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File: 1341860793391.jpg-(32 KB, 810x427, House & Dominion.jpg)
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http://suptg.thisisnotatrueending.com/archive.html?tags=House%20and%20Dominion

You are Sonia Reynard, Squadron Leader and man at arms for the House of Jerik-Dremine. You lead the Second squadron of the Third Attack Wing, a unit composed of fast hard hitting starships. While you began this campaign with close to a dozen corvettes you've managed to claim several warships as salvage, increasing your firepower considerably.
First Flight Leader Alexander Palaiologos now commands an older C-type attack cruiser which he has begun to upgrade.
Second Flight Leader Daska R'na has placed a claim on a Scorpion class attack cruiser still under repair.
Third Flight Leader Mike K Serth has claimed a Firestorm class attack Frigate which he has also begun to upgrade.
Your ship is the Attack Cruiser Bittenfeld, a Vengeance Type, able to outrun almost anything it cant outfight.
>>
>>19806906
The squadron is currently in dock while Mike transfers his command to the newly repaired Frigate.

As preparations for launch begin Mike seems ecstatic about his new ship and you finally ask him what's going on.

"When I was a kid I had this game growing up. It was the only one my parents could afford but I still loved it. It was called Exiles versus the Union. You played as an Iratar exile stealing ships from the Kavarian Union, and then you had to stir up as much trouble as possible before they sent a fleet to kill you. Lots of other kids I knew always went for corvettes from the House mercenaries or the big battlecruisers, but you had crew penalties the bigger you went. Anyways my favourite was the Firestorm class. You could stuff three inside a Y-type transport to get close to a base then blow it up and shoot your way clear."

"Only minmaxing bastards used the Firestorm Mike!" Yells someone on Mike's end.

"Who was that?" You ask.

"Ignore him. It's one of Daska's wingmen, we grew up in the same neighborhood."

You shake your head then resume the conversation. "How does the real thing match up to the game?"

"They never mentioned the lack of a panoramic monitor. I think it should be good though, the HUD headset has a few more upgrades than the usual ones."
>>
File: 1341861741996.gif-(68 KB, 1550x1318, Smugglers run Local South 11.gif)
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Mission Deployment

While operating near the main shipping lane of the run you receive a bonus to reinforcement response time.

The First attack wing has declared their intention to move towards one of the zones of suspected enemy activity. This is indicated by the Blue arrows.

New Base: The First managed to secure a former smuggler base along the main shipping lane indicated by the black star. This converted asteroid facility is currently being looked into for use as a forward base. With our House Logistics base in the area now operational it should only be a few days before ships can dock there for repairs. Once our fleet has relocated there response time along the shipping lane should be reduced to a matter of minutes.

Known Threats
Hidden Pirate base, Threat level 3 - Intel has recovered information from Pirates you captured about a base in the area.
While more accurate information is still forthcoming it is known that the base is protected by hidden weapon emplacements. The station fleet by itself seems to be made up of 2 Razor Battlecruisers and 3 modified Transcendent class fire support cruisers. Corvettes would be fast enough to avoid the heavy weapons of these vessels but they do pose a threat.
Until base defenses are located and removed the site is effectively a Level 4 or greater.

Pirate Main base, Threat level 4 - When you passed through the run on your infiltration assignment the Bittenfeld took numerous scans of the area including the defensive minefield. The base itself is made up of a Champion class Super Heavy that's been cracked in two. Most of the weapons seem operational. There may be gaps in the defense that could be exploited but for the moment it looks like a tough nut to crack.
>>
Transcendent class
Weapons: 1x Spinal Mount Fusion or plasma cannon
30x Missile launchers
Designed by rebellious elements of the Republic these ships are slightly cheaper to produce than Centurions and require less crew. The main weapon outrages that of older model Centurions by 20% giving a much needed but temporary advantage. By the time government forces could properly counter the design it had been produced in sufficient numbers that this no longer mattered. With this design the Rebels within the Republic are now entrenched.


Centurion class Cruiser
430m
Weapons: 1x Spinal mount (Light) Plasma cannon
16x light phase cannon array
4x Fighters /or/ 4x Missile/Torp racks
A compact but bulky design, the mainstay of the Republic starfleets are made up of the barrel shaped Centurion class. These vessels make no attempt at elegant features, they are straight warships and excel at nothing else. Their impressive forward firepower is used to great effect with the mass fire tactics made famous by the Republic navy. They are somewhat slow because of their bulk but made nimble by their large banks of sublight drives.

Warning: Plasma cannons pack a considerable punch and on occasion may penetrate shields and armor.
>>
Do you wish to purchase anything before you depart?

When weapons have N/A with [prices] next to them it means your ship is currently carrying its max loadout.

Current ship: Vengence Attack Cruiser [Bittenfeld]
Trade in value: 14,500 RP
Available RP 10195

Missiles: 16
Torps: 10
SP Torps: 2

Nuclear Missile -10
Torpedo -25
SP Torp Mk40 -200
SP Torp Mk41 -250
PD Turret -N/A [100]
Light PC turret -N/A[150]
PC turret -N/A [185]
PC Spinal -N/A [200]
L Pulse -N/A [200]
Heavy Pulse -N/A [250]
Shield Upgrade -N/A
Armor Repair -N/A [150]
EMRG Thrusters -N/A [100 each]
EMRG Teleport -10k
Sensor package -N/A[200]

Starfighter -150 (Z5
Marines -150 (Currently at 3 shuttles and 60 Marines)
Power Armor -9k


Fusion Drives (Per unit)
GE = Tough, easily repaired, parts compatibility
-Best Quality 500
-Good Quality 320
-Average 250

Aries = High output, poor effeciency, less compatible
-Best Quality 450
-Good Quality 350
-Average 300

Iratar = Cheap, easily repaired, parts compatibility
-Best Quality N/A Kavarian Military only
-Good Quality 250 *(4 in use)
-Average 150

DHI = Similar stats to GE, mostly parts compatible, House approved
-Best Quality 400
-Good Quality 350 *(4 in use)
-Average 300
>>
>>19807073
How long will it take for Daska's Scorpion to become fully operational?

How many corvettes are in our squadron?

Since we'll get more accurate information about the level three base later, Daska's Scorpion hasn't been repaired yet, and we might need support, I think we should explore the sectors near it first.
>>
>>19807207
>Do you wish to purchase anything before you depart?

Don't think so. We don't really need anything at the moment.

Say, with the casualties we've been getting in our engine section, how much would it cost to provide additional protection to the folks working there? Additional shelters, stripped-down power armour, or whatever our engineers might think of.
>>
>>19807207
Looks like the Starfighter section was cut off.

I think we should get 24 missiles, 10 torps, another unit of marines, and upgrade our DHI engines to best quality, unless that would put the Bittenfeld out of action for a while, in which case it can wait.
>>
>>19807223
>Time
2 days until its operational.

There are currently 9 active duty corvettes in your squadron, made up of upgraded Dagger class ships and Attack Corvettes.
You have 1 Dagger in reserve along with 3 upgraded standard corvettes in reserve.

>>19807244
Kavos suggests simply having the engineers evacuate those sections as soon as we get into battle. The downside of this would be reduced ability to get damaged engines back online until withdrawing from combat.

>>19807258
It would take a few hours to swap out the engines. However you could place the order for them and they could be made ready for a quick swap out the next time you're in dock.

>another unit of marines
This would bring you to 4 shuttles on board and 80 marines leaving you with no room for additional fighters should you choose to get them.
While the Marines might not like it you could requisition a unit of them specifically for defending the ship and not get another shuttle.
>Torps and missiles
Punching them into my new spreadsheet calculator and... I screwed up the formula and its not working.
>>
>>19807360
Order the engines.

Don't get the Marines, for now. Maybe it'd be better to just replace one of our squadron's corvettes with a "carrier" frigate loaded with fighters and shuttles. We can handle that later, though.

I'm glad to see that you're using spreadsheets, even if it's not perfect right now.
>>
>>19807419
Fixed the spreadsheet. Some numbers didn't get copied over.
After your current engines are sold back total is RP 9505

>Maybe it'd be better to just replace one of our squadron's corvettes with a "carrier" frigate loaded with fighters and shuttles.
The Scorpion class cruiser has a modular cargo/carrier bay at the aft of the ship between the main engines. It can carry 12 shuttles or 24 starfighters without modification.
This can be modified with 2 additional fusion drives instead boosting engine power but removing almost all carrying capacity.

Select the number of sectors you wish to scan down and roll an equivalent number of d100!
Sonia and Alex both have advanced sensor arrays on their ships and can scan 2 sectors in the time it takes Mike and Daska to do 1.
>>
>>19807564
Let's just scan 6 black sectors bordering secured space.

My rolls will take a while, gonna switch machines for that.
>(Yes, I'm that superstitious.)
>>
rolled 10, 44, 11, 8, 4, 80 = 157

>>19807564
We'll have to ask Daska whether she wants more engine power or the ability to carry more ships.

>>19807613
I'm on board with this.
>>
rolled 35 = 35

>>19807613
Rolling.
>>
rolled 75 = 75

>>19807727
2
>>
rolled 44 = 44

>>19807734
3
>>
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rolled 11, 33, 53, 55, 40, 58 = 250

>>19807360
since it's seem they want to scout 6 sector here's my take on it
>>
rolled 9 = 9

>>19807746
4
>>
rolled 23 = 23

>>19807758
5
>>
rolled 9 = 9

>>19807764
6
>>
>Dicebot hating on us as usual

Time to get our revenge on those merc
>>
>>19807756
Everyone else in favour of this deployment?
>>
rolled 46, 69, 19, 33, 85, 52 = 304

Is there something wrong with the dice rolling function lately? All those rolls were quite a bit below average.
>>
>>19807790
Only if we're super carful in the yellow hexes and inform command of our plan to go there. Just in case.
>>
>>19807790
Fine with me.

>>19807793
Some quests just seem to attract bad rolls.
>>
1st Flight - Alex's squad enters an area being hit by long range jamming and you soon lose contact with him. If the Jammer is in his area you're sure he'll find it. Sure enough he does but it adds several hours to his time table and results in the squad being a bit battered from fighting.

2nd Flight -Daska's squad also enters an area being hit by long range jamming and you lose contact. Despite this her squad completes their scanning assignment while only encountering a few smugglers.
After the jamming signal goes down she contacts you about having picked up an enemy held ship Graveyard. Enemies seem to be fleeing towards smuggler held bases in the region.
3rd Flight -Mike encounters enemies near a smuggler base. As the rest of the squadron is in jamming range he is unable to call for help and is forced to lead his squad through an increasingly dangerous chase before escaping.
According to the scans he made a ground side Smuggler base was making preparations to evacuate.

4th Flight -Us Your long range coms are being jammed from another sector! You hope the others are doing alright. You're still able to get your scans despite being attacked by a handful of Republic Frigates using Pirate IFF's. They stay at range and attempt to trade missile volleys with you until realizing that wont work. After a phase cannon barrage they disengage. A normal corvette squad would have had difficulty with them.
Scans reveal an Abandoned Colony in the area!
>>
>>19808153
1st Flight - After clearing out the jammers and moving on to the next sector Alex encounters a group of Privateers flying House Posat IFF's and assists them in driving off an attack force.

4th Flight- Despite harassing attacks from another group of ships, you're able to scan down another sector. The jamming goes offline a few hours into this and you're able to make contact with the rest of the squad.
Scans reveal a Rare element mining world! It appears to occupied by enemy forces, or at least forces not friendly towards your House.

Map and enemy threats incoming.
>>
File: 1341868261848.gif-(69 KB, 1550x1318, Smugglers run Local South 11b.gif)
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NEW!
(G) Ship Graveyard, Threat 3-4 -The Local forces in this system have holed up inside several asteroid bases and small moons. House Posat and the others who have held this territory report they've seen this before. They will likely maintain a self imposed siege for weeks if not several months in the hopes that their tough fortresses will convince outsiders to leave them alone.

Groundside Smuggler Base, Threat 2 - While Mike's squad on its own didn't have the firepower to drive back the smugglers here it wouldn't have taken much more. Two of your squads would likely be able to overpower any resistance and bombard the base from orbit. As the base is on an airless moon bombardment protocols are rescinded.

(R) Rare element mining world, Threat 4 - Having learned from the examples set by other nearby pirate groups this band has installed planetary shields to prevent anyone from driving them off.
>>
>>19808274
As long as the abandoned colony has been reported to command, let's take the smuggler base. We'll deploy the whole squadron. Hopefully being present in overwhelming force will convince them to surrender quickly. After we get back from this mission, we can install the new engines.
>>
>>19808383
seconding.

If we can corner the smugglers in the base and force them to surrender due to our overwhelming force, we might be able to capture some equipment for the house.

or, they'll be stupid and we'll just turn them to space dust.

either way, we should have the numbers to prevent any sort of last-ditch escape attempts they try.
>>
>>19808383
Sounds like a plan
>>
The squadron forms up and takes an hour for in field repairs before you jump into the system.

"They have a damaged Frigate on the surface acting as the equivilant of a planetary shield. Its enough to fend off meteor strikes. We also saw some railgun batteries but our shields should be tough enough to take the hits, they'll mainly be a threat to shuttles or fighters trying to get close enough to sieze the facility."

You look over the specs from the scans. They're of poor quality, a result of phase cannon shots getting in the way, but they're enough identify what model. 600mm Titan defense guns. Old but serviceable, Mike's assesment seems accurate as they were designed before shields were modified to deflect kinetic impact more efficiently.

Jumping in you see that one blockade runner has recently fled and will jump before you're in range but there are still others on the surface.
You position the squadron above the base as it begins to launch slugs into orbit.

"Smuggler Base, this is the Squadron Leader Sonia Reynard of House of Jerik-Dremine. We have you outgunned and outnumbered. Even if you could make it off the surface our ships are too fast for you to outrun. We are giving you a chance to surrender."

After a minute you rebroadcast the message and have all ships target the grounded frigate protecting the docking pit.

"Dominion ships, we surrender." they finally transmit.

>Your orders for taking the base?
[ ] Send down shuttles
[ ] Land Corvettes
[ ] Call for allied Frigate squadron to land troops
[ ] Other
>>
>>19808598
[x] Send down shuttles
[x] Land Corvettes

Use the corvettes to cover the shuttles, just in case someone decides they want to use the railguns after all.

Keep weapons locked on the railguns so that they can be quickly destroyed in this event.
>>
>>19808629

seconding with addition: "If any of you try anything stupid, everyone dies. Disarm yourselves before we arrive, and secure any of your people that might get you killed."

If -anything- goes wrong, we destroy it all. our corvettes will be close enough to use PD weapons as close support, correct?
>>
>>19808702
Destroying it all would be counterproductive. I doubt more than a few of the pirates would be suicidal enough to attempt anything.
>>
>>19808629
>>19808702
>>19808746
Roll 2d20
>>
rolled 16, 2 = 18

>>19808763
>>
rolled 4 = 4

>>19808763
1
>>
rolled 9 = 9

>>19808812
2
>>
rolled 1, 8 = 9

>>19808763
Time for /tg/-dice.
>No OP, no!
>>
>>19808782
... I'm fairly sure one of our corvette pilots just became that old aviation safety cartoon from ww2 where the pilot tries to buzz a cow and hits a windmill or power lines...
>>
rolled 8, 5 = 13

>>19808844
>>19808825
>>19808812
>>19808782
ಠ_ಠ
>>
rolled 14, 11 = 25

>>19808763
oh damn it, I may as well roll too.

How much worse can I make it?
>>
Okay OP, the dice function must be really fucked. We haven't managed to roll above the average once this thread.

Well, okay we managed to beat the average twice. Barely.
With that 304 and 25.
>>
>These rolls just keep getting worse.
Ok stop.

Some of the squadron's corvettes descend, moving in on the base from all sides. The rest of you remaining in orbit keep your guns trained on the base ready to provide cover fire if anything goes wrong.
Shuttles launch from those ships who remained in orbit, and quickly move into the protective shadows of the descending friendly ships.

The Corvettes are 3000m above the surface when one of the railgun turrets turn and open fire. This is followed by a flurry of hails from the surface asking you not to fire on the base.
Two of your nearest corvettes open fire on the weapon emplacement with their phase cannon instantly destroying it. Some of the stray fire damages the other guns and hits part of the parked Frigate. The old damaged Frigate, taking a hit to its compromised drive section soon finds itself riding a fusion explosion into orbit as the reactors go super critical then detonate. Exploding rock and debris fly away from the site with enough force to achieve escape velocity.

After a few minutes of letting the dust settle the corvettes land and, avoiding the areas now made up of molten rock, disgorge their troops.

You resist the urge to put your hand to your forehead.
"Would you like me to schedule some gunnery drills for all the squadron?" Kavos asks you.
>>
>>19808975
Yes...
>>
>>19808975

Any survivors? And the gunners get a sparring session with Sonia. No clue if we'll wear power armour or not.
>>
>>19808975
"Yes. Definitely. I don't want anyone hitting a nursery the next time we liberate a planet."
>>
The Marines secure the base with little difficulty, finding it necessary to act more as rescue personnel than solders. A blockade runner cruiser along with two frigates and some corvettes are stuck in their moorings until parts of the docking bays are dug out. Still, casulties among the smugglers are relatively light.

>>19809049
"Phase cannon are indiscriminate. Imagine if there had been an atmosphere the explosions could have compressed. All of the Factions signed that treaty to protect themselves not to strengthen their enemies."


Besides the ships there's little of military value inside except for some small arms and ammunition for them. The rest of the cargo is made up of contraband illegal on certain worlds and about a dozen slaves. All of the other smugglers are quick to point fingers when it comes to identifying the crew of the slave ship who are soon seperated.

Six hours later House Frigates along with salvage teams arrive and take command of the operation.

>Do you wish to put salvage claims on any of the ships?
>>
>>19809168
Stats on salvageable ships?

I feel like I'm making you write an encyclopedia entry every time I ask.
>>
>>19809215
The ones here seem mostly intact though there are problems with the structural stability of the hole in the ground the smugglers dug here. It will take a few days for engineers to determine how best to extract the ships present.

The corvettes seem fairly average, though they lack much in the way of weapons, having stripped the vessels down for speed. Both Frigates have upgraded custom engines, though their weapons are also on the light side.
One has a shielded cargo bay that scans have difficulty penetrating.
The Blockade Runner Cruiser is the same as others you've seen. Essentially a Light Cruiser stripped of its armor and non-essentials, with the forward section made up of cargo modules with a few weapons grafted on.
>>
>>19809332
Let's claim the cruiser and the frigate with the shielded cargo bay. We need to figure out what's inside that thing quickly.
>>
>>19809332
I assume duncan has borrowed our stealth suit. Can't we have him look that bay up?
>>
>>19809390
It was searched in the course of securing the base. It was carrying contraband that while legal on some worlds is not on others.

Once again returning to base in the AM you dock up and let engineering crews get to work on swapping out your sublight drives.
Word around base is that sleep headset sales are through the roof with the around the clock operations most of the units are carrying out.

With the Logistics base operational there is now room for luxury good to be shipped in for front line crews.
[ ] Get some sleep
[ ] Look for something to buy (Specify)
[ ] Other
>>
>>19809509
>[ ] Look for something to buy (Specify)
Look for souvenir to send home I guess...
>>
>>19809509
I can't think of anything to buy, so we should probably sleep.
>>
>>19809533
Be aware that the base you're currently at is modular one that was deployed here only days before you units arrival. There are few locals aboard except those from House Posat who relocated with their families to the nearby worlds some years ago.

Roll 1d100 for finding some local merchants who have somehow made it aboard.
>>
rolled 58 = 58

>>19809628
>1
>You are stabbed by a mugger.
>>
>>19809672
>You are stabbed by a mugger.
You have a bodyguard now and are wearing an armored jumpsuit.
You are aren't you? Oh god you never actually said you'd follow the old instructor's advice.
>You got less than a 60 YOU ARE DEAD!
No not really.

Searching through the shops now starting to be set up in sections near the station core you don't see much that could be considered local. Everything on sale are things you could buy back home.

Eventually you happen upon a small art gallery where a painter is at work. The old Dro'all artist seems to be combining pictures and holograms from different parts of the smugglers run into more interesting compositions then painting them.

You spot a newer one of a blockade runner speeding past the edges of one of the minefields in the area. The rest seem to be of famous worlds or people from the Dominion home worlds.

>Buy a painting or commission an original? Y/N
>>
>>19809824
Commission an original, of us and our fellow Flight Leaders standing in front of our ships with arms crossed. Like an album cover.
>>
>>19809824
Commission an original. If we're going to be a knight, we're supposed to support the fine arts.
>>
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>>19809904
>>19809944
The painter asks you to supply image references and tells you it will be a few days.

The squadron is rested up enough for action and all ships seem ready for duty. A handfull of Marines were wounded in either the search and rescue or capturing the few who resisted and are on leave. Replacements have been put aboard.

Sergeant Ki has requested to be posted to the Bittenfeld to oversee security while recovering from his wounds.


Choose an area to attack or conduct Recon.

(G) Ship Graveyard, Threat 3-4 -The Local forces in this system have holed up inside several asteroid bases and small moons.

Hidden Pirate base, Threat level 3 - Until base defenses are located by Intel and removed by them or other means the site is effectively a Level 4 or greater.

(R) Rare element mining world, Threat 4 - Planetary shields to prevent anyone from driving off local pirates.

Recon - Select the number of sectors you wish to scan down and roll an equivalent number of d100!
Sonia and Alex both have advanced sensor arrays on their ships and can scan 2 sectors in the time it takes Mike and Daska to do 1.
(Alternatively, you can assign Mike and Daska as escorts to squads who do have advanced sensors.)
>>
>>19810014
Grant Ki's request.

I think we should wait until Daska has her Scorpion before assaulting the graveyard.

Recon six more black sectors to the west.
>>
>>19810077
Roll 6d100
>>
rolled 26, 18, 79, 9, 81, 16 = 229

>>19810155
I can't wait to see how many jammers we get this time.
>>
rolled 31, 64, 67, 48, 48, 9 = 267

>>19810155
Yeah, the dice have been really nice today. Let's roll some more...
>>
rolled 34, 40, 66, 52, 55, 31 = 278

>>19810155
can't do much worse than the other two guy I guess
>>
>>19810173
>>19810183
Actually there are 2 kinds of jammers, mobile/random and regional.

1st Flight -Alex's squad enters an area being hit by long range jamming and you lose contact.
You find out afterwards that his unit stumbled into a nest of pirate activity. Faced with fighting his way clear Alex used his SP Torpedoes to destroy a battleship and bluffed the other vessels into fleeing.

2nd Flight -Daska's squad enters an area being hit by long range jamming and you lose contact.
Despite enemy ships in the area her squad completes their mission.
Scans have detected Republic Mercenaries in the area!
Threat Level 2-3

3rd Flight -Mike somehow misses out on the jamming again making contact with a group of Mercenaries working for House Posat. The sector is secured.

4th Flight -You quickly figure out the sector you've begun to scan is the source of jamming in the nearby sectors. A few ships you spot at long range attempt to harass you but are driven off.
Scanners have triangulated the location of the Jammer!
Threat level 1-2
Attack the Jammer or continue scans of next sector?

1st Flight -The rest of Alex's patrol is uneventful, in an area of space clear of the jamming.
Scans detect a Civilian ship in distress!
One of Alex's corvettes are able to help the ship jump to a secure sector.
>>
>>19810570
Attack the jammer. Jokingly chastise Alex for wasting a chance to salvage a battleship.
>>
>>19810570
Time to kill a Jammer it sems
>>
Jumping into the area your sensors have determined the jammer to be located in you waste no time in closing in. Within a few minutes you've spotted the ship you're after, no wait, two ships.
Both of them are modified transports with dozens of deployed antennas and devices to jam long range comminucations. An older model Pandora class Frigate is parked near them which turns to face you, launching missiles at maximum range.

"Point defense, we have missiles."
Your gunners open fire sending out streams of projectiles to intercept the warheads. Only 1 of the initial 8 fired makes it through your screen.

The transports are busy packing in their gear and accelerating to jump. They've picked a good spot, just far enough away from any gravity wells to make a quick get away.

[ ] Concentrate on the transports/Ignore the Frigate
[ ] Kill the Frigate first.

Roll 3d20
>>
rolled 8, 17, 13 = 38

>>19810731
Concentrate on transport
>>
>>19810751
Seconded.
>>
>>19810751
I think we should run with this roll.
>>
"Ignore the Frigate, concentrate fire on the transports!"
You tell your other pilots. All phase cannon focus fire on the right most transport. The heavier phase cannon on the blocky ships open fire landing a few hits on your but unable to target the smaller corvettes. While technically heavy phase cannon, they dont quite have the same punch as those on Medium cruisers.

The first transport takes engine hits and small secondary explosions chain through one of the drive modules.
As you close in on the second transport the Frigate attempts to interpost itself but its older engine systems prevent it from keeping pace. You and your wingmen whip past it but Javier isnt quite on the ball and suffers a partial collision.

"Lost shields, breaking off or that Frigate will get me."

Closing in on the Transport until your pulse cannons can hit, you shred the drive sections before it can jump.

Your screens fill with static for a moment and you cant figure out what's happening until the Frigate turns away and the problem stops.
"It hit us with a pulse weapon of some kind. Its screwing up our sensors a bit, resetting."

Katherine is a bit closer and burns some serious gashes in the back of the frigate before it jumps out.
>>
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Missed something on the map.

Combat or more recon? Or barring that, wait until Daska's Attack cruiser is ready?
>>
>>19811158
With Daska Attack cruiser do we have enough firepower to down planetary shields? But yeah far too much red spots, in any case wait for Deska and either hit the mercenaries or start hunting for those hidden weapon platform near the pirate base.
>>
>>19811158
Gather the squadron and attack the 2-3 sector.

Do we get the salvage rights to the jammer transports?
>>
>>19811197
You can place a salvage request. Command likely wont be happy if you keep both of them once they're fixed though.

>>19811187
>>19811197
Both for attacking the Republic Mercs once your squadron's ready? Ok.
>>
>>19811270
I don't think we need to keep them at all. They'd be more useful as an asset available to multiple squadrons, so we'll sell them and buy more awesome gear.
>>
>>19811320
We already have too much rp
>>
>>19811353
Until we all own Super-Heavies with multiple emergency teleporters, have squads of power-armored marines, and are in charge of massive swarms of salvaged and upgraded ships of all makes and models, we do not have too much RP.
>>
>>19811409
We will not rest until there's a "Psycho Sonia's for all your cruiser needs" in every goddamn system in the universe.

And they'll sell stuff we've salvaged.
>>
>>19811409
I think promotion comes before that right now... I'm not sure a flight leader is going to be allowed a super-heavy
>>
>>19811439
Eventually we're going to run out of pirates, though. It's going to get harder to find ships.

>>19811441
Right now such ships are far out of our RP league anyway.
>>
>>19811441
I'm not even sure your HOUSE would be allowed a super heavy.

Returning to base you dock up for a few hours both for your crews to rest and to give Daska time to get her new ship. It isn't supposed to be ready until tomorrow but there aren't that many hours left in a day.

The Navigators guild Frigate is still under repair with two or three days left. You're currently lacking a pilot that could make use of it, let alone a crew. On top of that the ship would be a bullet magnet in combat.

In another 3 days one of the pilots from Mike's flight, Cristina Pozzi, will be returning to active duty. Her Attack Corvette should also be repaired by then. You'll then have to decide weather to operate a squadron of 13 or leave someone behind on deployment.

Knight Sylvan seemed to have no problems with using a squadron of 12 corvettes in addition to his own ship.

In the morning Daska reports to you that the repairs to her new ship are finished, despite some of the extensive damage done to the outer armor. In addition to some Assault shuttles she has acquired all of the Type 4 attack bombers in the squadron salvage list giving her 4.
>>
File: 1341883986295.jpg-(69 KB, 468x372, Porter_Salvage.jpg)
69 KB
>>19811517
>>19811508
>I'm not even sure your HOUSE would be allowed a super heavy.

You know what will happen to the fleet that's sent to take it from us? It will get salvaged.

Pic very much related. It's the feared Reynard-Class corvette.
>>
>>19811517
Let's operate on 13 ships then...
Also time to book more repair time
>>
>>19811517
>The Navigators guild Frigate
Could we trade that thing back to the guild for a small favour? I'm sure they have something Linda wants.
>>
>>19811517
Make sure the bombers are loaded with torps.

>>19811560
All we need to do is find a tug chassis.
>>
>>19811517
Contact the Knight Commander and ask her if she has any pilots willing to make use of the Navigator frigate.

If she can't find someone willing to use it, we may as well sell it?
>>
>>19811604
>>19811625
Will do.

The squadron jumps in on the edges of the system Daska's scans detected the Mercs in. Additional scanning finds a small station similar to the modular ones the Houses operating in the area are using. This one has a few dedicated repair docks that look just large enough to handle light cruisers and by extension the Republic warships sitting parked nearby.

One of their pencil thin Carriers with its spherical bow section sits nearby, it seems to be spinning to assist artificial gravity.

There are two Centurion class cruisers seven Frigates and six missile boats.

"We're being pinged by active scanners." Reports Arron. "They know we're here."

"Great. Everyone get ready for a hard fight."

"We're being hailed. Its the commander of the Mercenary force."

"This is Captain Aldain hailing the Dominion forces at the edge of the system, please respond."

[ ] Talk
[ ] Use distraction to jump in and start fighting
[ ] Other
>>
>>19811739
they're not jamming us, correct?

Does common sense suggest we call in support here? If so, I vote to talk and call in the enemy forces present to get some support.
>>
>>19811739
[x] Talk

Maybe we won't have to fight them after all.
>>
>>19811739
>[ ] Talk

Well, let's see what they have to say.
>>
>>19811768
It looks like it could be an even fight. The Carrier has the potential to be a real game changer but are infamous for being easy to kill. Republic tacticians often consider them disposable and that it helps encourage their starfighter pilots to fight harder.
Most of the squadron now has point defense of some kind so its your call.

>>19811796
You decide to at least listen to what he has to say. At the very least it'll buy time for support to arrive.

"I repeat this is Captain Aldain hailing the, oh good. We've detected your squadron at the edges of the system and it is my hope we could persuade you to hold off your attack."

"If you have a very good reason, such as you surrendering or changing sides I might consider it."

"Our small fleet detachment are under contact to protect this station from attempts by the local House to retake it. It is my understanding it cost a large number of troops to storm it to prevent damage. That contract runs out in three days time, if you or others should attempt to take the station before then we'll have no choice but to fight back. If you were to return in three days time We could offer your group first chance to sign on our unit."

[ ] Fight them anyways
[ ] Wait for reinforcements then attack
[ ] Come back in 3 days
[ ] Other
>>
>>19811982
>[ ] Other
Call our boss and ask what she thinks of this.
>>
>>19811982
[x] Talk to Command about this

Suggest leaving a detachment at the edge of the system to keep an eye on the station and the mercs until their contract runs out.
>>
>>19811982
[] Others
We'll look for what our commander says then if we are ordered to attack we will do so.
>>
>>19811982

"Your price? And do keep in mind how much your force is worth as salvage, if you'd please."
>>
The Knight Commander almost seems to be expecting your call when you get in contact with her.
You tell her about the situation.

"Yes, elements of the First attack wing just encountered another detachment of the same mercenary outfit. While we need to clear this region as quickly as possible they are professional soldiers... The Medium Cruiser you encountered five days ago, their crew might be able to reason with them. They havent given any indication they'll take sides in the civil war yet so it could give them an out. Ironically I suspect the one they would be most likely to follow is the now forcibly retired Captain.
On one hand it would clear the area of hostiles without firing a shot. On the other it would deprive us of valuable salvage and could potentially provide a rogue element with a sizeable fleet."

She pauses and seems to think. "I am inclined to give diplomacy a chance. We can have ships from one of the supporting Houses surround the systems until ther time is up. Unless you recomend otherwise? You are after all the one in the field."

[ ] Wait them out
[ ] Get Republic crew to talk to them
[ ] Get Republic Captain to talk to them
[ ] Shoot and salvage
[ ] Other
>>
>>19812256

[x] Get Republic crew to talk to them

Specifically, that officer we woke up.

wasn't the xenophobic captain relieved?
>>
>>19812256
I think we should wait them out. Not only would we not have to risk combat with them, which could mean damage to or the destruction of our own ships, and force us to waste time salvaging, repairing, and crewing whatever remains of theirs, we could simply hire them and use them against the pirates.
>>
>>19812320
He was. He's spent the last five days being forced to take his meds. On the other hand he is still a relic of the glory days and the mercs might listen to him more than the others.

>>19812333
1 for waiting.

Well... I don't suppose they have to be mutually exclusive.
Everyone for getting the Republic crew to talk to the mercs roll 1d100.

>iwszati galvanomancer
I dunno what that is captcha but it sounds like a diplomancer.
>>
rolled 93 = 93

>>19812428
>Everyone for getting the Republic crew to talk to the mercs roll 1d100.

only one chance to fuck it up instead of 6? sign me in
>>
>>19812512
I think that's the kind of roll that convinces mercs to work for no money.
>>
>They'll never beat the roll necessary unless they use the crazy captain
>Then that roll.

An hour after your conversation with the Commander your long range sensors pick up an incoming contact.

"We've got something big jumping in."

The angular form of the Heron class ship reverts a few hundred thousand Km away from your position moving fast. It changes course for a micro jump in system.

"We'll take it from here Squadron Leader." They signal you. Five seconds later the ship jumps again.

"I've got them about fifty thousand KM from the station. The other Republic ships are undocking but havent opened fire."

You look over at Arron and ask if it would be possible to tap their communications.

"Not from this range, we're just about fifty AU away."

A half hour later the Republic starships form up with the Medium cruiser and jump out towards the system First Wing is located in.

"Well, that was unusual." Says Kavos to break the silence.

You call in the base location to command and move out.

Next target?
>>
>>19812829
The ship graveyard.
>>
>>19812829
Do we have the necessary firepower to down that planetary shield? if yes do that otherwise start picking the defence of the pirate base...
>>
>>19812930
You could down the planetary shield but it would take a sustained bombardment from the squadron.
Once down you would need to either destroy the generator from orbit to prevent it from recharging, or land troops.
>>
>>19813004
Hmmm well if other people are okay with it I say go for it... otherwise the ship graveyard is fine too... were they the on evacuating or the asteroid fortress?
>>
rolled 1 = 1

>>19813065
1 = graveyard
2 = base
>>
>>19812902
>>19813065
>Graveyard

>were they the on evacuating or the asteroid fortress?
Grey "G" on the map.
Ship Graveyard, Threat 3-4 -The Local forces in this system have holed up inside several asteroid bases and small moons. House Posat and the others who have held this territory report they've seen this before. They will likely maintain a self imposed siege for weeks if not several months in the hopes that their tough fortresses will convince outsiders to leave them alone.

Do you wish to call in support for this operation?
>>
>>19813171
Well it seems like we'll be doing heavy duty
>>
>>19813171
No, let's go in by ourselves first. As usual, jumping in at the edge of the system will give us a picture of what we can expect to fight.
>>
File: 1341891637459.jpg-(18 KB, 460x372, Asteroid460.jpg)
18 KB
Upon jumping into the system you find a number of Frigates from House Posat near the outer edges. They're making no signs of hiding their presence.

"We're monitoring the locals to make sure we know which holes they're hiding in." The other ship captains soon send you data on five major bases of operation. Each of them is built into a large asteroid and has weapon emplacements dug into the surface. You can even make out locations where missile batteries are present. Large armored doors protect the docking bays of each one.

The largest is a rock more apt to be classified as a moon. Nearly spherical at close to 900km across.

"We're thinking that big one might be the easiest to deal with. They only have the two entrances and there's too much surface area to cover. We just bombard the two entrances from range either with other rocks or phase cannon until they're trapped. If that doesn't work, drill down into the ice layer from other locations and bury a big ass bomb or fusion drive. The ground quakes it'll cause should collapse their tunnels. What do you think?"

"What about the other bases?" You ask them.

"Baby steps. One base at a time. We've been waiting to get a crack at these guys for years but always got called off before we could make progress."

>Your orders?
>>
>>19813490
Might as well take their advice and assault the big one. First, transmit an opportunity to surrender.
>>
>>19813490
Assault the deathsta... the moon then offer the other asteroid to surender. Shock and Awe
>>
You transmit surrender requests to the main asteroid bases in the system. The smaller one is a bit flippant in their refusal but the others remain quiet. There are some encoded transmissions between the various bases and when you repeat your request this time there is no response from any of them.

Using a micro jump you move the squadron closer to the largest asteroid.
Each of the two entrances have armored shutters five km across with shield generators protecting them. There are twenty heavy phase cannon emplacements in a protective circle around the doors forming a perimeter twenty km across. There may be some point defense and missile sites but they're obscured.

"How often do they send out ships?" You ask the House Posat forces.
"Not often. They're super paranoid about us watching too. Occasionally we've seen them send out new ships they must have built out of the scrap but only one at a time."

How do you plan to go about your attack on the base? Which of your ships or flights will conduct what parts?
>>
Are the heavy Phase Cannon under the shield?

Can we detect where the shield generators are to target them?

I'm thinking that we linger at stand-off range and as a squadron drop our shields and fire a quick barrage, then raise shields before they can respond in kind.
>>
>>19813760
First, start tractoring rocks into position so that they can be quickly used as missiles. Then, we'll bombard one of the doors from outside the effective range of its defenses. Mike's squad can watch the other door to make sure nothing comes out.

Would it be possible for our ships to tractor the smaller asteroid bases and use them as projectiles, either against each other or the larger base?
>>
>>19813760
Divide the flight in two. Stay at range limit and rotate our asset as they lose shields. They want a siege? they'll get one.
>>
>>19813810
>Are the heavy Phase Cannon under the shield?
Yes.
>Can we detect where the shield generators are to target them?
Some are exposed on the surface, others are built into the doors.
>I'm thinking that we linger at stand-off range and as a squadron drop our shields and fire a quick barrage, then raise shields before they can respond in kind.
Its unlikely your weapons fire would down the shield in a single volley but it could still be used to good effect. Just not very often.

>>19813844
Given sufficient run up time the attack cruisers in your squadron could hurl asteroids in the 800m diameter range at the base by themselves. Corvettes could hurl 400m ones.
For rapid bombardment with multiple asteroids ones in 40-100m range would be preferred.

>Mike's squad can watch the other door to make sure nothing comes out.
You could also request the House Posat Forces assist or keep watch.

>>19813865
Did you want to combine this with asteroid bombardment?
>>
>>19814045
Yes, asteroid bombardment duty to those not on the firing lane is fine
>>
>>19814045
Go for rapid bombardment. Ask the House Posat forces to watch for movement at exits we're not bombarding.
>>
Roll 1d100
>>
rolled 35 = 35

>>19814130
>1
>Looks like they managed to build a heavy plasma cannon out of scrap too. Roll for evasion.
>>
rolled 66 = 66

>>19814130
>still only one chance to fuck this up

time to roll badly to pay for the earlier success
>>
>Would it be possible for our ships to tractor the smaller asteroid bases and use them as projectiles, either against each other or the larger base?
No, the smaller bases have full weapon coverage. You'd get shot down if you tried.


Dividing the squadron into two groups you begin a combined phase cannon and asteroid bombardment. Trading fire with the more numerous and more powerful weapons fired by the base proves to be tricky but not impossible. The small size of your ships and the large surface area of the target makes things easier for the squadron. Still, the occasional shield is overloaded on the corvettes by some hits. A couple of times the attack cruisers have to use the emergency thrusters because of combined fire but otherwise you seem to hold the upper hand.

Those recovering from shield damage begin to scoop smaller pieces of asteroids or debris from the nearby belts. The enemy phase cannon or on occasion missile batteries shoot down close to fifty percent of the incoming rocks and scrap, but that's still fifty percent they're not hitting impacting on the shield.

"We're definitely having an effect." Arron tells you after a few hours of bombardment. "I estimate that we'll start to get fluctuations in their shield in another... six hours."

"Six Hours?!" You exclaim.

"Sonia, the smaller ships are having to go further afield to find the smaller rocks and bits for rapid fire bombardment." Alex tells you.

"I think he's right, we need to step up our game." Agrees Mike. "Maybe some really broken ships?"

[ ] stick with rocks but go slightly bigger
[ ] chuck a ship or two at them -Roll 1d100 for finding large object
[ ] Call for reinforcements
[ ] Other
>>
>>19814446
[x] stick with rocks but go slightly bigger
[x] Call for reinforcements

I don't know how much SRP we have, but since we rarely use it, probably quite a lot. Let's get some more firepower in on this.

Would it be possible to clean some of the guns off the smaller bases and then tractor them?
>>
rolled 99 = 99

>>19814446
[]Chuck a ship or two
as usual only one chance to mess this up
>>
>>19814586
>That roll
>>
>>19814586
>Looking for large enough rock is easy enough in an asteroids finding a an abandoned super heavy with a working cloaking system while doing so is something else altogether wat do?

(hey we do it for 1 why not for near 100)
>>
"Dont start throwing away valuable salvage just yet. Keep thowing rocks but use larger ones if you have to."
"They're probably using their own tractor beams to slow down the incoming asteroids in the terminal phase." Arron points out rather belatedly.

>Would it be possible to clean some of the guns off the smaller bases and then tractor them?
Possible but it would take awhile. You could adjust the orbit of the nearest one and accelerate it over a period of several weeks until it collided.


You contact the base about reinforcements.
"We could send out a cruiser squadron, a pair of Frigate squadrons or we've got some combat engineers."


Suddenly Alex contacts you again and you tell them to hold on..
"Sonia! I think I found something we can use!"

You ask the others to take over bombardment for a moment while you take a look at the odd sensor scans Alex is sending you.
"What is that? It looks like someone cut a chunk out of a Super Heavy."

"Its an old Deci. Kavarians didnt use them often because they tended to react badly when fire got through their shield. Usually secondary explosions would tear the whole ship apart so they stopped building them before the second Faction War broke out."

Despite being disabled the ship still has more than a dozen fusion reactors that could be restarted and cranked to super critical at the right moment, not that they need the help.
>>
The marines from your and Alex's ships could prep the old Deci for use as a demo charge but would take some time.
Call in the combat Engineers or DIY?
>Sure as hell didn't think they'd be needed for this.
>>
>>19814736
Definitely get the cruisers and the engineers.

First, check the Deci for loot. Then get it ready for use as a giant bomb.
>>
>>19814829
No DIY. Not for this. We're not going to roll that well a second time, and the plan is reckless enough without getting into "accidentally blew up all my marines sorry lol" territory.
>>
>>19814829
Engineer time, I love rolling high.

"Oh hey we just found that things which is prone to explode, please send us that engineer team, we have a doomsday device to make." *BBEG laugh*
>>
>>19814840
>>19814862
You send a team over to make a cursory inspection before the combat engineers arrive.

"Uh, sir? There's, I dont know how to say this but there's a fuck ton of missiles over here."

"Are stasis fields around the magazines still active?" Asks Kavos. "The fissile materials in the nukes would be useless by now otherwise."

"Some. Maybe two or three hundred warheads are intact. There's Magazines for about fourty launchers aboard."
[ ] Take the nukes off the ship
[ ] Let them eat (yellow) Cake

The Engineers and the cruisers arrive within the hour and move to assist. While at first hesitant about the plan the engineers soon warm up to the idea as it means House personell wont be getting killed aboard the vessel at some later date.

The added fire from the cruisers makes a noticeable difference in the rate the shields are dropping. House Posat forces report an increase in encrypted coms between the other bases and the side of the moon they're monitoring.
>>
>>19815061
>[x] Take the nukes off the ship

We can either use them as regular missiles or make another bomb later.

Any chance we could decrypt those messages?
>>
>>19815061
Let them eat cake
nuke are worth (almost) nothing I don't see why we would take them it's far funnier to string them around in a magnificent explosion
>>
>>19815149
There's no reason to leave them on the ship that's probably enough to make a significant dent in the base by itself. We can use them against the other bases.

It would be great if we could take down the shields on one of the doors, destroy the defenses, make a hole, and then ram the Deci straight into the base and blow it up.
>>
>>19815178
I'm going with the idea that adding 2/300 nukes will make the explosion even largerif only by rule of doomsday device now not only the engine are explosive the whole ship is...
>>
>>19815253
We don't need the explosion to be larger. The nukes are more valuable on their own because they're self-contained. We can use them against any target. We can also use them for the drill plan, by making a hole in the surface of an asteroid and burying them before lighting them. It's a waste to keep them on the Deci.
>>
>>19815308
Hmmm then how about riggin the Deci laucher to fire them as it accelerate toward it's fiery death?
>>
>>19815420
That's even worse, because then the base's point defense will thin them out.
>>
>>19815427
Using that logic why send the Deci against 30 heavy phase cannon they'll may shoot it down before it's in explosion range
>>
>>19815450
Which is why it makes more sense to use our present forces to take down the shield, destroy all the door defenses (and perhaps the door itself), and then send in the Deci.
>>
>>19815084
You don't have the necessary decrypt routines aboard. In addition the locals are known to clutter their already encrypted codes with additional garbage.

Your marines evacuate as many missiles as they can in the time available.

After refueling the reactors and starting up the ones that they're certain wont explode on their own the engineers set the cruiser on its collision course for the base doors.

"You might want to give it some cover. Its shields will take a few hits but not many."

To give that cover you and Alex hurl a pair of 700m asteroids at the base just ahead of the ship. The biggest ones you've sent in yet the enemy guns turn all fire on them, eroding the outer surface one shot at a time. One turns out to have been slightly more comet like in composition and evaporates while the nickle iron one takes longer.

"Activating terminal burn." Reports the Engineering Colonel. The fusion drives on the Deci light up brighter than before, well past their safety limits.

Even with covering fire from your squadron and the Cruiser unit the demo ship takes a few hits. A massed torpedo volley at the last second weakens the shield further. Her bow a melting wreck by the time it reaches the shield the deci ploughs through it and impacts the doors. The armor plated gateway buckles from the hit but doesnt give out, or at least doesnt seem to. The damaged ship reactors take just a few fractions of a second more to compress under the weight of the aft sections continued momentum.

What you can only assume was a multi gigaton explosion follows burning a D shaped hole through the damaged section of the doors.

The surface shield generators may not have all been destroyed by the blast as it might have been directed upwards by the ring around the door.

[ ] Charge?
[ ] Charge!
[ ] Bombard remaining turrets and generators from safety
[ ] Other
>>
>>19815464
At that point wouldn't it be better to just capture the place instead of blowing it up?
>>
>>19815472
[Charge!]
>>
>>19815472
>[x] Bombard remaining turrets and generators from safety

Once that's done, we can start dealing with the base itself, possibly from inside.

>>19815479
It's a moot point now, but we might as well see if the base personnel will surrender once it becomes clear that we'll blow them up if they don't.
>>
After hours of trading fire being able to do so against an unshielded if glowing target is a great deal easier. The heavy phase cannon are picked off followed by any shield generators that remain.

The Cruiser squadron moves up, wanting to get within range to block any ships that might attempt to escape through the damaged doors. You also decide to charge in, at the very least until you're close enough to the doors to decide if your ships should enter or not.

As all ships close in a flume of flame begins to billow out from the hole.

"They must have lost atmosphere somewhere and the heat from the doors is causing it to burn off." Suggests the Captain leading the cruiser unit.

The escaping atmosphere exhausts itself before your arrival and you get some clear scans of the interior. It's a bore shaft leading down several kilometers through the planetoid's ice layer. Shields and cutting lasers harvest the ice and prevent it from crushing supporting structures connecting the surface base with the deeper areas.

Down at the bottom of the shaft Arron reports detecting atmospheric containment fields but they seem to have failed. Likely the blast traveled through the tunnel and overwhelmed the weak force field.

You cant get a clear view of the areas around the bottom unless you take a ship through the hole in the doors.

[ ] Take the squadron in/part of it
[ ] Send in shuttles
[ ] Demand their surrender
[ ] Other

>Ok, will have to resume in the morning.
>>
>>19815691
[x] Demand their surrender
[x] Send in one shuttle, minimum crew

I guess this is one reason why Federation ships carry probes.
>>
>>19815691
Demand Surrender
take squadron in it
>>
>>19815691
>[ ] Demand their surrender
Can't hurt to ask them.

>[ ] Other
Can't we send Daska's fighers?
>>
>>19815691
surrender.

shuttle with nukes.
>>
>>19815728
You make a mental note to look into short range probes for situations like this.
>>19815763
>>19817091
>>19817980
Majority seems to be for a shuttle of some kind.

You ask Daska to send in her fighters to escort a shuttle and send them in. At the same time you resume broadcasting requests for surrender.
You start to get some static.
>Field too long
>>
File: 1341934281122.png-(26 KB, 375x162, Transmission Field to Long.png)
26 KB
>>19819660
Static. Pic related.
>Field too long every time. WTF?

"Can you clean that up? Or ask the House Posat forces to retransmit via their side?" You ask coms.

Heading down below the surface the shuttle sends back what they're seeing. At the bottom of the deep ice lined shaft the walls turn back to rock. A bit farther below that are four docking pits cut back into the rock, titanium support girders and ferrocrete form support arches to keep the ceiling from collapsing. Three of the pits are taken up by Kilo class Medium Cruisers in varying states of repair. The locals seem to be rebuilding them from scrap found in the debris field.

There are smaller tunnels that lead deeper into the asteroid which are closed off.

"Signal is cleared up, we should be able to hear what they're transmitting."

You tell the locals to surrender again adding that you can now make out their response.
"Why couldnt you leave us alone!? We dont take sides we just live here. It you're that determined to gain access though we want either recognition as an independent colony or representation equivilant to a full world in whatever government you're trying to impose."
>>
This is a
>Wat do?

btw. Just making sure.
>>
>>19819698

"I can't grant such things. I can only offer you a chance to surrender yourselves or you can throw your lives away. What will it be?"
>>
>>19819862
actually, that should probably be "My House can't grant", since we're technically not going to own this place, right?
>>
The Marines aboard the shuttle start picking out good points for insertion for additional shuttles or Frigates later on. There's a lot of ground to cover in just the base section on this side of the planetoid. The 600 marines that have come along between the two squadrons would be hard pressed if they encountered resistance inside.

>>19819862
>>19819910
"Your House? Well what House would we... wait those House Posat idiots at the other door? We'd have to negotiate with them? They couldn't negotiate their way into a storage locker. Listen we have twenty million civilians down here and we have to provide for them, sometimes that means trading with pirates. Hang on for a minute."

The local leader mutes the channel for a minute and a half during which you grow increasingly nervous about them attempting to ambush you or the ships guarding the other gate.
"If -and this is a big if- we agree to work things out with House Posat you'll leave us alone right?"
>>
>>19820045
You'd be allied territory, attacking you would mean war against Posat so yeah we would leave you alone. Oh by the way we're cleaning the whole smuggler run from pirate so if you have any information...
>>
>>19820045

"First, confirmation. Are you negotiating on behalf of the entire sector's population or a specific portion?"

"Do you request the presence of a higher member of House Posat for negotiations?"

"I can -not- leave you alone unless my orders to clear this area change, but negotiations will stay my attack for the moment; unless your forces make any movement I deem threatening."

Call to command/Knight Captain and inform them of the situation and our offers, request permission to offer evacuation of civilians if negotiations fail.
>>
>>19820133
>>19820160
>info
"We dont trade information, with pirates or anybody, we trade hard goods. Ships, materials, drive system element, food supplies. The only thing we can tell you is that we sold a Medium cruiser two weeks ago to the main pirate gang for a freighter full of drive plates and cores."

>"First, confirmation. Are you negotiating on behalf of the entire sector's population or a specific portion?"
"All of the other bases trade with us but they're still semi-independent. We could convince them if the money is right, though they might not be happy about it."

>"Do you request the presence of a higher member of House Posat for negotiations?"
The man on the other end sighs. "Sure why not." he replies bemuttering something about the other House.

>"I can -not- leave you alone unless my orders to clear this area change, but negotiations will stay my attack for the moment; unless your forces make any movement I deem threatening."
"Just remember not to shoot us again first or all bets are off."

>Call to command/Knight Captain and inform them of the situation and our offers, request permission to offer evacuation of civilians if negotiations fail.
You do this and and contact the House Posat Frigates so they can relay what's happened up their chain of command.

"You what? Yeah, we'll get some negotiators and a fleet in here. We were about to make a deal with House Helios to use their siege gun cruisers to take care of the bases. This sounds a good deal cheaper."
>>
>>19820261

so this guy represents -only- the base that we were attacking?

>don't shoot us first
"You're a funny guy, you know that? A shame I can't negotiate with you."

>House Posat's response

"Saving the House money makes us all look good, eh?"
>>
Over the next twelve hours a steady stream of ship from House Posat begin to arrive in system. Mercenaries and Privateers make up about half their numbers. Most of them take up positions near the other side near the doors but others join your unit to relieve you once things are more secure.

The locals reluctantly open the doors on the other side of the asteroid and allow a Frigate carrying representative inside. Eight hours after that a tentative agreement is struck.

The Knight who has taken command of the House Posat forces present contatcs you.

"We've come to an agreement with the locals. They control 80% of the out system traffic so it should help us secure the other bases eventually. We'll put garrisons in place here and more importantly buy their Medium Cruisers once finished. They wanted to be sure they'd be compensated for their ship work. It's going to cost us more than hiring those House Helios ships in the end but we wouldn't have been able to keep those ships. Really these people wont have to deal with too many changes just oversight from our House."

He pulls out a datapad and looks it over.
"We're not getting too much trade to start off with as a result of the base damage but as your forces did a lot of the heavy lifting here we'll see about selling House Jerik-Dremine one of the Medium Cruisers once they're finished."
>>
>>19820514
Diplomancer.jpg
>>
File: 1341940446020.gif-(68 KB, 1550x1318, Smugglers run Local South 11e.gif)
68 KB
>>19820564
I was thinking more Diplomacy at gun point but then again, they still weren't out of options to hit back with.
It could have been interesting.

It is Feb 9 at 1700 hours when the squadron returns to base for some minor repairs and to reload.

Intel reports that they've figured out a way to disable the station defenses at the hidden the Pirate base, they merely need a way to get a team aboard the station. They're interested in acquiring the Smuggler Frigate we've claimed as salvage once its dug out of the smuggler base.

Resume Recon or attack one of the other locations?
>>
>>19820701
Well since our mission is still to catpure that blue line we have to hit the colony and the pirate base... just need to know which one we hit first (I'm personally voting for colony if someone else is hunting the base hidden weapon site otherwise do that ourself
>>
>>19820701

Surrender the frigate to Intel for ze RP.

voting to scout the yellow sector along the smuggler's run with Our flight and Daska's, while Mike and Alex scout the 3 black sectors below and to the left of it.
>>
>>19820793
here


we can request additional support in advance for less RP than an emergency call, right? If so, can we ask the Knight Commander for support in attacking the Rare Element Colony as per >>19820728 ?
>>
>>19820728
Intel is still looking for a ship to use in infiltrating the hidden base.

Hidden Pirate base, Threat level 3 - Until base defenses are located by Intel and removed by them or other means the site is effectively a Level 4 or greater.

(R) Rare element mining world, Threat 4 - Planetary shields are being used to prevent anyone from driving off local pirates.
>>
>>19820820
give it to intel
tell command we're going to hit up that colony and that if they have anything they can lend us we'd appreciate
ask how the first attack wing is faring too
>>
>>19820817
>>19820728
>>19820793
Ok. The Knight Commander estimates it will take a few hours to muster the ships and troops necessary to knock down the shield.
>Was your plan to
[ ] drop the shield long enough to destroy the generator?
Or
[ ] drop the shield long enough to land troops and ships?
One will require more ships than the other.

Did you wish to carry out that recon while you wait for the attack force to be assembled?
>>
rolled 88, 2, 40, 19, 75, 24 = 248

>>19820862
>[ ] drop the shield long enough to destroy the generator?
I imagine that's the fast way to do it seeing as we don't have to carry all that man power
>>19820862
6 dice right?
>>
>>19820862

Unless the Knight Commander believes landing troops immediately is the better plan, I vote to destroy or disable the generator.

Having some transports and invasion forces on standby to jump in might not hurt, though.

as for recon, we should give our crews a chance to rest before the battle. We want them in top shape for a possible big battle.
>>
>>19820888
According to this
>>19820793
The plan was scanning 4 sectors in force.
We can do 6 instead if you want?
>>
>>19820862
>>19820888

we could drop the shield enough to land troops around the generator and then take it off line while repulsing any counterstrike until they can take it down. then rain fire on anyone still offending our troops.


this being a combo of the two, it may be less than ship intensive then option two, (since we have to wait with ships in orbit until shields are down and locations secured, and not just say surrender or we orbital bombard you to the stone age.)


actually lets just blow up the generator and go surrender or rocks fall....
>>
rolled 70, 48, 44, 89, 52, 89 = 392

>>19820938
dice.
>>
Ok, so full blown recon mission is a yes? Typing.
>>
File: 1341943548744.gif-(69 KB, 1550x1318, Smugglers run Local South 11f.gif)
69 KB
1st Flight -Alex has a rather unusual flight, encountering no enemies while carrying out the first sector scan.
Sensor readings show allied forces have already cleared the sector of enemies and moved on.

2nd Flight -Daska encounters a small group of enemies. Had she still been commanding her attack corvette they might have been powerful enough to require help from the other squads. The superior firepower of her Scorpion turns the potential skirmish into a brawl.
Scans pick up a distress beacon being transmitted by a Rovinar ship. It's taken some fire on a recon mission. One of Daska's unit helps it jump to a friendly location.

3rd Flight -Mike encounters enemies but scares them off without too much trouble.
Scans show a mercenary outfit hostile to House Forces operating in the sector!
Threat level 2

4th Flight -You spot some smugglers at long range who make a run for it. You're able to track their course to a nearby sector!
Sensor readings show allied forces operating in the sector.

1st Flight -Alex yet again encounters no enemies. Must be a fluke.
While scanning the sector his flight stumbles upon some wrecked Freighters long abandoned. They should be salvageable.

4th Flight -You track more smugglers in the area and manage to track them to a smuggler base in the sector!
Your scans locate the smuggler base! Threat level 2
>>
When you return to base you spot the force that's forming up to assist you in attacking the lastest target of opportunity.

Knight Captain Kim has once again been tapped for the planetary operation. This time A Carrier will be joining you from the start along with 20 Frigates and 6 cruisers. A Y-type transport has been modified to carry a trio of HLV's for use in securing ground locations.

Despite just having come off of a set of recon missions you decide to go now anyways. To do otherwise would keep these ships away from other duties.

After arriving in the system both you and the captain try you hand at convincing those on the ground to surrender. The transmission you get back all respond in the negative.

"All communications seem to be routed through the one com hub on the colony. It's near the mining operations center and main population center."

Like most of these sorts of worlds the planet has little atmosphere but there are signs of attempted atmospheric processor construction. The colony cities are all sealed environments with much of their structure below ground.

Roll 1d6 for length of bombardment, lower is better.
>>
rolled 6 = 6

>>19821386
>>
rolled 5 = 5

>>19821386

>lower is better

>/tg/ dice!
>>
rolled 1 = 1

>>19821386
Dice

could the ground teams burrow themselves under the shield envelope with some nice pyrotechnical emergency tunneling?
>>
>>19821414
The locals have deployed a planetary network of shields. The whole planet is encompassed. Some areas are bound to be weaker than others and wont take as long to knock down.

Despite scanning none of the ships seem to be able to find that weak point. Four hours later some of the generators over a large area go down.

The atmosphere is still thin enough to be considered uninhabitable for treaty purposes. Target the generators with phase cannon or your ship's mass drivers?

Mass drivers have little collateral damage but if they miss the generator sites might take no damage.
Phase cannon will still likely destroy their target on a miss but cause far more collateral damage.
Roll 1d20 for accuracy
>>
>>19821491

Are the shield generators near population or things that are valuable to our House as loot?
>>
rolled 4 = 4

>>19821491
Mass drivers. I don't fully trust our gunnery teams yet.
>>
>>19821593
>4

Good thing I don't.
>>
One of them has been built next to the main colony. The other two you can hit are near a distribution outpost and a smaller grade mining facility.
>>
>>19821615
Hit those two first.

Once they're destroyed, do we still have to kill the one by the main colony or can we land troops without fear of the shield coming back up?
>>
File: 1341946826661.jpg-(14 KB, 320x240, 001334_11.jpg)
14 KB
rolled 15 = 15

>>19821615
>>19821491
then we use mass drivers.

Right in the pickle barrel, boys!
>>
File: 1341948215847.jpg-(73 KB, 368x492, 6a00d8341bffd953ef0128776(...).jpg)
73 KB
>>19821628
There should be just enough of a gap.

"Point defense, target the two generators outside the main colony with mass driver fire." You tell the gunners.
You ask the other ships in the fleet to stand by until you've had a chance to disable the shields. It should be safer than risking a transport crashing into the shield if the locals somehow managed to get it back online at the last second.

Artillery shells and slugs rail down on the two locations. The Distribution center soon looks like it was hit by multiple shotgun blasts with three quarters of the fire missing the generator. Some do hit though, punching through the spherical construct.

"Tighten up your fire! There are probably civilians down there!" You urge the gunners.

The smaller mining site takes far less damage but some of the rounds still land off target, wrecking nearby roads. One hits a loading port for the smaller mine but misses the primary shaft.
Part of the second generator's structure collapses from a few of the hits.

"Shields are down for certain, begin drop operations." Orders the Captain.

Six frigates and three starfighters squadrons lead the way into the atmosphere secure the landing zone. The three HLV's touch down a few minutes later and activate their own shields to protect the troops from enemy artillery. Tanks, IFV's and other ground vehicles descend the ramps of the big transports and spread out in all directions. Others form up into a pair of armored columns and head off for the main city.

Over the next few hours the tanks make a lightning offensive surrounding then entering the city. While there is some fighting on the surface most of the it is underground with the infantry.
>>
>>19821908


Seven hours after entering the city the shields go down and the infantry commander reports that the settlement is secured. It will take some time for them to tally up the losses on either side. Locals in some areas surrendered while others did not. Many of them were well equipped, probably having gotten rich off of trading the drive components.

"We still have some fighting elsewhere on the planet. They still hold several atmospheric processors and mines but this is the primary export location. Not that corvettes and Frigates cant just make their own landing zones. They may have sent off a distress signal, did you pick up anything?"

"Not from this side." Kim answers. "I'm going to keep the fleet here until we're certain no one else is going to show up and retake it."

[ ] Return to base for rest
[ ] Recon
[ ] Hit one of the other enemy sectors
[ ] Other
>>
>>19821958
>[x] Return to base for rest

Time to see how that painter's doing.
>>
>>19822082
Returning to base to let the squadron rest you head off to see the paining you commissioned.

Its still a work in progress at the moment. The painter explains that he's done a few other small pieces using the ship references you provided as they were all a bit uncommon.
"It is not often I have to paint Terran and Kavarian ships in any real detail. It will be just a few more days."

The Navigatiors Guild Frigate is finished repairs. While you lack anyone skilled to fly it you hope you can get another pilot assigned to the squadron who can.
Command says they'll get back to you within the day one way or the other about a pilot and crew.
>>
>>19822273
I think we should take the other Flight Leaders out for drinks, if they're game. Afterwards, we should do some power armor training and get some sleep.
>>
Sorry zoning out a bit and trying to get some notes together.

Intel tells you thanks for the Frigate! They've expedited recovery operations at the smuggler base you captured and dug the Frigate out ahead of schedule. They should have agents or troops aboard the hidden base within the day which will leave it vulnerable to attack.

Do you wish to resume recon duties, attack another location or move your unit to a nearby position now to wait for their signal?
>>
>>19822426
Since Alex and Daska to recon two yellow sectors while we take Mike and attack the smuggler base.
>>
>>19822273
Ask Mike how his family is doing. Are they having any financial trouble?
>>
>>19822385
After the past few days (or is it weeks?) of fighting you need a drink.

You invite the other flight leaders along to the officers bar on the station. Its been more than a month since you Mike and Alex shared some drinks aboard the Concordance after the battle of Gesaur. Daska is a bit reserved having been from another of the flights in the third attack squadron but does lighten up a bit.
Unlike most of the squadron she's from Loran II, having grown up at the lower end of the middle class. She had already been transferred to then Knight Lt Sylvan's squadron which was on temporary loan to ruling House forces just before the battle of Loran. Half of the squadron was lost in attack runs on a medium cruiser in their first engagement. After that the unit was rebuilt into an attack corvette squadron which you the others were assigned to.

You run into some of the other pilots from your wing while at the bar. Sylvan has been doing his best lately to keep the rest of the wing alive it seems, or at least his squadron within the Wing. Like your unit the Third squadron in the wing has largely been left to their own devices.

>Anything else you want to do at the bar?
>>
>>19822619
This>>19822548

But be discreet about it. We don't want to embarrass him. It might be best to talk to him about it alone.
>>
>>19822619
See if we can hear anything interesting. There've got to be some rumors going around.
>>
>>19822548
Mike laughs, the drink getting to him a little. "Up until this month I was sending almost my entire paycheck back home to them. I told you we found some escape pods with valuables in them right? After splitting some of the loot with the crew I still had enough left over for my mother to buy the low cost housing apartment block we lived in.
She knows enough about money and people in the area that she should be able to make it work. I'm still sending some money but not as much as before."

You attempt to listen in on the rumor mill but all of it seems to be centered around either the latest territories captured by the combined Houses in the area or the small flotilla of Republic starships hanging off the station.

Speaking of which you spot the unmistakable shape and uniform of a Republic officer in the back corner.
"Commander Thebe was it?" You ask him.
"Yes that's right. Are you Squadron Leader Reynard? What can I help you with?"

"I'm just kinda surprised to see you in a bar filled with Humans and Dro'all." You point out.

He smirks a bit. "The majority of my crew might be racist or speciesist but I'm not. I notice its something most of the Mercenaries seem to share with me. They have more practical problems to worry about, though I don't blame them for wanting to avoid fighting a civil war."
He finishes his drink and stands, straightening his uniform.
"I should get back to the ship. We're relocating to your new forward base in a few hours."
>>
>>19822877
I guess that means they'll be helping out around the house.
>>
Unable to find out anything new you head back aboard ship. Some training with your power armor while both tired and mildly inebriated proves to be a bad idea. You manage not to break anything and decide much needed sleep.

In the morning you head out. You and Mike will be hitting the smaller smuggler base farther down the run while Alex and Daska will conduct some recon.

Roll 2d100 for the sectors you're scanning.
>>
rolled 26 = 26

>>19822939
First roll.
>>
rolled 34, 64 = 98

>>19822939
Here we go.
>>
rolled 52 = 52

>>19822950
Second roll.
>>
1) 31 Operating in a group to make use of Alex's better sensors the two flights encounter a few enemy ships. A combination of Frigates, corvettes and even a light cruiser. An attack corvette squadron would have needed to call for help at this point, but two attack cruisers with 4 corvettes backing them up hardly need to worry. A Frigate and a corvette fail to escape your squadron members and are either disabled or destroyed. The location has been marked for the salvage fleet.
Scans detect a Colony distress signal!

2) A chance encounter with a smuggler nets the pair a captured light corvette. Apparently they didn't consider their chances to be good when facing down six ships.
Scans come up negative for enemy activity.

Jumping into the system with the smuggler base in it you note that this might be a little more tricky than the last. This one has an atmosphere made up of ammonia.

"Is this the right place?" Mike asks you.
"Yeah, I didnt think so either but its the only place in the system they could be hiding."
>Your orders?
>>
>>19823291
Move in quietly. Stay alert and scan everything. Be ready to jump if necessary.
>>
>>19823291
We should put our upgraded sensors to use. And try to stay under the radar.

>Scans detect a Colony distress signal!
That needs to be investigated asap, either by us or some friendly forces.
>>
>>19823312
>>19823324
Scanning down the planet's surface proves time consuming but your high end sensor packages eventually find something.

What appears to be a rift valley but may actually be an impact crater seems to be mostly devoid of the planet's atmosphere. The mountain walls may just be high enough to prevent it from flowing into the area. That or the Smugglers are evacuating the valley of atmosphere themselves.

There appears to be a holographic shroud over one section of maintain wall. Scans cant penetrate the surface very far. There may be scan blocking materials installed in the base.

There are no signs of external defenses.

>Investigate further or deal with the colony?
>>
>>19823559
Let Alex and Daska handle the colony for now. I suppose we'll be forced to send some ships down; once again, use corvettes to cover shuttles.
>>
Back, had to step out and didn't think I'd be that long.

You signal Alex and Daska to try and deal with the problem while you handle things here.

Ordering your corvettes to enter the atmosphere you launch your shuttles to follow them in.

Right up until Katherine's corvette penetrates the hologram the smugglers give no indication that you might be getting close to finding them.

"Ollie Ollie oxen free" calls out Kat over an open channel. "If you don't like that game we have another one we can play with you. It's called called mountain landscaping."

The commander of the smuggler base opens a channel to you seeming resigned to the fact they've been caught.

"Okay, what do you want?" the worn out Kavarian asks you.
>>
>>19823966
"Your surrender. We can discuss prices, if you'd like, but keep in mind the position you're in."
>>
If you haven't seen the redtext, TSTG, moot's taking everything important offline at 6:30 board time. I doubt he'll actually hold to that schedule, but keep it in mind.
>>
I guess we're back now?
>>
>>19824028
>>19824390
Was just about to respond to that along with the next post when posting went down.
>>
"Cops? Oh man. Can you at least give a few of the guys a running start? No, you're not going to."
The old smuggler starts to rant on about his life falling apart and this completing the experience. Eventually he turns back to you.
"Look, most of the people here are small time, we just move cargo. I'll try to convince everybody to surrender, you'll just have to watch out for the few hot shots now that they're on foot. I'm locking down the clamps so the cant leave or do anything extrordinarily stupid."

He steps away and pulls out a comlink attached to a panel via a curly cable. "Listen up everybody, we've got cops at the front door. So just dont make a big fuss and you'll probably get off light."
He looks back at your image on the monitor.
"Right?"
"Couldnt hurt." you agree.

"The other way they can do this is blast a hole in the mountan and wait for us to suffocate so uh, I really hope nobody tries nothing. Except for fast hand Lou, somebody stun that guy and save us all some trouble."

You call in support, though it takes some time for a Frigate unit to get this far out with the threat of enemy forces nearby.

In about eight hours the base is secure and a couple hundred unhappy smugglers are being shuttled into orbit.
Roll 1d40 for casualties.
>>
rolled 22 = 22

>>19824636
Well, /tg/ dice do love to get people killed.
>>
rolled 5 = 5

>>19824636
Well, /tg/ dice do love to get people killed.
>>
>>19824686
>>19824692
Thank you, 4chan. That helps.
>>
>>19824686
>>19824692
I'm assuming this is a glitch and you double posted?
In either event casualties are light. Smugglers tend to be lightly armed, your Marines have good armor and the Medics are well trained.


It is around this time you find out what Alex and Daska have been up to.

"Thank goodness we managed to raise you." Alex begins. "That Colony distress signal we picked up? It was a trap, a Medium cruiser jumped in and tried to kill us. Our ships were fast enough to escape but it followed us when we jumped to the nearest friendly system. It and a small escort drove off our forces in orbit of the mining world."

"What about our ground forces?" You ask worriedly.
"It looks like they're holding for the moment. The ground commander had already moved the HLV's closer to the main colony to make use of the local shield generator. Between it and the HLV's using their own shields for support they should last awhile. Captain Sylvan is rallying our Wing and we're to jump to the edges of the system in one hour. Additional forces will arrive around the same time."
>>
>>19824779
I guess we've got our orders. Would it be possible to spend RP to get our Marines better equipment, or do they already have the best available without going into powered armor territory?
>>
>>19824820
Best available without going into powered armor territory.


Loading up your Marines and telling the Frigates to finish up as quickly as possible you head out. Your course brings you around one of the areas of enemy activity, the safer but longer route. You cant afford to be bludering into enemies on the way to the meet up.

Holding at the last deep space course correction point until the time is right, you jump to the rendezvous. Yours and Alex's groups arrive first, the the other two squadrons from the third wing jump in from above and below.

The Knight Commander's medium cruiser jumps in next along with two full cruiser squadrons and a pair of Carriers.

As all ships form up you scan the system for signs of the enemy. The Kilo class medium cruiser is already leaving orbit on the far side of the planet. By the time you jump in and swing around the planet the ship will be long gone.

The Commander's voice cuts in on the secure channels "Third wing, jump to a location slightly deeper in system of the mining world, you may yet be able to land some hits on that cruiser. All other ships jump into a high orbit above the planet and deploy starfighters."

"We'll be skirting awefully close to the gravity well of the planet." Linda warns you. "If we miss the planet will drag us out early."

Roll 1d10 for jump accuracy.
>>
>>19824820
Best available without going into powered armor territory.

Loading up your Marines and telling the Frigates to finish up as quickly as possible you head out. Your course brings you around one of the areas of enemy activity, the safer but longer route. You cant afford to be bludering into enemies on the way to the meet up.

Holding at the last deep space course correction point until the time is right, you jump to the rendezvous. Yours and Alex's groups arrive first, the the other two squadrons from the third wing jump in from above and below.

The Knight Commander's medium cruiser jumps in next along with two full cruiser squadrons and a pair of Carriers.

As all ships form up you scan the system for signs of the enemy. The Kilo class medium cruiser is already leaving orbit on the far side of the planet. By the time you jump in and swing around the planet the ship will be long gone.

The Commander's voice cuts in on the secure channels "Third wing, jump to a location slightly deeper in system of the mining world, you may yet be able to land some hits on that cruiser. All other ships jump into a high orbit above the planet and deploy starfighters."

"We'll be skirting awefully close to the gravity well of the planet." Linda warns you. "If we miss the planet will drag us out early."

Roll 1d10 for jump accuracy.
>>
rolled 6 = 6

>>19825058
Come on, comfy navigator chair. Work the magic.
>>
File: 1341980706692.gif-(69 KB, 1550x1318, Smugglers run Local South 12.gif)
69 KB
Pic was supposed to get posted earlier but got eaten.

The First and Second squadrons successfully make their jump. The third fails rather badly being dragged out just about on the other side of the planet. Immediately spotting your arrival the larger enemy ship puts on a burst of speed and opens fire on both squadrons with heavy phase cannon and missile launchers.

"All ships break!" You order and everyone scatters to avoid the incoming fire. The Captain's unit is doing much the same. You note that a few members of his unit have upgraded with custom attack Frigates of some kind or another.

You spot a few smaller enemy ships that are pushing away from the planet farther back, and will probably escape before friendly forces can intercept them. There isn't much time to concentrate on them with missiles incoming.

You have a number of decisions to make.
1) Do you use your few available SP Torps on the Medium cruiser? y/n?

2) Order your gunners to shot down missiles headed for you or your corvettes.

3) Engage at range giving your ships the chance to break off if damaged, or do you bring your squadron in close where you can deal more damage?
(Alternate plans always available)
Roll 4d20 for combat.

Unfortunately I have to work early in the morning and I doubt I'll be available tomorrow night so the thread will have to end here. Players please make your choices so we can kick things off next week.
>>
rolled 1, 6, 8, 12 = 27

>>19825270
1)n
2)y
3) with 4 roll and 4chan dice at range
>>
rolled 12, 13, 12, 7 = 44

>>19825270
1) y
2) Target missiles.
3) Close. But the smaller ships should stay close to the Bittenfeld for cover.
I want that fucker dead.
>>
>>19825270
Use the nuclear missiles we salvaged to blind the target's sensors. Try to disable its engines.
>>
rolled 14, 2, 5, 4 = 25

>>19825270
1) Aim for the engines. If they think they can hit, use the SP torps, but don't use them if the gunner thinks it's a 1/100 chance.

2) Focus on the missiles heading for the target that's more endangered by them.

3) Range. Especially with the dice we got the last few threads.
>>
rolled 4, 6, 2, 16 = 28

1, depens. only if we use lots of nuke missiles to provide enough of a cover in numbers for them


2, sure. at the same time we can have nukes detonate in large missile swarms as faux interceptors and spoof enemy sensors for some time.
3.we could get a little closer if possible, but far enough to be able to use speed to avoid incoming fire.
>>
rolled 13, 12, 20, 10 = 55

>>19825270
1, depens. only if we use lots of nuke missiles to provide enough of a cover in numbers for them


2, sure. at the same time we can have nukes detonate in large missile swarms as faux interceptors and spoof enemy sensors for some time.
3.we could get a little closer if possible, but far enough to be able to use speed to avoid incoming fire.
>>
rolled 8, 20, 1, 18 = 47

>>19825270
1) If it's worth it.
2)Yes.
3)Distance.
>>
general order CPR.

STAT!
>>
1) only fire SP torps if we have a good shot at something that will cripple their engines or drive plates, and mask the SPs with both normal torps and as many nukes as we can.

2)point defense is to concentrate on defending whoever needs it most, surely one of our officers can order such changes on the fly.

3) I assume our Attack Cruisers are strong enough to close on the enemy ship, while our corvettes will want to keep a greater distance and perhaps position so they can shoot around our closing attack cruisers. If our attack cruisers can't risk getting closer for better shots, stay at range with the rest of the squadron.


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