cannon fire. Shields across the station fail and the fleet hammers the yards, reducing them to scrap and molten metal.

"A few enemy corvettes have jumped out. Two have surrendered and so have a pair of flatboats."

"Then let's get out of here. Jump the fleet before they can send that response force our way. Drag the transports along for now, we'll sell them to a smuggler base or something if they're too slow."

That should get the enemy's attention and make them think you're still here causing trouble.

The fleet flees the area as quickly as possible without giving away your position. As you'd worried the transports are too slow to keep with the fleet and you're forced to keep them docked to the hulls of larger faster ships.

Sell them?
Use them as fire ships?
Hand over to Intel?
Keep docked to Qlippoth for future use.

Stopping here until monday. May post briefly after work tonight.
>>
>>1345460

Sell them

Later TSTG, thanks for running this week.
>>
>>1345460
>Hand over to Intel?
Hand them over to intel.

>Stopping here until monday. May post briefly after work tonight.
Thanks for the thread, I hope you'll have a nice weekend.
>>
>>1345460
Aren't flatboats basically just a command bridge box on a flat rectangle?

Any way we can 'dock' them so they're basically extra armor/shielding over something vital on our carrier?

Probably best to hand them over to Intel, though.

Thanks for running, and may you never be told "the password is Password12" at work.
>>
>>1345460
Hand over to Intel

Thanks for running! Glad you're feeling better.
>>
>>1345482
>Aren't flatboats basically just a command bridge box on a flat rectangle?
Ship's on the wiki:
http://houseanddominion.wikia.com/wiki/Flatboat
>>
>>1345607
So it can potentially be used as ablative armor and still provide some compensating thrust? neat!
>>
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>>1336381
I've had an idea what to do with the semi-obsolete archerfish frigate design. It's a narrow mission profile but we could use them as dedicated high speed drone recovery ships.

If we need to jump out a carrier without enough time to wait for the drones to make it back or if a retreat to their original mothership is simply not feasible, we jump one or two of these in close to our drones, have them pick up the fighters at high speed, and then jump out again.
>>
>>1345482
>we can 'dock' them so they're basically extra armor/shielding over something vital on our carrier?
Sure.

>and may you never be told "the password is Password12" at work.
I'm not sure if I want to know more about this.

>>1345482
>Aren't (House & Dominion ship) basically just a command bridge box on a flat rectangle?
Yes.

>>1345806
It's something at least.
I like the Archerfish I just see no real way to upgrade it without radically altering it.
>>
Do we still have Vengeance type attack cruisers flying around? Just curious, seing how it was our first cruiser and just remembered bittenfield was a thing back in the days.
>>
>>1347126
There are some in the mixed squadrons. Usually the newer more heavily upgraded C versions.

The Bittenfeld is still around, it's just in reserve along with a lot of other second line ships the House and various Knights still have.
>>
It looks like we're handing the Flatboats over to Intel.

Once the fleet has escaped the other sector the two ships head off on their own. A number of isolated colonies and outposts in the area should provide them with plenty of cover.

The fleet is now heading towards the remaining salvage cashes that are buried with plans to recover them. Previous intel contacts you've dropped have been able to provide you with the locations of a number of minor outposts. Did you want to have raiding elements break off and hit these while you continue on? Or would you rather get out of the galaxy ASAP?

After your destruction of that shipyard the enemy will probably assemble the task force they were preparing to hunt you down.

[ ] Send out raiding elements.
[ ] Stay on course, leave galaxy ASAP
>>
[X] Stay on course, leave galaxy ASAP
>>
>>1356186
>[x] Stay on course, leave galaxy ASAP
>>
>>1356186
>[X] Stay on course, leave galaxy ASAP
>>
>>1345350
>What is the estimated status of that BH Heavy Cruiser we stole the salvage team for?
Arron has reported back that there is minimal activity around the site. A few ships are present but they're mostly light transports conducting small scale salvage.
The largest of the transports, still only the size of a small corvette, seems to be rigging up a jamming array in the wreckage.

Lyas is surprised the enemy hasn't mined the area yet.
>>
You're glad you brought along the additional fast transports, all of them are needed after clearing out the remaining salvage.

"Make sure we can still fight if the enemy catches up to us. I don't want to be losing ships because our weapons were blocked by salvage."

Wing Commanders report in that they're ready to move out and the navigators start looking for the best way out of the region. Thanks to the recent pursuit of the medical and POW convoy some of your officers have extra data for them to work with.

It should be possible to evade most detection until you near the outer most edge of the galaxy but after that it's just a question of how long it will take to pick you up. Helios convoys are being harassed so its possible the enemy will send some in pursuit of the fleet.

"Are we heading out slow to reduce risk of detection as long as possible, or as fast as we can go to leave behind any pursuit?"

[ ] Slow
[ ] Fast

Roll 3d100
>>
Rolled 18, 45, 12 = 75 (3d100)

>>1356251
>[x] Slow
>>
Rolled 73, 47, 5 = 125 (3d100)

>>1356251
>[X] Slow
>>
Rolled 22, 81, 12 = 115 (3d100)

>>1356251
[X] Slow
>>
Departure goes well, the fleet navigates the outer reaches of the dwarf galaxy at low FTL speeds for a long as possible. You aren't challenged by patrol ships but at the same time you don't have any way of tricking enemy positions into thinking you're a friendly either. It's just a matter of time until they compile the data and realise what you really are.

Punching out of the galaxy goes well. You're more than an hour out by the time the fleet is actively pinged by the big sensor arrays at the edge of the galaxy.

Maybourne laughs. "Looks like they decided a little too late to figure out who or what we are."

"Any sign of pursuit?"

"Not yet, but they have to know we're an enemy fleet now."

The fleet accelerates to J20. Plenty of your ships can go faster for such a short jump but for the less capable ones it would drain power that might be needed for weapons or shields.

You're half way to Helios space when you finally detect pursuit.

"One squadron of battleships incoming aft, possibly Athena class. Several other ships that read as K-Type attack cruisers or EC-K's."

[ ] More power to engines, try to out run them
[ ] Power to offensive systems, screen the fleet
[ ] Other
>>
>>1356321
>[x] Other
Can we coordinate our arrival with the local Helios fleets? Or would the pursuing force reach us mid jump?
>>
>>1356325
>Can we coordinate our arrival with the local Helios fleets? Or would the pursuing force reach us mid jump?
You can coordinate but the enemy squadron will overtake fleet well before you reach them unless your fleet increases speed.
>>
>>1356321
Could we suddenly drop out of FTL and make them overshoot? It would take a while to get back in line with our course, right?
>>
>>1356321

[x] Power to offensive systems, screen the fleet

Some of our ships like the excals and EC-Ks have extra drive power, right? Have them drop back when the enemy comes to intercept from the rear, and intercept the enemy ships from behind themselves.
>>
>>1356349
You're within the Centri cluster and thus less likely to suffer problems from dropping out of FTL here. It could work, though they would merely have to drop out themselves and wait for your fleet to resume their jump. Unless you decided to change course, then it would take them awhile to to get straightened out.

>>1356358
Your EC-Ks do. The Excalibur class ships are not present.
>>
>>1356321
[ ] Power to offensive systems, screen the fleet
>>
>>1356342
Thanks.
>[x] Power to offensive systems, screen the fleet
and
>[x] Other
ask if Helios can send some help. It won't hurt to ask.
>>
>>1356321
>[X] Power to offensive systems, screen the fleet
>>
>>1356321

>>1356375
I'll support this then.
Would mentioning to Helios it's an entire squadron of battleships make them more willing to help? I imagine that would be a pretty important target for them.
>>
>>1356375
>>1356381
They thank you for drawing some of the raiders away from one of their convoys.

None of their forces nearby can move to assist without leaving convoy craft vulnerable. They do have ships closer to their home galaxy that could link up with you if or when you get closer. Until then you're on your own.
The new Eminence you've borrowed should help though.

Roll 6d20 for screening and fleet defense.
>>
Rolled 3, 15, 6, 17, 15, 4 = 60 (6d20)

>>1356400
Straight 20s.
>>
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>>1356409
Or perfectly average, I guess.
>>
Rolled 5, 20, 1, 5, 14, 5 = 50 (6d20)

>>1356400
>They thank you for drawing some of the raiders away from one of their convoys.
Hah! More good ally points for Sonia.

>Roll 6d20 for screening and fleet defense.
>>
Rolled 18, 11, 1, 5, 14, 10 = 59 (6d20)

>>1356400

rollin for salvage?
>>
>18, 20, 6, 17, 15, 10
Looks good enough.
>>
>>1356427
God hates roll 3
>>
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The fastest ships spread out and drop back, moving to intercept the incoming warships. Meanwhile the rest of your combat capable ships position themselves aft of the transports to block any direct course. If someone tries to go around you'll be in a better position to quickly intercept.

Behind you the enemy pursuit force begins to change formation, trying to evade your EC-Ks. Sensor readings get a bit fuzzy with both sides trying to jam sensors. For now you can't really tell what's happening.

"Maybourne remind me, emergency teleporters work this far out right?"

"We're still a bit too far for them sir."

Behind the fleet a formation of enemy ships makes it past your intercept force.

"Damn. Cover the transports! Don't let them get by."

The Outer heaven and the new Eminence maneuver to block one battleship each. You should be able to take enough hits to stop them if it comes down to it. Battleships and attack cruisers try to do the same with the rest of the enemy ships.

Your navigator Emilian manages to ram one Athena trying to slip past you, drive fields clashing hard enough that that other ship is thrown off course and has to drop back. Battleship crews Likewise manage to keep anything from getting through.

The attack cruiser crews don't do quite as well but they do their best to make up for it. In turn they end up taking quite a bit of fire but none of them suffer a drive failure.
In the end the fleet is able to do enough damage to force the enemy unit to disengage.

"We have a few ships damaged. They're being helped to Qlippoth for repairs before they suffer a complete drive failure."

A few hours later you arrive at the outer edge of Helios space. The defenders have been apprised of your status so none rush out from their bases or other positions to assist you. Instead you follow normal protocol and try to find a good place to offload your salvage.

[ ] Off load that stuff ASAP, get the cash to the House
[ ] See if you can get better rates in House Ceres space

Or did you have any other suggestions?
>>
>>1356539
Is that diplomat from the House around? Would they know what JD would prefer right now?
Or could we call and ask?
>>
>>1356539
>Or did you have any other suggestions?
Sell ships requiring extensive repairs or upgrades in Helios space, see if we can get better prices for the remaining ship from Ceres.

Considering our oversized fleet is currently sitting around in DRH1 doing very little, would the House be willing to allow one of the junior commanders to take a fleet and be useful somewhere?
>>
>>1356539
>>1356546

Where is our diplomatic attache? If we still have them. Lets talk to them and proceed from there.
>>
>>1356546
>Is that diplomat from the House around? Would they know what JD would prefer right now?
>>1356557
>Where is our diplomatic attache?
There is one aboard. You also have secure communications with House space now so you could just skip the middle ranks and talk to Fadila.

As always the House needs money as wars are expensive. Things like favours the Count can trade between Houses as well as advanced technology are also welcome. Anything to boost relations with powerful Houses can't hurt either as the more power J-D gets the more you're going to need them.

Intentionally selling salvage to Ceres a "valued ally" at cost instead of what you know you can get out of them would help relations. That wouldn't work as well with Helios since their core territories are not as hard press as Ceres.

>>1356549
>Considering our oversized fleet is currently sitting around in DRH1 doing very little
Guarding an extremely valuable set of shipyards as well as a choke point for Dominion trade.
>would the House be willing to allow one of the junior commanders to take a fleet and be useful somewhere?
But yeah, absolutely. Ber'helum has reinforced their territory in DHR 1 enough that a group could go out and do more raiding on their own.
>>
>>1356568
Can we get a list? I miss them, it was fun when we recovered stuff with Veritas.
>>
>>1356568

Now I want to go build better relations with Ceres, since we can always use more friends. But at the same time... money...

My decision coin says Helios, so lets go get paid!
[x] Off load that stuff ASAP, get the cash to the House
>>
>>1356574
I am not making a detailed salvage list at this point as it would dramatically slow things down. I'll say that whatever is good enough to keep has been added to the squadrons, while the rest is worse that what you build.
>>
>>1356582
Awww. **Seems sensible**

>>1356568
>But yeah, absolutely
Could we send some ground equipment to those units that hitched a ride with us? While it's not standard equipment, I think the run produces better ground support fighters and super heavy tanks than what's usually used in the dominion.
>>
>>1356582
I'll go for selling to Ceres for better relations then.
>>
>>1356568
Most of the stuff we are hauling is older, right?

Lets see if we can track down that Ceres commander from the SRL campaign, or one of his former underlings? It is always preferable to back up people we have somewhat positive history with.

And I'd be willing to give that guy a "valued mustache" discount, if I remember his facial hair correctly.

The best allies have the best mustaches.
>>
>>1356585
>Could we send some ground equipment to those units that hitched a ride with us?
Sure, it'll just be hard to do so. There's a chance the convoy it's sent with will be intercepted. You could also give them the equivalent of an IOU so they can re-equip once they're pulled off the front lines.

>>1356593
>Most of the stuff we are hauling is older, right?
Yes for the most part. Still perfectly serviceable.

>Lets see if we can track down that Ceres commander from the SRL campaign, or one of his former underlings?
This guy?
>Knight Commander Bernhard Ferdinand
>Quite interested in the large tug disabled and captured by 3rd Attack Wing during the Fleet's arrival to the South Reach Cluster.
>>
>>1356604
Actually, all 3 of those guys on the Dramatis Personae page are worth at least saying hello to.

But yes, that guy. The corvette commander may have had the mustache, though.
>>
>>1356539
>[X] See if you can get better rates in House Ceres space

While I do indeed want more money getting in with Ceres might pay way more in the end if we can wrangle something out of them later or the Count can at least.
>>
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Looks like we're headed for Ceres space.


With secure communications now possible your advisors bring you up to speed on a couple things.

You SP physics research team has completed and sold nearly 50 fuel cells rated for plasma pistols. The Alliance has bought 20 of them while the remainder have been sold to nobles within the Dominion. 5 of those have been bought by Ferigold the Fat, but the old merchant would like your permission before selling them on the black market.
They'll probably fetch a much higher price, and may even finance acquisition of damaged torpedo casings, but it's a certainty some will fall into the hands of enemy Houses.

With the beam weapon project having moved to limited production the team has gone back to looking at other applications of their research. They now believe that they could develop torpedo decoys that would fool sensors into mistaking them for SP Torpedoes. This could probably be done with available materials from FTL components.

There have been some concerns expressed about this by certain Terran agencies. Like the ones quietly providing you with obsolete Lance class hulls for instance. They want weapons inspectors to take a look at your labs and any production facilities you set up for the decoys. Refusal will mean an immediate halt to medium cruiser hulls being provided to RSS. They claim to have other people that can provide war materiel to Ber'Helum.

>1) Black market SP Plasma or not?
1a) Black Market
1b) Black Market through Ferigold the Fat
1c) No black market sales

>2) SP Torpedo Decoys
2a) begin production, allow the weapon inspection
2b) begin production, do not allow inspection
2c) We don't need these decoys
>>
>>1356641
SP infantry weapons? Does that make sense? I thought the smallest units using actual shields are neeran super heavy tanks.
>>
>>1356645
Players wanted it and were convinced rich people who didn't know any better would buy them if they were put on the market. And they were right.
How big of a market that is remains to be seen.

>I thought the smallest units using actual shields are neeran super heavy tanks.
The Dante class gunship is the smallest in mass production at the moment I think. A lucky shot might actually do some damage to it if the backup stasis shields didn't activate. And if it wasn't a fully armored configuration.
>>
>>1356641
>1b) Black Market through Ferigold the Fat
He's been honest enough in our dealings and we don't need any ammunition against ourselves or our companies.
>2a) begin production, allow the weapon inspection
As long as someone we trust accompanies the inspection team and any hints of cloaking or holos found during or some time after the inspection will be considered to 1. be terran and 2. be a severe breach of trust that we will throw a fuss about very publicly.
>>
>>1356650
So it's kinda useless for the enemy Houses to get then?

>>1356641
>1b) Black Market through Ferigold the Fat

>2a) begin production, allow the weapon inspection
On a scale of "It is" to "get ready to be assassinated" how likely is this to be a ploy by the Terrans to find out if we have details on SP torpedo tech?
>>
>>1356641

1b) Black Market through Ferigold the Fat

2a) begin production, allow the weapon inspection

fuck fuck fuck fuck x,x
>>
>>1356641
>1c) No black market sales

With the civil war on, we should at least delay such sales until the black market price is outright crazy, then Ferigold can sell them. Gotta strike the enemy's wallet for maximum damage.

>2

Question. What are they offering us? Because they just made a rather crazy demand.
>>
>>1356650
Oh, okay.

>>1356641
1b)
2a)
>>
>>1356641
>>1356671
Actually yeah, let's ask that first.

And what sort of concerns they have. I missed that they weren't mentioned the first time.
>>
>>1356671
>What are they offering us?
They're offering to not cut off your supply of Lance class ships that they've been giving to you for free.

If they thought you were building actual SP Torpedoes Rioja would suffer an unfortunate accident. Like its moon suddenly disappearing.
>>
>>1356676
Can they give us wasp hulls too?

>moon
The pirates already did that 3/10
>>
>>1356680
Except when the moon disappears Rioka will suddenly have a huge crater in it.

And we will be having nice men in suits knocking on our door.
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>>1356676
So they're willing to:
- write us a reasonably blank check to cover all investigation we feel necessary into their inspectors
- submit those inspectors to inspections and body scans that would make the TSA blush
- give us full rights to any data obtained in said scans
- utilize only electronic devices that we provide, with verified 'stock'/calibrated status in front of both parties and third party witnesses?
- also sign some crazy NDA contract to protect our trade secrets
- allow us to reject any inspector/auditor if we feel we have security/spy concerns with them

We're all friendly here, but we have yet to threaten to blow up, imprison, or kill our Terran friends (that I'm aware of), while they have. Several times?
>>
>>1356709

Terran's do not like people getting in on their SP Monopoly that only they and I believe the Kavarian's are in on.
>>
>>1356709
>krath are supposed to be creepy weirdos but every krath sonia has met so far has been a total bro
>terrans are supposed to be great inventors but they're mostly dicks and act like the riaa would if they had an army
>>
>>1356714
>Kavarians with SP tech

There are no words for the panic I had reading that. Rovinar/Krath are the other SP folks, with possible Republic soon? I think?

>>1356717
The krath are just getting close so that we don't expect to be body snatched by them. We currently only live because they are entertained by our interactions with Rovinar Diplomats. Which means we are now their regular nightmare.
>>
>>1356721

Looking back at the wiki, I was wrong. It is the Terrans and Rovinar who have SP Tech, but so far the terror stories are mainly of Terran's sabotaging Houses getting close to creating SP Tech.
>>
Well shit, my post got deleted.

>>1356714
http://houseanddominion.wikia.com/wiki/Missiles_and_Torpedoes#Advanced_Warhead_Technology


>>1356680
>Can they give us wasp hulls too?
Not for free.
Alliance & Terran navy are back ordered for 5 years.

>>1356709
>give us full rights to any data obtained in said scans
Shared rights to the data. If they don't have a right to the data there's no point.
>utilize only electronic devices that we provide, with verified 'stock'/calibrated status in front of both parties and third party witnesses?
If you can provide the specialized equipment they need.

The rest of these they're completely fine with.
>>
>>1356731

Well, put on a poker face and let them in. And make sure that the tech/ info doesn't fall into Areis hands.
>>
>>1356731
>Shared rights to the data. If they don't have a right to the data there's no point.
How they get rights to the data, but we get 30% (with a minimum of 20%) of the profits for any venture or product they take/make using the data in any step of the R&D process (including any derivatives of those products) and we have the right to inspect any product made by them that we have a reasonable suspicion is using the data.
>>
>>1356709
>while they have. Several times?
Actually they aren't threatening to blow you up this time, just your financial margins.

As this is the first time it's come up on /qst/ and not all of the players are potentially from /tg/ I am reminding the player base that the Terrans don't like other people screwing around with SP weaponry.
Neither do the Rovinar, but they tend to let the Terrans play bad cop.

>>1356738
For instance, 2 large and well protected House Aries bases have exploded without cause.

>>1356742
I meant it more in the form of UN weapons inspectors being allowed to bring their actual inspection data back to the UN instead of having it confiscated by the country they were in.
If you wanted to split production rights, they'd probably be fine with that too.
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>>1356753
So a strict non-profit and non-proliferation contract.
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>>1356753
Oh, they ARE from the government. I figured they were "totally not from the Terran government trust me guys" people.

I suppose doing that would depend on if it's beneficial for us or not. Actually, they'd probably use it for something no matter what, so I suppose we should? We could even get them to pay part (or all) of it to JD to boost Sonia's standing and the House.
Also since the Terrans can pay for it, could we negotiate a higher percentage?
>>
>>1356753

"In other news, House Areis has suffered major setback in their production capabilities as someone forgot to turn off the gas off in two of their most larger production facilities. Local authorities are baffled as to how a gas leak might lead to an entire House Areis base being destroyed. However, due to war efforts investigation efforts are expected to take an indeterminate amount of time to complete."
>>
Black Market fuel cell sales through Ferigold the Fat have been approved. The old Dro'all promises to get you a small fortune for each one and suggests you not invest a great deal in personal energy shield tech for awhile.
"I'm sure once more of these hit the market that will be even less incentive to develop them. Best to stick with your stasis shields I think. It should still be a few days before the markets are affected I think so sell while you can."

You tell the R&D team they've been green lit for production of the SP Torpedo decoys. If the Terrans want to inspect something, you might as well start making money off it now. Those decoys will make it harder for enemy point defense missiles to intercept the right torpedoes.

>>1356738
>Well, put on a poker face and let them in.
Vanderwal will oversee security measures and poker face in equal measure.
>>
>>1356731
>Shared rights to the data.
Oh, I meant full rights to the scan data we put the inspectors through. But yes, we'll take their scan data, too! (I was thinking free holographic camo disguises of the inspectors, info on bionics they may have, potentially more evil things if they cross us, etc).

If they need highly specialized equipment for the scans, they should at least be contractually obliged to ensure the option to purchase the equipment in question, say up to 3 of each bit of equipment per facility they wish to audit/inspect.

>>1356753
>threats
Oh, I meant the various points in our career. Like Odyssey in the Run, the new commander of that Terran Mega we helped rescue during Lat'tham (no third comes to mind immediately, not sure if there is one)

My point there was simply "don't think I'm asking much, considering previous threats", and trying to judge their intent based on possible reaction.

Protecting a military monopoly is serious business.
>>
You arrive in House Ceres space and they seem happy to learn you're hauling salvage. Enemy forces have been pressing hard on their borders with fleets supported by the powerful Talos class Heavy Carrier and their cheaper Bonrah counterparts.

For now the core of Ceres space is protected by a few mobile asteroid forts they've hastily assembled. For now they maintain an advantage in heavy firepower but the Bonrah fleets are too mobile for them to catch.

They're certainly grateful for the Talos carrier data you sent them, it's proving vital for their own development programs. Unfortunately their own proper carrier design isn't near enough to completion to be of much help. Instead they've managed to duplicate the carrier that Bonrah developed from their heavy asteroid Tug design.

Looking over the results it seems that they've done more than simply duplicate it but added more carrying capacity over the original. Judging by their newest design they're probably hoping to add docks for more types of ships in future versions.

Bonrah has continued development of their own. According to intel they've added an additional set of docks and reinforced the structure somewhat.

Baron Bernhard Ferdinand meets with you to discuss the current situation after one of his subordinates has brought you up to speed on their shipbuilding efforts.

"I'm glad you asked to see me, it's been a long time Viscount. I regret we don't have a heavy carrier to rival that of the Talos available for you. The data your people provided us with has certainly allowed us to make a great deal of progress in a short time. What is your opinion or our current experiments?"
>>
>>1356641
When I first suggested melting down a drive plate for SP Beams I never thought I'd see this day.
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>>1356860

As nice as it would be to get a carrier to rival the Talos, they are clearly strapped for ships right now. I like the idea that they want to make a carrier with docks able to take in other types of ships. That could be a real boon. I mean, I'm fairly certain Supers and Megas can do the same already. But to have actual bays for more ships on a heavy carrier would be great. Soon we shall have mother ships carrying entire flotilla's inside them ready to take over a single system!

Tell them, we're impressed and understand of the situation. Maybe we can do some raiding here? Unless we want to go raid in Helios turf? Help out our allies here.
>>
>>1356860
This design strikes me as an acceptable temporary solution but the fact that it lacks capability to supply/repair larger ships means that a secondary repair platform is still required and must be protected. I suppose it could be used as a corvette/frigate fleet support ship but that would rather severely impact possible missions and survivability.
>>
>>1356860
>>1356879
This, but ask if the modification has affected the integrity of the ship beyond just adding more large, open spaces.
>>
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"I'm impressed and think it's an acceptable, if temporary, solution given the situation you've found yourselves in.
Has the modification affected the integrity of the ship?"

"If anything it's a slight improvement over the Bonrah version, though not by much. It shouldn't be expected to shrug off plasma cannon hits."

"I like the idea that you want to make a carrier with docks able to take in other types of ships."

The Baron clear his throat to get the attention of one of the engineers then calls them over to bring up new data.
"The first priority has been to expand the docks to service any type of Dominion Corvette. That was mainly what we were hoping to do with the Talos data anyways. The problem we keep running into when looking at a carrier capable of doing everything is that there has to be an upper limit for ships the carrier can support. Without that upper limit the size and cost of the ship can balloon out of control. I just hope our engineers can decide on a balance soon so they can finish one of the the damn things before the war is over."

Guys I'm nearly drawing a blank on where to take a the Ceres Heavy Carriers. The only thing that's really sprung to mind is the shape of the space marine battle barge but with corvette and other ship docks instead of broadside macro cannons.
Open to suggestions.


>>1356879
>Maybe we can do some raiding here? Unless we want to go raid in Helios turf? Help out our allies here.
Everyone okay with this?
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>>1356973
I looked up "sci fi carriers" and go this (it's pretty much the only picture that wasn't a flying WW2 carrier.) Would it work?

Anyway, everyone always WANTS more help, but do they NEED Sonia's help raiding?
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>>1356973
nah I'd like to continue to the core worlds and wreck some shit there.
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>>1356973

I may or may not have a love for the Spacemarine Battlebarge. <.< Even with the overly gothic look of the thing. So if you were to design it to look like that, I would be down with it. Of course I also like the Amarr carrier designs too, of course the Nyx is the only proper super carrier. Buuuut yeah, Maybe go with the Caldari's Chimera?

But yeah, nothing popping up in mind right now. I'm good with the Battlebarge.
>>
>>1356973
>Raiding?

It sounds like Ceres could use some counter-raiding, actually.

If we could locate or engage some of the Talos/Bonrah carriers, could they provide additional forces or at least loan/replace some SP torps for crippling them?

>Ceres Heavy Carrier

The battle barge shape isn't that bad, especially if the head/wing areas are mostly larger, open repair pads/areas? One of the criticisms that I have for it would be that it doesn't appear to have much room for hauling salvage or larger crippled ships without blocking berths. Larger pad repair areas would hopefully allow it to do modest repairs on any escorts that got damaged, and keeping your escorts in fighting shape is good.
>>
>>1356985
Oh hey, it's the not Vesuvius-class heavy carrier from Wing commander.
Would work.


>>1356997
>Eve online carriers
Right. I need to look at those. I haven't really looked at them in +3 years.

>>1356988
>nah I'd like to continue to the core worlds and wreck some shit there.
The Ceres core worlds? Or somewhere else?

>Anyway, everyone always WANTS more help, but do they NEED Sonia's help raiding?
Probably a question I should answer first.

Ceres can hold the line here on their own. The situation is going to get worse but barring a major offensive their heavy defenses will hold until the big 3 sends them more reinforcements. It's just going to impact their post war recovery time.
>>
>>1357018
Actually, looking deeper it's for a tabletop wargame called Dropfleet Command. Some of the UCM ships look like they could fit into H&D well. The Battleships especially look like they could be Dominion/Terran ships with inspiration from Neeran design.

https:// www.hawkwargames com/collections/dropfleet-commander/ucm

>Ceres can hold the line here on their own.
Is there any area that's at serious risk of being overrun? In any House's space, even Nasidium/Xygen/Bonrah. Either we can help stop an enemy's push or make sure one of our allies' pushes succeed.
>>
>>1357018

If you want to use miniature models for inspiration, Firestorm Armada also has its own range of sci-fi warships. http://shop.spartangames.co.uk/SearchResults.asp?Cat=1933

(Note, I've not played with any of these. Just saw them one day while searching for sci-fi ship games.)
>>
>>1357048
>Is there any area that's at serious risk of being overrun?
2 that I can think of.

Around Talos/Sulos space the enemy has halted an offensive and is starting to push back hard. A couple of minor House allies of Helios may have over extended themselves and are now going to get crushed.

Closer to the J-D homeworlds it looks like the enemy is beginning to cut off most of the trade lanes around the galactic core. This might cause a local collapse of defenses in the region. While still a safe distance from J-D space each enemy victory brings them closer to your homeworld.
>>
>>1357048
>>1357078
I've read a few threads on /tg/. I've been looking at the Relthoza Dreadnought as possible inspiration for a Heron modification.

Also I have to stop here for the night as my headaches are becoming too problematic.
>>
>>1357079
Raiding near the Talos and Sulos space sounds like a good idea. We can the drop off unwanted salvage with Ceres before heading off to another location like the Helios worlds.
>>
>>1357079

Maybe a quick jaunt over to our own area's to help push back? I mean, striking the core systems of our enemies is a big thing. But still, the further we keep them from our home the better.

Hrm, well, lets continue to the core worlds as planned and see if we cant give them a bloody enough nose to pull those units away to cover the core worlds.

>>1357085
Night TSTG, here's hoping you feel better.
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>>1357079
Helping around the galactic core sounds like a good idea. I'm betting losing the trade lanes around the galactic core would hamper a lot of our allies' economies.

>>1357085
But TSTG, that's shaped like a diamond, not a rectangle.
Wait, is the age of the Flying Brick finally over?
Anyway, good night.
>>
Didn't we just get here, and now anons want us to go back to our home Galaxy? Wasn't the point of going to the Helios front was to help out and secure some stuff only Helios could provide.

We purposely decided against the heavy Frontline actions in our home Galaxy to avoid heavy house losses and now we're going back to do just that? Wouldn't Alex and Mike's fleets stationed over there be more useful then ours over here?

Let's just go to the Helios home systems and see what they'd like us to do and see if we can acquire more Siege guns or something
>>
>>1357079
I think that while we are here we should look into helping out the Push gone wrong in the Talos/Sulos area. Not directly of course if we can help it, but doing what Sonia does best.

Causing untold amounts of damage to their logistic situation.
>>
>>1356973
>Maybe we can do some raiding here? Unless we want to go raid in Helios turf? Help out our allies here.
>Everyone okay with this?

Yes. Could do to help remove some of the pressure on this front and the chance to salvage Talos Carriers is faaar to tempting to not give in to for my taste. Grabbing one or two of those should be a immense cash boost for us and bring some firepower to our allies.

>>1357079
Then stabilize the front here in Ceres space while we are already here then head down towards JD space and deal with that collapsing front. Maybe we can pick up one or two more wings from our part of space while we're at it?
>>
>>1357089
>>1357096
I mean I get what you guys are coming at but we are already here and the house homeworlds are in another galaxy after all. I think so at lest.

It would not be time efficent to go there when we could turn things around here first. Besidse the Count is not an idiot. He no doubt sees the problem as well and if he desperately needs our help before we are done around Ceres space he will recall us to help.
>>
>>1357375
I vote we go fuck up the enemy homeworlds.
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>>1357346
I would not be opposed to helping taking off the pressure from House Ceres and as you said those Talos Carriers would be a prize indeed.
>>
>>1356753
>For instance, 2 large and well protected House Aries bases have exploded without cause.
Can they give us the location of Hephaestus hulls?

>I'm sure once more of these hit the market that will be even less incentive to develop them
There's probably less than 50 plasma pistols in the Dominion. Personally, I wouldn't throw away any decent shield miniaturization research prototypes of this.

>suggests you not invest a great deal in personal energy shield tech for awhile
It's actually just the right time to buy that stock once the SP plasma becomes public knowledge.

>>1356860
>What is your opinion or our current experiments
Have they considered designing the heavy cruiser equivalent of the Sledge? A reasonably cheap, modern heavy cruiser platform seems like something nobody has come up with yet.

>>1357079
>Talos/Sulos space
Let's help out here first. The homeworlds have lots of J-D talent available to help our allies if necessary, while this region doesn't.

>>1357418
>Talos Carriers
Even the Bonrah-Ceres carriers are worth a fortune and probably easier to capture.
>>
>>1357375
TSTG said that it's still a safe distance away from JD space. I'm more concerned with the trade lanes stopping and wrecking the economies and supply lines of our allies.
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>>1357522
>It's actually just the right time to buy out that stock once the SP plasma becomes public knowledge.


MONOPOLY.
>>
>>1357583
I am down for this. We've already shown that SP ammo aint really economical for wide scale deployment just yet seeing as we lack the productin capability for it. Meaning it will forever be delegated to specialist ammo for specific tasks.

Now personal shields on the other hand is far from a dead end tech tree for us compared to SP tech and if we could get a viable prototype made for wider deployment.... my money sense is tingling in anticipation.
>>
>>1357616
Making the Terran chokehold on SP tech work for us would certainly be a change of pace.
>>
>>1357631
Yeah. Fuck the Terrans
>>
>>1357522
>Can they give us the location of Hephaestus hulls?
Sonia doesn't even know to ask about them. I put the article up on the wiki so I could find the info on it more easily when I need it.

>Personally, I wouldn't throw away any decent shield miniaturization research prototypes of this.
Nobody is going to. The current state of miniaturization is such that the Alliance is struggling to get shield generators on a starfighter.

>Have they considered designing the heavy cruiser equivalent of the Sledge?
That I had not considered. Mostly because Heavy Cruisers tend to be big enough that there isn't a really good way to make them cheaply. I'll look into the concept though.

I think we're roughly split vote so to reduce chances of a mix up vote A or B.
A for Talos/Sulos space.
B for core regions of J-D home galaxy.

I need to run and pickup some tax papers.
>>
>>1357653
We could send the new raiding fleet from drh1 suggested earlier to support the homeworlds. It should be easier to reach the centri cluster from there than our current position.
>>
>>1357653
A, were here already, why are we going back?

Do some stuff with Helios, maybe get some siege guns and when we return and the situation in the home Galaxy isn't fucked, we could help out that encirclement if it isn't to late.
>>
>>1357086
Talos space
>>1357089
Core systems
>>1357096
Core systems
>>1357158
Helios home system?
>>1357215
Talos space
>>1357346
Talos space
>>1357384
Fuck enemy homeworld.
>>1357522
Talos system

4 for Talos space. 2 for going to the Core system. 1 for Helios homeworlds. 1 for enemy homeworlds.

None the less.
>I think we're roughly split vote so to reduce chances of a mix up vote A or B.

[X] A for Talos/Sulos space.
>>
>>1357653
A
>>
>>1357653
>A for Talos/Sulos space.
>>
The Baron is sorry to hear you won't stay but the reality is that Ceres can stand on its own for awhile longer. There are some parts of the lines where that isn't the case.

"Don't get killed out there Viscount. Biting a bullet may be cheaper than a ransom but you can't make it back if you're dead."

Heading for the border of Talos and Sulos space the fleet moves as quickly as possible. Trade lanes through the interior of the galaxy might take days to traverse so you fly out above the plane of the galaxy for a short hop before returning to the interior at a secure location. Still a few hours from the front but secure enough.

"Sir, we're picking up a distress signal. Enemy Mercenaries are attacking a fuel depot and the local units are either pinned down elsewhere or destroyed."

[ ] Remain on course, get to the front ASAP
[ ] Divert course. Maybe you can beat them down fast enough to salvage?
[ ] Split off a wing to deal with them
>>
>>1357721
>[x] Split off a wing to deal with them
>>
>>1357721
>Split off a wing
And send some of our fast battleships along, just in case.
>>
>>1357721
>[ ] Remain on course, get to the front ASAP
While a setback not really very impactful to the war.
>>
>>1357721
[x] Divert course, kill them

We just spent how long behind enemy lines proving how raiders can impact a front, why let the enemy do it to our strained allies?
>>
"Arroway, split off with your wing and deal with those mercenaries. Take a pair of Battleships with you."

"Yes sir!"

One of the mixed wings and two battleships change course and jump out towards the distress signal. The rest of you move on to the front lines.

When you arrive the situation is a mess. It seems that after a defeat in enemy territory fleets from two of your allies were routed. The remains of the broken fleets are now returning to their bases for repairs and to reorganise.

House Talos and House Sulos are moving to cut off more of the broken fleet elements that are still retreating. Each of the main thrusts are being back by a Talos Heavy Carrier and 2 BC Carriers. Additional Medium and heavy cruiser assets are spread throughout the region.

The chain of command is still being re-stablished in many places. You could use this to your advantage and co-opt units that have retreated into your fleet. Keep in mind that you can only reliably support 2 more wings once Arroway returns.

>Your orders?

Apologies for the shitty map. Will build a better one in autocad now that I've got it working again.
>>
>>1357796
Get the enemys attention with maximum drive flare straight at a major colony to get some pressure off of the regrouping allies?
It's a bit risky but would accomplish both our insertion and helping to relieve the already battered front line.
>>
>>1357818
I like this. Let's not make the engine burn too big though, then whatever fleet they send we can hopefully chop up.
>>
>>1357796
>>1357818
I'll go for this.

Also you forgot to announce on twitter TSTG.
>>
Please no attempt to recreate the gauntlet battle with a small force.

If you want to rally broken forces, you have to stall the enemy advance so units can escape to reorganize and resupply where needed. Maybe hope we can catch a carrier overextended and vulnerable to an unexpected attack.
>>
Maybe we find an enemy Baron/commander on one of the Heavy Carriers, infiltrate and kidnap them?
>>
File: 4033 Large Raid map 20.gif (25 KB, 744x1008)
25 KB
25 KB GIF
>>1357869
Good points.

>>1357818
>>1357833
>>1357842
Hopefully it isn't too difficult to see the sector markers for the major colonies.

Did you want to punch through behind Talos or Sulos lines? Sulos should be the weaker House, and if Avuns intel is good they have much less in the way of heavy carriers and assault corvettes. It might be easier to stall offensives being launched from their space.
>>
>>1357869
I'm just voting for whatever sounds like a good plan.
Going on the front line with a raiding fleet doesn't sound like a good plan though.

>>1357897
The purple circles are nav hazards, right? And the arrows are their advance? Could we go in though the cluster of hazards at the bottom, hit the location just outside of them, then work our way up? Sulos would definitely have to try and stop us, and may warn Talos we're coming their way if we do well enough, so they'd pull ships back without us even having to raid them.
>>
>>1357942
>The purple circles are nav hazards, right? And the arrows are their advance?
Yes.

>Could we go in though the cluster of hazards at the bottom
Unfortunately no. It's the densely packed galactic core and is very difficult to navigate. Sulos has highly accurate charts of the region they've been compiling for a few hundred years. It would take you a few weeks to get through, if you weren't ambushed by Sulos units in the area first.
>>
>>1357897
If we are diving in, we should probably push in between the north/south split of their pushes and swing behind one of the advances. Shoot up logistics, salvage teams, and any troop convoys we can locate.

If we can't steal it in minutes, burn it. Enemy lives are worthless unless we want to enjoy the Sulos home guard forces.
>>
>>1357970
I've got nothing then.

Well, I guess we could go around and hope the location on the very edge has charts to the hazard. The ships going in have to get theirs updated somewhere. The enemy being able to navigate as well as they can would probably spook them pretty badly.
>>
>>1357942
>>1357970
Follow up to this. If anything it would be faster to loop around the core and attack their space from the other side with the Ber'helum forces & allies.

[ ] max drive flare rush at Talos colonies
[ ] max drive flare rush at Sulos colonies
[ ] Stall Talos advance
[ ] Stall Sulos advance
[ ] Loop around core, help Ber'helum allies push
[ ] Other
>>
>>1357897
How are the defences of the 3 major friendly colonies in the area under attack to the north of that map?
>>
>>1357986
They'll hold for a bit. All but a few of the strongest would fall to a siege within a week. Right now those worlds don't have any FTL mobile fleet assets.
>>
>>1357992
I was mostly thinking about directing the ships in the area to one of these colonies if they're unlikely to outrun their pursuers. Is there a colony in that area where we can do what Bonrah did in our galaxy and simply land the ships and use them to strengthen the planetary shields?
>>
>>1357653
This maybe a stupid idea, but why not just get six sledges and bolt them together to make a cheap heavy?
>>
>>1357985
>[ ] Stall Sulos advance
Can we do this by raiding supply convoys and ambushing patrols? Well, I guess I should ask would that actually help.
>>
>>1357998
>Is there a colony in that area where we can do what Bonrah did in our galaxy and simply land the ships and use them to strengthen the planetary shields?

There might be a couple. The suggestion will be sent along.

>>1358002
I'm not sure how structurally sound that would be. It took them awhile to fix the Sedge just to hold up to its current configuration.


>>1357983
>>1358024
>Can we do this by raiding supply convoys and ambushing patrols?
Yes. Offensives need supplies to keep going, especially if their carrier groups are rotating through large numbers of ships.
>>
>>1358030
To be frank I'd doubt it would take a hit but if your desperate for a heavy it might work. Though has there been any attempt for someone to build a heavy like one of the Mega class?
>>
>>1357985
>>1358030
>[X] Stall Sulos advance
>>
>>1357985
>[X] Stall Sulos advance

One of the interesting things about attempting to close pockets is that you end up risking your own forces becoming trapped in a pocket in the process!
>>
Roll 1d100 for escaping early attention.
>>
Rolled 9 (1d100)

>>1358075
rollin
>>
Rolled 76 (1d100)

>>1358075
>>
Rolled 97 (1d100)

>>1358075
Dice!
>>
>>1358081
>>1358083
>>1358085

man, someone is getting chewed out for thinking their sensor had a glitch...
>>
>>1358091
"Sir, we're still reading something coming towards us."
"I think you need to check your readings again Lieutenant. You see the enemy is retreating before us because they're a bunch of cowards, that's how we're beating them. They're cowards who don't know how to do anything but run or explode."
>>
Rolled 84 (1d100)

>>1358075

Late dice!
>>
>>1358085
Attack wings get auto crit with a roll that high.
https://www.youtube.com/watch?v=gkLvpt9Z3fA

"Navigators, sneak us in as close to their supply train as you can manage. Wing and squadron commanders, prepare to split into smaller units and light up as much as you can. The more transports or logistics bases we can take out the harder it will be for them to finish their encirclement."

"What about salvage sir?"

"If we can't steal it in minutes, burn it."

Either the enemy wasn't expecting a serious threat to their flanks this early, or your ships are in a different enough configuration that they weren't recognized. Either way you achieve complete surprise in the opening attacks, destroying three transport groups making runs to the leading enemy fleet elements. A few small patrol squadrons suffer similar fates.

Nearly a hundred transport ships plus their escorts are left burning in space.

Pal'am reports back. "We still haven't encountered their elite units sir, but they're probably at the leading edge of the encirclement."

Lyas is wondering how best to take advantage of the damage you've inflicted.
"We've opened a hole in their flank and they may not entirely know how bad they're hit yet. Should we let our allies know?"
The news might cause some of the nearby units in retreat to rally but odds are good such a strong transmission would be detected.

You could just keep hitting more logistics and reserve units until the offensive begins to stall on this flank. Or you could see if you could jump one of the Bonrah heavy carriers. With Qlippoth's guns the fight wouldn't need to be a long one, just long enough to cripple it.

[ ] Alert Allied units, attempt to rally them
[ ] Keep hitting logistics train
[ ] Try to take out a Heavy Carrier
>>
>>1358211
>[x] Keep hitting logistics train

Cripple the enemy first. Then go deal with the Heavy Carrier when our enemies find out their supplies have stopped coming.
>>
>>1358211
>[X] Keep hitting logistics train
How much would it affect our raiding to send Arron back to tell our allies that we're messing with Sulos' logistics this badly?
>>
>>1358211
[x] Keep hitting logistics train

Maximum carnage. If the enemy doesn't know how badly they are hit, we might be able to leave their elite units understrength due to lack of supplies while they grind themselves at other targets.
>>
>>1358211
>[X] Keep hitting logistics train

Burn Baby Burn! Logistic Inferno!
>>
>>1358230
Not a great deal. You still have intel from various sources including some friendly sensor arrays. If you move into territory that the enemy has a more solid control over then he will be needed more.

Roll 6d20
>>
>>1358211
>[x] Try to take out a Heavy Carrier

We can do it!
>>
Rolled 2, 5, 7, 10, 2, 17 = 43 (6d20)

>>1358251
Rolling bones.
>>
Rolled 11, 10, 1, 12, 9, 18 = 61 (6d20)

>>1358251
Straight 20s this time for sure.
>>
Rolled 8, 4, 2, 7, 16, 3 = 40 (6d20)

>>1358251

Rolling for max salvage, hit and run action.

Captcha: Identify pictures the match Helicopter.
>>
Rolled 10, 5, 18, 17, 16, 14 = 80 (6d20)

>>1358251
>>
>>1358261
>>1358263
>>1358264
11,10,7,12,16,18
The dice gods just do not like whoever's roll 3.

>>1358266
That would've been a helpful roll.
>>
>>1358274
Kind of a shame, we're wasting the stealth and initiative we had when we snuck a whole fleet behind them
>>
As you continue to target more of the enemy logistics chain it quickly becomes apparent that they've realised they're under attack. Convoy escorts are now fully prepared and don't hesitate to open fire when the attack squadrons revert nearby.

More ships are being scrambled from what must be their reserves to counter the attacks, though for now it doesn't look like they've been able to close the gap in their lines.

"I think we may have drawn out all of their reserves sir."

"Ok any close enough to respond probably." you agree. "They'll have more reserves on the other side of their space if Ber'helum tries anything."

If the intel reports from Avun are accurate it would take at least a day for them to relocate here. Time enough for you to do some damage.

Lyas eventually runs into trouble and calls for support. Qlippoth and her escort repond by jumping in at medium range and providing cover with a volley of plasma balls. The Assault Corvettes are taken by surprise, not expecting a Neeran ship, and they immediately disengage. If not that the supporting fire from the Lance class ships might have been able to seriously thin their numbers.

Based on Lyas' report it looks like the enemy has called back some elite units from the leading edge of their advance.

Do you want to contact your allies now and attempt to rally them? The enemy already knows you're here.
>>
>>1358391
If the enemy knows we're here, sure lets send a message to our allies. Though maybe a delayed message so we can have it sent out from a place we aren't at. So the enemy can't just track the message and find us easily.
>>
>>1358391
>>1358403
This sounds good.
>>
>>1358403
>Though maybe a delayed message
Understood.

Arroway is catching up with the fleet after dealing with the mercenaries and will join you shortly.

Regardless of where you send the signal from, more enemy units will probably be vectored to deal with you. One elite unit is already nearby and there is no way to know if they'll send more. Enemy logistics on this flank are disrupted for the moment.

Do you want to proceed deeper into enemy territory, try to conduct hit and run attacks against the enemy carrier groups, pull back to friendly space or try to breach the pocket?

[ ] We need to go deeper
[ ] Target carrier groups
[ ] Pull back
[ ] Breach / link up with units in the pocket
[ ] Other
>>
>>1358493
>[X] Other
Are we on the side of the pocket towards Sulos space? Could we find and jump the elite unit with our entire fleet (so Sulos'll dedicate more forces around here) then sneak around and try to breach the pocket on the side facing friendly space?
>>
>>1358521
>>1358521
>Are we on the side of the pocket towards Sulos space?
Yes.
>Could we find and jump the elite unit with our entire fleet (so Sulos'll dedicate more forces around here) then sneak around and try to breach the pocket on the side facing friendly space?
One of your mixed wing units could bait them then call in the fleet and jamming craft so they can't call for help.
>>
>>1358493
>>1358563
Then lets push for more of Sulo's and set our own trap to bait and destroy their elites. >>1358521 As this anon suggested.
>>
>>1358563
Then that's what I'll vote for.
>>
Whatever plan we do I'd like to pre-emptively suggest we use rapidly laid minefields in some way.

When will the option to begin using SP decoys become available?
>>
Roll 1d100 followed by 6d20
>>
Rolled 5 (1d100)

>>1358596
Initial bone.
>>
Rolled 3 (1d100)

>>1358596
Here's my d100.
>>
Rolled 3, 4, 9, 13, 12, 14 = 55 (6d20)

>>1358596
Remaining bones.
>>
Rolled 7 (1d100)

>>1358596
oh damn these rolls
>>
Rolled 11 (1d100)

>>1358596
Part one
>>
Rolled 3, 18, 5, 2, 13, 17 = 58 (6d20)

>>1358596
And my d20s

>>1358602
>>1358603
>>1358608
Wow.
>>
Rolled 11, 4, 5, 6, 3, 15 = 44 (6d20)

>>1358596
Part two
>>
>>1358608
well damn.
>>
>>1358610
Dice gods are not amused.
>>
7 + 11, 18, 9, 13, 13, 17
>>
>>1358624
Well at least the attack didn't go horribly too.

Kinda regret thinking up this plan now.
>>
>>1358595
2 weeks if you want to wait for ones shipped from Rioja. Less if you sell a production license to one of your allies who can produce them locally. That would be Helios or Ber'helum.

>>1358609
>>1358603
>>1358602
They're not buying it. Their elites refuse to be baited out to engage away from support. As a result some of your ships are a bit more battered but you have done some damage to a few of their fleet units. It's not a total loss.

The Sulos advance has still stalled but they're reinforcing their logistics and redeploying their carriers. The gap in their lines is beginning to close.
Fortunately some of your allies have started to slowly rally with news of the damage you're doing. Only one fleet that was already outside the pocket has returned to action but they're taking advantage of the hole you opened.

2 other Allied fleets have now escaped the pocket and have resupplied sufficiently to begin an immediate counterattack against the Talos fleet. Another fleet that was previously routed is now confirmed as all but destroyed. Two more are still trying to withdraw from the pocket.

[ ] Help the allied fleet attacking the Sulos flank
[ ] Try to assist the remaining units in the pocket
[ ] Move deeper into Sulos space to cause trouble there
>>
>>1358645
>[X] Help the allied fleet attacking the Sulos flank
We should probably focus on taking out their carriers, they'll be a problem if they can keep repairing ships. Guess that one anon got his wish.
Can we try to coordinate with the fleets in the pocket so they start their retreat after we and the allied fleet start the attack?
>>
>>1358645
>[X] Help the allied fleet attacking the Sulos flank
We need more experience in toe-to-toe fleet actions anyway.
>>
>>1358645

[ ] Help the allied fleet attacking the Sulos flank

Things went better then expected. Welp, time to go carrier hunting and cripple the enemies ability to repair while in the field.
>>
>>1358662
>Can we try to coordinate with the fleets in the pocket so they start their retreat after we and the allied fleet start the attack?
Arron could go and tell them so they'll know to stick closer to the Sulos side of the pocket. That's about it though.

I need to step out and get gas before the prices go up and then my old man wants to meet up so I might be gone for a couple hours. Sorry for the short notice. I will see you whenever I get back. Hopefully no later than 9PM.
>>
>>1358694
See you in a bit then TSTG, dont let House Talos get a hold of our plans.
>>
>>1358694
See you then.
>>
I didn't think I would actually be this late back.

ThatDad: Hey son, can you talk me through the last level of Halo?
TSTG: That might take awhile. Have you gotten any better at it?
ThatDad: Yes. (No.)
>>
>>1359047
Yay parents! Welcome back tstg.
>>
Pulling back slightly you're able to contact the Baron leading the nearest allied fleet and begin to coordinate your efforts. They're overjoyed to hear that the Qlippoth can support assault corvettes and immediately send their two remaining squadrons for some badly needed maintenance. In return you're informed that they have a Kilo with repair facilities better suited to fixing attack cruisers.

The extra attack corvettes and Frigates your allies bring with them are enough to seriously bolster your numbers. Three medium cruisers plus their Kilo repair ship are a big help too. Enemy units are soon hard pressed to deal with the constant skirmishing. They begin to recover thanks to their heavy carriers but by the looks of things the lines might have a chance at evening out.

Arron has gone in search of allies still in the pocket so you probably won't hear from him for several hours.

You allies would like to know your plan of action against the enemy fleet on this flank. The Heavy Carriers are of course first on your mind. As long as they remain in operation the enemy can continue to provide close support and battlefield repairs to their fleets.

The Medium cruisers are a problem too. Their firepower will make it harder to do damage to the carriers as they can act as a powerful screen if you catch up. They also pose a threat to your Mediums and Qlippoth if they catch her while deploying or recovering ships.

Which do you prioritize?
[ ] Heavy Carriers
[ ] Medium Cruisers
>>
>>1359126
Carriers
>>
>>1359126
Csrriers
>>
>>1359126
>[x] Heavy Carriers
>>
>>1359126
>[x]Heavy Carriers
>>
>>1359176

Roll 6d20

(Or 5d20 if you want to keep the battleships protecting Qlippoth.)
>>
>>1359126
>>1359170

I am this anon, stupid mobile. Lets take out those carriers now. While their supply lines are still cut off. Now is as good a time as any to strike them. Just need to put in hard and fast. Either capture or kill. (preferably capture)
>>
>>1359194
Whoops. Missed a bit there.

Roll 3d100 to try and locate one of the 3 carriers in the region, followed by the d20s.
>>
Rolled 5, 11, 6, 2, 15, 20 = 59 (6d20)

>>1359194

Time to see if Crazy Sonia wins again.
>>
Rolled 16, 13, 9, 20, 16 = 74 (5d20)

>>1359194
Rolling bones
>>
Rolled 21, 78, 25 = 124 (3d100)

>>1359202

Find those carriers!
>>
Rolled 15, 54, 78 = 147 (3d100)

>>1359202
Also here's your d100
>>
Rolled 10, 85, 30 = 125 (3d100)

>>1359202
roll 1
>>
Rolled 8, 7, 5, 5, 4, 2 = 31 (6d20)

>>1359202
roll 2
>>
>>1359224
>>1359212
>>1359211

I think we found the carriers.

Though I don't know how to feel about our combat ability. Though having two 20's does make it look more favorable.

Captcha: Christmas Tree, I guess captcha says we're getting a present?
>>
>>1359230
Well we found a carrier. Doubt a 21 is enough to find one.
>>
>>1359236
probably two here, hopefully that should be enough to rout them.
>>
>>1359236

21, 85, 78

Maybe two.
>>
>85
>78
Sensor data coming in from the attack wings quickly builds up giving your analysts what they need to back track the positions of the carriers.

"Enemy attack wings are pulling back to a number of points to link up with the carriers for repairs. We've positively ID'd two general locations where we can find them."

"How long until they're in position?" you ask.

"One or two hours, but it gets better. We have a better read on the one the assault corvettes are pulling back to."

That has to be the Talos carrier for this flank.

[ ] Focus everything on that Talos
[ ] Try to hit both
[ ] That Talos might be too tough, better go for the other one
>>
>>1359288
>[ ] Focus everything on that Talos
this is the kind of thing I'd love to have a live feed in system for. Can they track the Talos until Arron comes back?
>>
>>1359288
[ ] Focus everything on that Talos

Lets take on the big shark, and attempt to capture. Of course if capture proves impossible. Making it dead in the water unusable wreckage is also ideal. ie. Capture if possible, kill if not.
>>
>>1359288
>[x] Focus everything on that Talos
Seems like the best bet for making a difference
>>
>>1359321
Actually it could be possible if we managed to salvage an assault corvette and managed to bluff a recon team inside. The whole operation would probably take several days even if we started off with the corvette though so not exactly ideal right now.
>>
>>1359288
[ ] Focus everything on that Talos
FOR HOUSE AND SALVAGE!
>>
>>1359348

I would hope we could capture/ salvage it. With all our massed fire power. And a black-ops team to soften them first would be nice, but I think we only have a limited window to strike them here. So time might not be on our side.

Maybe for when we when we go after one of the other carriers?
>>
>>1359364
Yeah. Capturing anything larger than a cruiser or battleship is a long term objective with multiple steps rather than just "shoot at it until it stops being a threat" because they're just too massive to reliably haul around and are protected by wings of ships.
>>
>>1359321
>and attempt to capture
Eko has a suggestion. Odds are you'll either really like it or really hate it.

Load as many troops onto the Outer Heaven as possible, then wait until the rest of the fleet punches a hole in its shield. Once open he would attempt a ramming maneuver into one of the main bays. If done properly most of the ship should be within the carriers drive field so even if they jump out you can still attempt capture.

If successful the bay and the OH would take heavy damage in the process. The upside is that the Carrier would still be FTL capable. Any other method of subduing the ship would cripple its engines.

>What say?
>>
>>1359386
I love it.
>>
>>1359386

I want to kiss Eko for this crazy brilliant idea.

So instead, thank Eko and put it into action. Crazy Sonia shall strike, once more into the breach! (Quite literally this time!)
>>
>>1358040
This reminds me, wasn't there a suggestion some time ago about slapping two sledges together, with modular parts and a production module bits? Something about it being an optimal raiding ship and everyone that isn't SRL would hate it?
>>
>>1359386
I'm not sure about this.
>>
>>1359396
Yes.

>>1359392
>>1359393
Additional downside. Both lightning guns will be destroyed unless you detach them before the mission.
>>
>>1359386
Well I'm probably too late for the vote, so I'll just say this is going to end poorly.
>>
>>1359386
Well, that's why we got that ramming prow installed.

I'm all for it if the conditions are correct (how heavy the escort is/time till reinforcements)
>>
>>1359386
My suggestion is that we decide the moment we arrive there after seening how the enemy's status.
I can support the ramming if the situation calls for it.
>>
>>1359431
What happened to it? Is it getting researched? Or is it just in the bookshelf for now?
>>
>>1359431
Then detach and store them! Or put them on another ship for the time being until we can refit them.
>>
>>1359430
>I'm not sure about this.
That is the statement of a rational mind.

>>1359432
You are not too late.
>so I'll just say this is going to end poorly.
You could still vote against ramming?

>>1359434
>>1359439
Similar concerns, we shall see.

>>1359443
It was suggested. Nothing has really happened with it yet. More of a decide to do anything with it after the civil war.

>>1359446
>Then detach and store them! Or put them on another ship for the time being until we can refit them.
That new Eminence could probably swap out its medium plasma cannons for them. It would result in a drop in long-mid range firepower, but an increase at short range.
>>
>>1359462
I'll vote for waiting and seeing then. This is honestly kinda dumb, I'm pretty sure the last time anons decided greed was more important that safety Sonia nearly died on the Unnamed Guard.
>>
>>1359462
I'm pretty sure we carry spares of the lightning guns on the Qlippoth. They do wear out extremely quickly if my memory serves.
>>
>>1359462
Is it really a drop when the same fire power is being put out? Even if from a ship that isn't our own? We're basically just doing a Chinese fire drill with weapons that could destroy a city.

Also, if people are more for waiting to see if the option would be more viable, then sure, let's go in and be normal. But keep in mind to ram the SOB as soon as it looks like a viable option to keep them stuck there and help capture it.

I may or may not be obsessing over capturing this ship now.
>>
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23 KB
23 KB JPG
>>1359476
>I may or may not be
Gee anon, I think you may or may not be right, trying to put Sonia into one of the most dangerous situations she's ever been in without even thinking about safety.

Also, that won't work for sure. TSTG specifically mentioned the OH would stay in place if it did jump, meaning ramming it won't stop it from doing so. So on top of all the other myriad dangers, she could also be pulled into FTL with it.
>>
>>1359386
>>1359462

While I applaud everyone that wants SALVAGE, perhaps we should just destroy the target?

These ships are basically behind enemy lines, barring some huge upset of the enemy's strategic stance.

Cripple the target, slag any escorts that don't flee, and then slag the crippled Heavy Carrier and everything/everyone on it.

Keep It Simple Sonia, and blow shit up.
>>
>>1359494
Transferring your flag to another ship is a thing.

>>1359496
>Keep It Simple Sonia, and blow shit up.
Wise words.

Do you want the lightning guns and Sonias flag transferred to the other Medium just in case?
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>>1359500
We both know for a fact neither of the anons voting for ramming even considered doing that.

And yeah, sure. Is there also some sort of emergeny distress transmitter we could put on the OH to make sure we can track it? One that's more powerful than what's standard on ships, anyway. Just in case.

How mad is the JD leadership going to be with all the extra pay we have to give the people on the OH for doing this?
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>>1359513
They work for Sonia on her flagship. They're already among the best paid people in the Dominion.
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>>1359500

Sure, might throw off enemy intel. If they've come to learn that the we fly the OH as our flag, they shouldn't expect us to suddenly change mid deployment.
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>>1359521
Yeah, but we're asking them to do something that's probably not covered by their contracts. Unless they're intentionally vague about "above and beyond" shit.
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>>1359531
This is how knights are made.
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>>1359513
>How mad is the JD leadership going to be with all the extra pay we have to give the people on the OH for doing this?
If they die or get captured they don't have to pay them. If they succeed the House will get a top of the line carrier and you'll have to pay the crew.
They'd be more worried about the potential loss of power armor and special forces

>>1359531
>Unless they're intentionally vague about "above and beyond" shit.
Most Houses are. It's up to the person leading the fleet (you) to decide how far beyond it is that they're getting payed for.

Sonia is transferring her flag and lighting guns.

Your two Mediums, battleships and attack wings head for the intercept point just ahead of the incoming carrier. The Talos drops out of FTL with a slightly older Shukhant in the lead and 2 Eminence class flanking it. No enemy battleships are present but there is a full wing of assault corvettes.
Two more assault corvette wings jump in from different directions, obviously planning to come in for repairs.

[ ] Target the carrier engines
[ ] Target carrier port side shields
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>>1359554
[x] target carrier engines

Keep It Simple Sonia
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>>1359554
>[ ] Target the carrier engines

Let's get to work and cripple the baddy asap. We can work those shield when we don't have to worry about it running away.
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>>1359554
>you'll have to pay the crew
They'd give us something if we succeeded, right?

>[X] Target the carrier engines
3 Mediums is a bit too many. They may decide to trash the ship themselves if they think they're going to lose it after the OH rams it.
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>>1359554
>[ ] Target the carrier engines
pretty sure Qlippoth will be able to accelerate it to jump speed.
>>1359571
We'd get ourselves another Heavy Carrier.
We're not "under" the nobility anymore we are the nobility that owns the heavies.
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>>1359554
>[X] Target the carrier engines
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>>1359578
I'm pretty sure people higher than us in the House can just say "no" and take something if it's too important to leave with us or better used elsewhere. IIRC Winifred did it with the Gungnir, like 100 threads ago. She couldn't now, but the Count could, and Archivald might be able to since he commands the Home Fleet.
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>>1359600

If we get another heavy, I am fully expecting them to put it to use else where as soon as we get home. I want it to build up our own forces and to get data to Cere's to help them along with their own carrier. That is if the scans of this ship will help their designs or not.
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>>1359600
Pretty sure only the head of house could demand something from a Viscount and even then not without a very good reason. Wouldn't want to make it look like they're consolidating their own position by stealing from the lower nobles and making them nervous.
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>>1359614
>not without a very good reason
They do have a good reason though, since it's the most advanced carrier available in the Dominion, and the House doesn't know exactly how to make it. Leaving it with a commander that works almost exclusively behind enemy lines wouldn't let the House study the design.
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As much as you'd like to take the enemy carrier and jump it back to the homeworlds inside of a day or two it's best to keep things simple.

"Target the engines. Don't let them escape!"

As your ships engage you ironically find you new flagship moving in closer to the enemy much faster than the Outer Heaven is. The crew has to in order to get the lightning guns into effective range.
Battleships target the enemy Medium Cruisers to keep them off you. Mixed Wings fire their first few volleys into the aft shields of the carrier before switching to the assault corvettes.

Armored housings left up to reveal a series of light torpedo batteries on the Talos. House Sulos must have outfitted the rest of their ships the same as Avuns. Point defense on the OH lights up, shooting down most of the torps targeting your Eminence.

Entering effective range the gunners fire off the lightning guns, lighting up half the larger ships shield with their claw like arcs of energy. On most ships that should have done the trick but the shields remain in place.

Assault corvettes from both sides begin to mix things up, now trying to stay well clear of your flagship. This lets the mixed wings pelt them with long range fire.

The Outer Heaven continues to pour as much fire into the aft shield as possible, occasionally lobbing a plasma ball to see if that makes any difference.

"Should we have maybe brought Qlippoth along?" wonders Maybourne.

One of the mixed wings targets the carrier again, this time focusing the twin linked fire from their Corvettes, Frigates and Dusk class ships. Part of the shield collapses and beams strike the engines.

The crew of the Eminence bring the ship around again targeting the opening. This time the lightning guns strike hull and tear open a wider hole in the shields. The port side drive sections go up, followed by the central drives and the OH puts more plasma cannon fire into it. Still, the armor on that carrier is taking a hell of a beating. Any other ship would be dead in space by now.

Battleships break off their duel with the mediums long enough to add their firepower to the mix. More than 40 LD plasma cannon shots pepper the port side and disable the secondary engine banks on that side of the ship.

"They're no longer able to jump." reports Maybourne.

"Sir, distress signal from the Qlippoth! They are under attack by an enemy force!"

[ ] Fall back to Qlippoth, this thing isn't going anywhere
[ ] Stay to finish or drive off the remaining escort
[ ] Try to force/negotiate the surrender of the carrier
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>>1359706
is Qlippoth with the main allied fleet?
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>>1359706

[x] Fall back to Qlippoth, this thing isn't going anywhere

Gat dang it Maybourne, ya jinxed us!
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>>1359716
>is Qlippoth with the main allied fleet?
Yes.
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>>1359706
>>1359723

Can we finish off the Carrier in a single pass, jump out and regroup with Qlippoth?
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>>1359706
I guess destroy any drive plates exposed then jump back.
Why didn't we bring Qlippoth with us anyways?
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>>1359727
Wasnt it with the regrouped allied fleet providing repair berths for their corvette forces?

Basically the same thing the Sulos Carrier was doing.
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>>1359732

It was.
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>>1359706
>>1359723
Bah. Pour everything we can into the damaged section on the way out. Hopefully we'll get some mileage out of turning something important into a furnace.

[X] Fall back to Qlippoth, this thing isn't going anywhere
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>>1359725
>Can we finish off the Carrier in a single pass, jump out and regroup with Qlippoth?
>>1359727
>I guess destroy any drive plates exposed then jump back.

Its engines are crippled badly enough that it will need assistance from a tug to jump out in anything less than a week. Its weapons, shields and repair docks are still operational.
You can disable more of the FTL systems and/or weapons on the way out, though you probably won't be able to get all of them unless you delay your departure.

Stopping here for the night. I will post for a bit in the morning but I need to work the next 2 days so that will be it for the thread.
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>>1359746

Thanks for running TSTG, have a safe and hopefully painless week.
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>>1359706
>[x] Fall back to Qlippoth, this thing isn't going anywhere
Oh shit
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>>1359706
>As much as you'd like to take the enemy carrier and jump it back to the homeworlds inside of a day or two
It's still a good idea. As we'll have to deal with Talos carriers more often, perhaps we could repurpose one or two salvaged ships for that task?

>[X] Try to force/negotiate the surrender of the carrier
Avun was very likely interviewed by intel about other discontent Sulos commanders and the general situation of the house. Maybe we're lucky and this ship is commanded or crewed by people who aren't very happy with the way their House is behaving recently?

However, we should send back the fastest ships of our fleet regardless.
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>>1359746
< You can disable more of the FTL systems

Let's do that.
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"Fall back to Qlippoth. Perform a strafing run on that carrier on the way out."

Additional fire damages whatever drive plates can be easily targeted along with more of the engines and a few torpedo batteries. Battleships and attack cruisers grab damaged ships and then the fleet jumps out.

The flight is a short one, with only a couple realignments to avoid large stellar masses.

When you arrive at Qlippoth's location you spot an enemy new model Shukhant revering engines away from the Carrier and a crippled Lance. Despite having its mid section smashed weapons in the forward and aft sections of the Lance continue to fire at enemy ships.

Under heavy fire from Qlippoth's guns and having noticed your arrival the Shukhant turns away and retreats. Other enemy ships soon do the same, though they make sure to do so in an orderly manner.
Long range fire from your fleet claims two squadrons worth of ships but the bulk of the force escapes.

Your allies are relieved you arrived when you did. Qlippoth's firepower was helping to gain the advantage but the rest of the corvettes were simply taking too much damage. Your ships are also in need of repairs after attacking that carrier.

Organising a defensive formation the engineers begin repairs with plans to get the least damaged ships cycled through quickly.

Arron was able to make contact with the remaining fleet commanders trapped in the pocket and help them gather their scattered comrades. Between being routed then scattered and hunted down only a dozen ships remain of the one fleet.

The Commander of the other fleet has made use of Arron's support to strike at an enemy POW holding facility that has been collecting crews from the larger battles. This was soon followed by an attack on a repair facility and the capture of nearly two wings worth of ships. They're now headed in your direction with Arron scouting the way for them.

Closer to the galactic core Sulos has completed their other encirclement. Only a quarter of the allied ships there escaped back to the lines. Fleets that had broken and retreated earlier have come under new management and reformed their line. With the damage Sulos is taking rimward it looks like their Admirals are content to simply finish retaking their former systems and stabilizing the lines.

Over the next day two more friendly fleets arrive from other Houses, reinforcing the lines and allowing you to push far enough to reach the crippled Carrier. Raids are able to keep the enemy from bringing in a tug capable of jumping the damaged Talos. Crews soon abandon it after striping it of easily removed equipment like weapons, FTL components and some repair systems. A few reactors here and there are overloaded but it's a tough ship and not easy to scuttle without antimatter.

Do you wish to claim the crippled Talos as salvage? Or would you rather trade it to one of the Houses in the region for other concessions?
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>>1360136
>Do you wish to claim the crippled Talos as salvage?
Would it be possible to lease it to a local House? Repairing, crewing, and equipping the ship probably costs a fortune, and I'm not sure if J-D can actually afford that at the moment. A bit like the deal we made with Ber'helum for those planets in DRH2. Or just call Fadila to see what the House would prefer.
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>>1360151
>call Fadila
Once you're able to ensure that communications are secure you contact Rioja to discuss the situation.

"Your plan isn't a bad one. You've made enough money for your deployment to pay for itself and for some of the repairs to a Talos Carrier. I'm sure I could find an ambitious House nearby that would be willing to split repair and recovery costs in return for a year's use. Our House could provide experienced crews to help train theirs putting them in a better position if they were to capture such a ship for themselves. I'm sure many have considered it since these ships entered production."

"Can our House support another heavy warship?" you ask.

"Not right away but we will be able to in another few months.
I believe I could talk the leaders of a few minor Houses into this plan. Give me two days and I'm sure I could find at least one."

Any support for this plan?
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>>1360173
I 100% support this plan!
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>>1360173
Great plan and could help with relations.
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>>1360173
>Our House could provide experienced crews to help train theirs
What's also important is that our House knows how to repair and construct the repair facilities on that ship type. Can we replace the series of light torpedo batteries with heavy torpedo batteries from the zeus class?
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>>1360184
>Can we replace the series of light torpedo batteries with heavy torpedo batteries from the zeus class?
No, the hull can't handle them, at least not on those mounts.
Might be able to fit a couple of them near the drive section but it would take up a lot of space. Not really recommended.
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>>1360192
Yeah, I'm not really surprised.

Say, would it be possible to fire modified V-100 Light Drones or a design based on them from torpedo launchers?
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See you guys.
Next thread will be either Sunday or Monday. Not sure which yet.
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