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File: 1344971072917.jpg-(32 KB, 810x427, House & Dominion.jpg)
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http://suptg.thisisnotatrueending.com/archive.html?tags=House%20and%20Dominion

New players please see -> http://pastebin.com/yMdmeM6C


You are Sonia Reynard, Squadron Leader and Knight of the House of Jerik-Dremine!

For the past month you've commanded the Second squadron of the Third attack Wing in operations to clear out the pirates and others who occupy the Smugglers Run. You dont know how much longer it will take but with the main Pirate base, the former super heavy cruiser Forbearance, captured it cant be too far off. After close to a week of convoy escorts the 3rd Wing has been cleared to resume combat operations.

Your ship is the Custom Battlecruiser Gungnir, (Name determined by vote. Gae Bolg-40.0% with 6 votes vs Gungnir-60.0% with 9 votes) a tough and heavily armed ship almost able to keep pace with the rest of your squadron.

Last time you did some fencing practice with Alex, then took part in a laser tag match alongside your pilots against some Marines returning to active duty. This was followed by investigating your lack of profits from the House Posat Armor deal. It turns out you may have inadvertently set in motion an economic catastrophe that would cripple House Posat military operations in the Run. The Knight Commander has summoned a representative of House Posat to discuss matters. They should arrive in a few days.
>>
After your conversation with Knight Commander Winifred you return to the Gunginir and contact Daska Rna, leader of your squadron's second flight. The Dro'all woman decisively ended the career of an enemy battleship on your last convoy escort mission, but to do it she'd used up 8 SP Torpedoes that were supposed to have been handed over to you at some point. On second thought, you contact Mike and Alex as well, making it a confrence call.

"Is everybody here?" You ask, then continue once you get three afirmative responses.
"A few days ago, before the action to take this base Alex and I went out to help the First Wing while they were tied up in a graveyard system. We found a slightly wrecked ship any history buff would have drooled over and made a deal with the wing so that we'd get any cargo aboard."

Alex speaks up "Right, it turned out there were SP torpedo stockpiles aboard. They were shipped to the House FOB and delivered to the squadron but Mike told us you were busy so we accepted them. There wasn't a lot of time left until the convoy departure."

Daska takes over. "Alex didn't have room aboard his ship right then because of spare parts so I said I'd take them. I have plenty of room in the aft launch and storage bays on my ship. When we came under attack and we couldn't land accurate fire on the battleship because of it's EWAR systems I made a decision and I'll stand by it."

You sigh. "You still could have contacted me the entire time we were on the escort mission about the torpedoes. On top of that, was using eight of them really necessary?"
>>
>>20318800

"You were busy and I didn't want to take the chance that a smaller amount might not cripple the ship systems. As it was it still took concentrated fire from the squadron to down its shields once the ECM was disabled. If you want I'll pay for the torps with RP."

"That does sound pretty reasonable Sonia." Says Mike.

[ ] Have her pay RP for them
[ ] Pay plus reprimand
[ ] "Just tell me next time"
[ ] other
>>
>>20318807
Have her pay half the RP cost for the torps. It worked, but she should have definitely told us.
>>
[ ] "Just tell me next time, dont want to take your RP away when you still got to pay for all those expensive starfighters on your scorpion in the future. Seriously, i am almost considering getting rid of my launch bay just so i dont have to deal with that stuff. I guess i will never be a good carrier captain..."
>>
Cool a paste bin.
>>
Just tell next time.
>>
File: 1344972377959.gif-(58 KB, 1261x1276, Smugglers run Local 18.gif)
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Before the squadron heads out you do some more checking for more mass driver or flack turrets. You don't really want to strip the ones currently fitted to the Bittenfeld yet.
Most of the turrets you're looking for are used by ground based installations for rapid artillery fire or anti aircraft work. They're unlikely to be found in the graveyards that litter the Run but Heavy particle beam turrets might be though. That should be faster than placing an order and waiting for them to be delivered. Heck the Bittenfeld's turret replacement only just arrived the last time you were at the FOB.
There may be worlds in the area that have the appropriate equipment for mass driver point defense weaponry. You tell everyone to keep any eye out for either.

It's February 22 when the squadron moves out to perform recon of surrounding sectors. With any luck you'll be able to find those jammers or something of value.

In the first sector you investigate the squadron spots some smugglers who turn on the speed at the first sight of you. The advanced sensors on two of your ships make it easy to track its short ranged jumps through the nearby systems leading to a possible base location.
"We have some inexperienced smuggler gangs looks like. They keep leading us to their bases." says Arron.

"Maybe they're used to other pirate bands that wont bother following them home?" Kavos suggests.
"In either event our FTL coms are being jammed from long range. The jammer must be stationed in another sector."
Smuggler Base detected! Threat level 1-2

"Lets keep moving, we have plenty of other sector to scan down."
>>
Say, I wonder If we can't convince House Possat to integrate forces to cut costs. our squad, and some others get a flight of Possat convertees each. That way they basically get a cut of everything we find, and worry less about taking catastrophic losses in a single engagement. And we get some forces to keep the offensive going. Or am I just crazy?
>>
>>20318807
"Just tell me next time. Squadron stockpiles are my business until they're yours."

We should consider making Daska and Alex buy the first round for the squadron leaders next time we have time for a drink. As a friendly punishment.
>>
>>20318807
Just have them send us an email, or text message, or whatever is their equivalent in the future. next time they can't reach us.
>>
File: 1344972877125.gif-(58 KB, 1261x1276, Smugglers run Local 18B.gif)
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In the second sector a patrol of enemy ships stumble upon you while deploying bouys and attempt to retreat. They lose a standard corvette in the process but a pair of Frigates and a Centurion class cruiser escape.
Scans of the sector detect what looks to be another smuggler base.
Threat rating: 3


The third sector seems to be a repeat in many ways. You spot a couple of damaged peacock class ships who run for it and jump before you can close to range.
They appear to have retreated to a base in the sector but it looks to be well outside the closest star system. Perhaps in the Oort cloud.
Threat rating: 2-3


The 4th area you investigate (3.5) seems to lack heavy enemy activity though you do encounter a pair of heavily modified Constellation class yachts that have each been fitted to act as FTL carrier ships for Delta and Scarab class light attack ships. Caught off guard both vessels surrender.

"Scans picking up combination com and sensor bouys of the same type used by merc forces in the region. Wait, we've just been pinged."

"By the Bouys?" You ask. you which you recieve a curt "Yeah."

"Recieving transmission." reports coms.

[ ] Ignore, leave the area
[ ] Ignore, secure ships ASAP then GTFO
[ ] Investigate
[ ] other
>>
>>20318990
>[ ] Investigate
>>
Are our Coms still blocked? We might need Support if stuff gets too hot. I doubt it though, our full attack squadron packs enough heat for everything short of a medium cruiser.

[ ] Investigate
>>
>>20318990
[Investigate]
and
[Contact Command]

If enemy ships jump in, we want command to know that silence means we're in trouble.
>>
also here's a first sample for the attack plan the second attack would be coordinated so that we jump at the same time
>>
>>20318990
Investigate.
>>
>>20319027
You're not currently in the jamming area.

>>20318990
> Buoys
Cant for the life of me spell that right.


"Dominion forces are you recievin this? I represent the Mercenary band the Gnomish Blades, we're attempting to find some work."

You tell them you're part of the House Jerik-Dremine forces.

"Excellent! You took the big base right? Thats the kind of people we want to work for, the winning side. Money is good and all but doesnt do much for you when you're dead. Would you mind escorting a respresentative of ours back to your base? Coms can get a might spotty out 'ere. We can have alight corvette at your location in a couple of minutes."

[ ] Wait and escort them back to base
[ ] Tell them to meet you outside the mineshell
[ ] Leave
[ ] other
>>
>>20319093
>[ ] other

Drop them and the secured ships off at our base, the proceed with our mission.
>>
>>20319093
Other Contact Command to see how they want to play it. I'm thinking stay outside the minefield unless command thinks otherwise. Also, we should secure those salvage ships.
>>
File: 1344973950575.gif-(59 KB, 1261x1276, 1344972877125.gif)
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>>20319050
It would help if I added this
>>20319093
[ ] Wait and escort them back to base
>>
Tell them, "sure we can wait for a bit, we've got a few ships to secure anyway"
>>
>>20319133
I think this is a bad idea. We should attack the 2-3 Threat level with our full squadron. Better save than sorry. We can still do the 1-2 later, its likely that we just need to show up with full forces to make them give up.

That said i support this: >>20319132
>>
>>20319093

"If you know where the jamming source or pirate rally points are, I might back you in joining the winning side or find use for you myself. Or I can direct you to the proper channels for such things."

Have Daska contact the base and ask when/how they'd like to meet this merc group.
>>
>>20319132
Supported.
>>
>>20319164
>>20319133

if we're going to attack the little bases first, we should get another squadron or force to hit the opposite base at the same time.

That way we force the middle base to either split any help they may attempt to send. Of course, we should probably try to locate the ftl com jammer first.
>>
Communications with Forbearance is still patchy but you get a message through. The officer you get hold of doesn't want you to take any unnecessary risks but that you should bring them back if only to discuss rates.

>>20319178
"Sorry, but once it looked like they were losing control of the base everybody scattered and ran for it. We have no idea where any others ended up."

>>20319164
So, full squadron attack the threat level 2-3? Or does everyone else want to split up?
>>
>>20319211

This sounds like a good plan. In that case i propose hitting the stronger of the small bases so command does not need to send much forces to the second one.
>>
>>20319234
the plan would be the 3 corvette flight (I think it's Alex one) along with the 4rth flight (without us) that makes it five corvette and one cruiser that should be enough to take the small base
Everyone else (we are in that group) strike the 2-3 we know they have peacocks but those shouldn't be a problem to us...
>>
>>20319234
Don't split the party
>>
>>20319234
I'd like confirmation, those threat level take into account that all 12 ship in the squadron are corvette right?
>>
>>20319298
>>20319315
Marines quickly secure the two smaller ships and prepare to jump back to base. The rest of the squadron gets ready to move as well. After a short wait a small three engine light corvette jumps in and you inform them to wait outside the minefield protecting Forbearance for someone to contact them. You dont wait to see if they follow, instead jumping the squadron back to the base and making sure the captured ships are secured. Before you head out again you spot the Mercenary ship in system. They send a shuttle over to the Kight Commander's ship, keeping their own vessel outside the mines.

With Mrines back aboard you head out once again to clear out the enemy forces you've located.

[ ] Split the squadron
[ ] Dont split the squadron
[ ] make OP break out a surveymoney link

Select which sector(s) you plan to hit.

Squadron composition (which I should add to the paste bin) to follow.
>>
>>20319367
This is correct. Threat is measured against an attack corvette squadron. Mind you, they're not expected to be without casualties using only corvettes.

1st Flight
01 Vyroxis Elr [ACRV]Attack Corvette
02 -Alexander Palaiologos (Flight Leader) [C-Type Attack Cruiser]
03 Kemp Turner [R-FRG] Pandora class Frigate


2nd Flight
04 -Daska Rna (Flight Leader)[Scorpion Attack Cruiser]
05 Lorraine "Surgeon" Day [DCRV+] Dagger Corvette
06 Vaughn Miyazaki[ACRV] Attack Corvette

3rd Flight
07 -Mike K Serth (Flight Leader)[Firestorm Attack Frigate]
08 Nytoria "Poker face" Jde [SFRG+] Smuggler Frigate Upgrade
13 Leevi Guan [N FRG+] Norune Frigate

4th Flight
09 Cristina Pozzi[ACRV] Attack Corvette
11 Katherine Drake (Flight Leader) [Bittenfeld] Attack Cruiser
12 Javier Adega [DCRV+] Dagger Corvette

10 Sonia Reynard (Squadron Leader) [B/CRS] Battlecruiser
>>
>>20319373

Ok, before i said not to split the party, but now i have a plan that might work: We do it like >>20319298 proposed (Bittenfeld Flight and Mike Flight attack the smaller base), but call in a squad of light cruisers for our own attack on the stronger base. That should make us capable to deal with it without much problems. Next, both taskforces meet up and attack the 3 base.
>>
Hit the middle one, full squadron.
>>
>>20319373
[X] Dont split the squadron
>>
>>20319432
3rd flight + 4th flight without Gungir hit 1-2
1st flight + 2nd Flight + Gugnit hit 2-3
Get the help of cruiser squadron on 2-3 it's not like we care about peacock claim
>>
>>20319476
Gungnir* damnit I hate that name
>>
>>20318722
Op: Didn't we go with best Quality GE on Gungnir?
>>
>>20319438
>>20319476
Are these the same anon? If not then we're tied 2-2 for splitting the squadron or sticking together.
>>
>>20319512
>>20319476 here

No I'm >>20319298 and >>20319133 and I was for splitting since the start
>>
rolled 2 = 2

I will decide this with a dice roll. For your information, >>20319438 here.

1: Dont split the party, hit the middle base
2: Split party.
>>
If everyone is ok with this result?

Otherwise we can sit here and spin our wheels filling out surveys all day.
http://www.surveymonkey.com/s/Y5HNL76


Attack plan previously outlined.

Following forces to hit the 1-2 sector
3rd Flight
07 -Mike K Serth (Flight Leader)[Firestorm Attack Frigate]
08 Nytoria "Poker face" Jde [SFRG+] Smuggler Frigate Upgrade
13 Leevi Guan [N FRG+] Norune Frigate
4th Flight
09 Cristina Pozzi[ACRV] Attack Corvette
11 Katherine Drake (Flight Leader) [Bittenfeld] Attack Cruiser
12 Javier Adega [DCRV+] Dagger Corvette


Following forces to hit the 2-3 sector
1st Flight
01 Vyroxis Elr [ACRV]Attack Corvette
02 -Alexander Palaiologos (Flight Leader) [C-Type Attack Cruiser]
03 Kemp Turner [R-FRG] Pandora class Frigate
2nd Flight
04 -Daska Rna (Flight Leader)[Scorpion Attack Cruiser]
05 Lorraine "Surgeon" Day [DCRV+] Dagger Corvette
06 Vaughn Miyazaki[ACRV] Attack Corvette

10 Sonia Reynard (Squadron Leader) [B/CRS] Battlecruiser
Command says they can spare a mixed squadron of 4 Cruisers and 8 Frigates at this time.

Any changes to deployment order?
>>
>>20319706
>Looks fine to me
>>
>>20319706
I have no problem with that. Dont let small decisions like that slow you down.
>>
>>20319706
Have the cruiser/frigate force form up with us, since we have the tougher initial target
>>
>>20319706
Sounds good.
>>
Mike and Kat's flights head off to deal with the smuggler base. They'll be inside part of the jamming area but it should be relatively safe with the both of them present.

You, Alex and Daska's flights jump to one of the more dangerous looking bases once your backup is ready.

"Lets try to keep this quick, our ships shouldn't be off the perimeter for too long." the Knight in charge of the other squadron tells you.

What you find upon arrival is a poorly hidden asteroid base that must have belonged to smugglers at one point. Metal spars form a connective network between a series of rocks about the size of your ship or smaller. The only thing that would keep it hidden is its out of the way location as it would be impossible to disguise.
At the moment the base is a hotspot of enemy activity. Transports and corvettes of all sizes are coming to and from the primary hub which has a rotating section. A pair of compressed fuel tankers are docked at opposite sides of the facility, each well away from the likely habitation areas.

It doesn't take long for them to notice your arrival. A few small transports run for it and the rest hide inside the station shields. A handful of battered looking Peacock class ships maneuver through the web of structural supports so they can fire at you through the shield.

>Your orders?
>>
>>20319915
>Destroy the tankers
>>
>>20319915
Offer them the chance to surrender.
>>
>>20319988
This, then target any ships shooting at us with long range firepower
>>
>>20319988
>>20320013

Those sound good.
>>
>chance to surrender

if they reject or don't respond...

"how loaded are those tankers?"
>>
File: 1344979885789.jpg-(258 KB, 1280x800, 2012-03-20-02-21-12.jpg)
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"Stand by to fire the tankers and anything else that's targeting us." You order then tell coms to open a channel.

"Pirate forces we are giving you a chance to surrender peacefully. Please do so now or we may have to turn your station into a pile of scrap. So basically the same only on fire."

Red icons pop up indicating the few ships that are a genuine thread and three or four heavy phase cannon turrets.

"Getting a signal from the station."
You take it at your monitor
.
"This is Kista Leqarna, I'm the acting administrator. There are approximately fourty thousand refugees aboard this station. We would like to negotiate for their safe passage out of the system. The military forces are not interested in saving their own lives at this point."
>>
>>20320106
Discuss of it with the other knight...
>>
>>20320095
>"how loaded are those tankers?"
"Nearly full. I think they were offloading to fill the station's reserves. I'm picking up a He3 refining facility on the other side of the system near the only small gas giant in system. Looks like they might only have a skeleton crew by the lack of activity."

>>20320129
"We cant let them go without searching those ships. They could be loaded with troops or war criminals for all we know. I'd bet they'll get angry if we try it though."
>>
>>20320106
Well, we should definitely get those refugess off station before we do anything.

Do they have enough ships for their civilians?
>>
>>20320176
>Tell them that we have no choice but to screen the refugee for war criminal and troops, it would help if they cooperated but that a refusal would mean hostilities
>>
>>20320106

"I'm afraid your transmission broke up. I repeat, surrender or the station will be destroyed."

to other knight: "What do you think? Bluff to buy time for their friends to arrive?"
>>
Refugees from what? And safe passage to where?
>>
>>20320180
There are enough transports that they should be able to manage it.

"How do we know you're not just going to leave tracing devices on those transports?!" interrupts someone on the same channel.

AFk 20 minutes for dinner.
>>
>>20320277
If you aren't hiding anyone of either group I could care less about where you are going
>>
>>20320180
>>20320233
>>20320277

woah, woah, woah!

We're going to let them ship "refugees" to some unknown location?

To hell with that noise. If they have refugees that they want to ensure the safety of, the refugees surrender to -us-. They don't just go running off to the -next- base we get have to attack so we deal with this shit all over again.

If they don't accept our terms, they have no refugees. They have enemy combatants, and thus TARGETS.
>>
>>20320277
>AFk 20 minutes for dinner.
Do we have an abandoned colony where we could direct them? They'd land, and we'd see if there harmless or smuggeling anything.
>>
Here is the deal:
1. We screen the refugees for weapons and war criminals. They get to keep hand weapons. Body armor and rifles, not so much
2. They turn over the base intact
3. They surrender all armed ships and the tankers. Crews may leave with the refugees subject to same conditions.
4 should the armed ships not take the deal, the transports will get to exit the battlefeild and hang around in system escorted by 1st flight until the fight is over. With sheilds off.
>>
>>20320387
or, they drop out of FTL early and go hide at the next base we want to attack, and we do this refugee crap all over again!
>>
>>20320418
Agreed, though we might want to direct these refugees to a place of our choosing.
>>
>>20320418
Sounds good.
>>
>>20320387
There is an abandoned colony back down the Run in your territory. It's the X next to 2nd Wing's location.

>>20320368
>>20320427
You're wary of simply letting them escape and encountering them later. You offer them the opportunity to simply surrender the civilians to you so that you can move them to safety.

That doesn't have much in the way of positive results. Neither does suggesting they simply surrender under the terms that their ships crews are dropped off colony world themselves.

"They're making things difficult. I say we shoot first and concentrate on destroying any military ships first. Any civilian ships that dont jump out by the time we're done are disabled and boarded." The other Knight suggests.

[ ] Try to coerce them into surrender via terms here
>>20320418
(Roll 1d20)
[ ] Follow the Knights plan and smoke them out
Roll 2d20
[ ] Burn the station
[ ] Other
>>
rolled 2, 7 = 9

>>20320714
Burn the station.

We tried to be reasonable. The safety of the so-called refugees was and still -is- their responsibility.

They failed that responsibility.
>>
rolled 20 = 20

>>20320714
Diplomacy.
>>
rolled 2 = 2

>>20320714
Cource them, if it doesn't work we can always start shooting
>>
>>20320751
I was about to post
>in b4 nat 1
after my 20, but I see you were a bit faster.
>>
>>20320773
Whoops
>>
"We've tried to be reasonable, but you're sitting on a couple of mostly loaded tanker bombs and tens of thousands of what you claim are refugees. This is only going to go down one of two ways and in one of those you take a whole bunch of allies with you. Your shitty little station shield isn't going to stop a pair of heavy phase cannon shots. How many ships are you going to lose to debris hitting them?
Hand over all combat capable starships the 2 tankers along with, body armor and rifle weapons or larger and we'll let you leave after we search the transports. There's an abandoned colony world back down the run towards our lines, there are bound to be others. You have ten seconds so decide quickly." you look over your shoulder. "All ships target the first tanker and prepare to fire."

"Wait!" Yells Kista Leqarna.

You raise your hand as a signal to hold fire.

"We'll do it. We don't have enough firepower anymore after you destroyed our battleship. We surrender our warships."

An hour later they begin sending out transports one at a time. There are a pair of Y-type transports which are mostly loaded down with basic supplies. There might have been more weapons the Marines missed, there wasn't time to cover everything. The smaller ships are easier to search but tend to be far more crowded and several Marines are wounded while screening them. A riot breaks out on one of the last ships and close to two squads of Marines are killed in the ensuing firefight. The ship is detained until more can search it, and all weapons are taken along with surviving instigators of the riot.

The remaining Peacock class ships are left in dock. They're definitely the ones that attacked the convoy previously. Those who took part in the incident aboard the refugee ship are confirmed to be among their crew members.
>>
It takes a few more hours to make sure the rest of the station is clear but it looks like nearly everyone left. The station administrator and twenty others remain along with the captains of the two tankers.

A fleet from one of the other Houses will arrive in a few hours to occupy the station. Your House just doesnt have the manpower at the moment.

What will you do with the surviving members of the Peacock crews that started the Riot?

[ ] Space em
[ ] Take them back for trial
[ ] Hand them over to the other Knight
[ ] other
>>
>>20321049
"Well that could have went better... At least this is done, do we know if Mike and Katherine are done? if so coordinate with them and get ready to jump to the next target."
>>
>>20321149
>[ ] Take them back for trial
>>
>>20321149
Trial. It's annoying, but it's what we should do.
>>
>>20321149
>riot starters that killed marines

Give the ranking marine the call. They were his men.
>>
>>20321149
Do we at least get a salvage claim on the peacocks and tankers we aquired?
>>
>>20321149
>What will you do with the surviving members of the Peacock crews that started the Riot?
Let's have a chat with the station's administrator. She seems reasonable.
>>
>>20321277
Yes.

1x "Battlerider" Light corvette with Delta (requisition cost 0)
1x "Battlerider" Light corvette with Scarab (requisition cost 0)
2x Peacock light corvette (requisition cost 0)
1x Peacock light corvette (Estimated requisition cost 150) repair time 2 days
1x Peacock light corvette (Estimated requisition cost 420) repair time 3 days
1x Peacock light corvette (Estimated requisition cost 500) repair time 3 days

You get hold of Mike and Katherine who are back at base and report that, much like others you've encountered the smugglers at that particular base surrendered once they were found. One blockade runner cruiser was able to escape though.

In a few hours once you've taken stock of your casualties your group jumps out to meet up with the others. This base is much closer to the system center than the last, one of several iron type asteroids orbiting a heavily cartered planet on the inner edge of an asteroid belt. The green gas giant on the other side of the belt is showing signs its orbit is migrating towards the inner system over a period of millions of years.

"This should be entertaining, we're picking up automated sentry guns on some of the asteroids the base isnt on. One of them have solar collectors tethered to them to provide power."

"Watch out everyone, I spotted a few ships near their base. I think they know we're here." Warns Alex.

Corvette and Frigate icons appear and dissapear from your monitor followed by the occasional cruiser.

>your orders?
>>
>>20321456
>>your orders?
Slow and Steady, they'll use the base as cover so don't hesitate to take potshot at the defense if you can. I'd prefer the sentry gun intact but if they cause trouble destroy them.
>>
>>20321456
Give them the chance to surrender, then >>20321489
>>
>>20321456

Can our ship's guns out-range the defense guns?

or pop the solar collectors with missiles?
>>
>>20321408
"My family built this place, it's my home I wont leave it. When the refugees began to arrive fleeing the fighting we started taking them in. It was already getting bad then the pirates retreated here from their base and demanded shelter. We couldn't turn them away, their battleship would have destroyed our defenses on its own. Even after they lost it in battle a few days ago there was nothing to be done, they were already aboard."

>>20321489
As you close in the squadron starts to take laser and particle beam fire. On their own they'd be no threat but there are a lot of them.
"Begin returning fire, disable those guns if you can."

The weapon batteries appear to be protected by shield emitters. Kavos speculates that the solar collectors must have been charging buried capacitors now powering the shields. They don't provide full coverage, if you destroy the rest of the asteroid each one is located on it should destroy them.

As you're contemplating this a flight of attack ships exit the base and begin making their way closer to the squadron leapfrogging behind asteroids. There are two frigates with missile launchers and twin linked phase cannon you've encountered in a couple of sectors. The third has a pair of standard Frigate sublight drives and a single heavy phase cannon turret.

A half minute later another flight launches, this one made up of standard corvettes fitted with spinal mount weapons and additional smaller engines.
The next group is made up of three attack cruisers and two Light cruisers.

All of them are keeping their distance and sticking to cover, waiting for the right moment to hit the squadron.

>what do?
>>
There are currently no responses to your demands for surrender.

>>20321631
No, but you can survive more fire of theirs than they can survive of yours. Your heavy Phase cannon should be able to penetrate the shields but you will need to concentrate your ship's fire to take them down either way. I suppose your could hold your torpedo launchers in reserve since the beam weaponry will do the job eventually.

>Solar collectors
They're inside the shield but they cant be getting as much light at the moment. The capacitors may be able to sustain the shields for days at a time depending on how many are buried.
>>
>>20321728
Hm, we should advise our house to keep her around.
>>
>>20321728
Continue firing on the defense batteries. Keep tracking the enemy ships. If anyone has a shot, take it. Priority targets are the cruisers.

I'm assuming we have more than enough SRP to call in support?
>>
>>20321728
>All of them are keeping their distance and sticking to cover, waiting for the right moment to hit the squadron.

Just stay out of their range and continue firing.
>>
>>20321881
>>20321885
Roll 1d20 for targeting.
>>
rolled 4 = 4

>>20321906
>1
>How the hell is the Gungnir firing on itself?
>>
rolled 15 = 15

>>20321906
better than the last rolls I guess
>>20321922
or not
>>
>>20321922
>>20321936
Mediocre average? I'll take it.
>>
"Try to stay out of range and disable those platforms." you order the squadron pulling back. You do not want to get ambushed. "Priority are those cruisers if you can get a shot off at them."

The fast orbital speed of the asteroids make them difficult to target accurately. After a few minutes everyone starts to adjust even you, having to point the ship at targets to make use of the spinal mount guns. The downside of a ship this big is the lower maneverability. After twenty minutes of this it starts to make a dent in the numbers present. A few ships in the squadron have had to retreat to a safe distance to let shields recover when the pirate have popped out of cover to hit you with heavy fire.

"We're starting to take them out." comments Kavos approvingly. "But even without guns they have quite a bit of cover."

http://www.youtube.com/watch?v=O_081gkpT8k
"New contacts." Says Arron "Smuggler ships launching from the base, moving fast. They're... they're loaded down with nukes. Hardpoints welded all over their hulls."

"Incoming signal from the lead smuggler ship."

A human is sitting tied to a chair in the center of the image, he's wearing a Terran Merchant Marine uniform with markings of a ship captain. "Hello? Please, help! My crew have been fitted with slave chips, they're not doing this on their own, you must help them! I dont want to die!"
The picture cuts out.

8 of them are headed straight towards the squadron.
>>
rolled 10 = 10

>>20322339
Disable the ships. Try to not kill them if you can but if you don't have a choice don't hesitate.
>>
>>20322339
Okay, everybody pull back. What kind of hardpoints were installed on the hulls?
>>
>>20322386
Most of the ships are in the same size class as constellation class FTL yachts. They might survive 2-3 hits with phase cannon fire.

>>20322407
They're just simple hard points like you'd see fighters, each with a single missile.
>>
>>20322484
Do we have any fighters available?
>>
>>20322504
You have.
2x Arrow Interceptor (Light and fast, poor in atmosphere)
2x V-688 Enforcer (Heavy but fast, good in atmosphere)
6x Z5 Starfighter (Tough, average performance both in space and atmosphere)

Daska has 4 Type-4 attack bombers and some Z5's.
>>
>>20322611
Are these things suited to take out the smuggler ship's engines?

And how do we know they won't just detonate the bombs after that?
>>
>>20322611
Hmmm would a torp each do enough damage to disable them?
>>
>>20322625
>Are these things suited to take out the smuggler ship's engines?
Yes.
>And how do we know they won't just detonate the bombs after that?
You don't.

>>20322627
Yes but coming from head on theres also a good chance it could destroy them.
>>
>>20322676
No, I mean loading our bomber with torpedo and send them to disable their engine
>>
>>20322735
Yes. Though there is still a chance of collateral damage destroying the rest of the ship.
>>
>>20322773
Well I'd take that risk... I mean it's that or being "gently bumped" by ship full of nukes right?
>>
>>20322797
Everyone in favour of this plan roll 1d20 for combat effectiveness.
>>
rolled 8 = 8

>>20322885
I just hope we didn't lose everyone else
>>
rolled 18 = 18

>>20322885
Well, here goes nothing
>>
rolled 18 = 18

>>20322885

Mighty Wings, go!
>>
File: 1344994250988.jpg-(126 KB, 817x853, all the missiles.jpg)
126 KB
"Everyone pulls back, we need to buy time to disable those ships some how."

"They're too small to disable with phase cannon, we'd just as likely destroy them." points out Kavos as you reverse engines.

"Launch our starfighters." You tell him. "Daska, load up your fighters with conventional torpedoes and send them out. Try to disable the engines not destroy them."
"I'll see what my fighter pilots can do."

Her Type-4's are the first to launch but your Arrows are faster, quickly out distancing them. All ships in the squadron pull back outside of the weapons range of the remaining armed asteroid defenses. The enemy ships continue to move up via cover as much as possible, their cruisers shrugging off phase cannon fire whenever they're out of cover.

Some of the nuke armed ships have point defense, but the smaller nimble fighters evade the fire and begin to stitch the shields with micro phase cannon shots. One of the Enforcers take a hit and retreat. Still it provides enough of a distraction that the other fighters are able to get in close and focus fire on the turrets taking them out. The bombers then get in behind and begin to fire off their torps.

A few of them detonate on contact with the shields, but the majority both overload the shields themselves and destroy the main fusion drive. The aft sections of those vessels are destroyed without doubt but the forward halves are still intact.

Then the missiles launch.
>>
File: 1344995125472.jpg-(40 KB, 1286x641, Missile barrage.jpg)
40 KB
>>20321881
>I'm assuming we have more than enough SRP to call in support?
I forgot about responding to this before but yes.

"Incoming! Tracking upwards of four hundred!"

You dont hesitate. "Drake, use Bittenfeld's point defense. All fighters, try to shoot down those missiles but mind the mass driver fire."

"All enemy ships moving up fast behind the missile volley."

"Perfect." you mutter, trigging off a few shots at the largest ship you can see, some sort of wide bodied attack cruiser. Everyone else in the squadron open fire on the enemy ships as well with both phase cannon and torpedoes. A dozen missile contacts dissapear from the monitor as a result of the Bittenfeld's fire before then some of the warheads begin to explode. It isnt one or two either but a dozen at a time, blocking the incoming pirate ships from view.
"Having some trouble getting weapons locks." reports one of the gunners. At this rate the enemy will be in close combat with you in moments.

[ ] Disengage and retreat, have fighters meet you elsewhere in the system for pickup.
[ ] Prepare for close combat (roll 4d20)
[ ] other
>>
>>20323456
What kind of ships do they have? Are they better at CC than we are?
>>
rolled 2, 14, 17, 10 = 43

>>20323456
[]Fight only long enough to pickup fighter
>>
>>20323499
>What kind of ships do they have?
See
>>20321728


>Are they better at CC than we are?
Well the Light cruisers have better all around weapon coverage than most of your ships where as attack ships mainly have firepower in the forward arc.

You and Alex both have ships with some all around coverage but for the majority of both your unit and theirs it going to be a turn fight.

>No captcha I dont know how to type characters in hebrew... or whatever that is.
>>
rolled 7, 16, 8, 5 = 36

Launch all fighters, incluiding those fro the cruiser squadron. Prepare for close combat.
>>
>>20323604
In that case, brace for combat. Otherwise they might just pick up those attack ships again.
>>
http://www.youtube.com/watch?v=o1Qkzj5bStU

You bring the ship to a stop. No more retreating.
"All ships, prepare for close combat. Fighters, do what you can but watch out for any cross fire."

"Copy that sir. This is what we train for." reports the highest ranking fighter pilot.

The wall of nuclear detonations is drawing closer and most of the gunners have been firing blind for a minute now, hoping more than anything that they're landing hits. The Bittenfield's point defense fire only rapidly losing effectiveness, through it has managed to clear out some of the spare missiles, far less will left over to hit the squadron. As the barrage breaks up the last few spiral in towards Alex's ship impacting his forward shield, dropping it by a third.

The thin bodied ship you find yourself face to face with rolls slightly and slips in between your heavy weapons fire but cant avoid being smacked by a four torpedo volley. After pulling up and whipping past you the enemy pilot pulls an impressive 180 to bring the custom built ship right in behind yours. Its single heavy phase cannon turret slams your aft shield time and again but your two turrets and aft torpedo launchers pummel him right back.

Mike you can see is in the middle of leading the enemy attack cruiser through a turn fight his opponent cant win. Both his wingmen are soon in behind pouring on the fire and shrugging off hits from most of the other corvettes.
>>
One of Alex's wingmen take a bad hit early on, losing shields then taking multiple hits from two enemy ships at the same time. Four of the shots burn right through the center of the corvette and a second later it's nothing but an expanding cloud of debris.

VYROXIS ELR HAS DIED

Alex's retribution is swift, dumping a dozen torps into the pair of ships, destroying one and sending the other out of control.

Your heavy phase cannon fire finally finds a target, blasting a chunk out of one of the light cruisers and disabling half its guns. Daska's flight swings in and finishes it off then does a head to head against the enemy ship behind you. It ducks behind cover (you) only to take another pair of torpedo hits dropping its shield long enough for one of your guns to land a hit on an engine. It breaks off and tries to link up with the cruiser Mike's squad are taking turns landing hits on.

With the Gungnir's size you're rapidly becoming a fire magnet. A good thing too as you're not certain Alex can take too many more hits.You carefully lead a shot that disables a Frigate which had just knocked out Alex's topside gun, scaring off it's wingman as well.

"Alex, Turner, stick close to me." you order. The three of you next turn your fire on the cruisers harassing Katherine's flight. One of her corvettes take a hit and she orders them to break off. With her ship's superior shield and engine power she's able to out maneuver them after drawing the larger ships away, though only barely. Eight torpedoes along with missile and phase cannon fire knock one of her pursuers out of the fight.
>>
>>20324288
>first pilot death
oh boy time for everyone to hate us
>>
>>20324288
>VYROXIS ELR HAS DIED

Noooo. mandatory shield upgrades for all corvettes after this mission.
>>
The other light cruiser and a Frigate swings out and comes in on your right flank, the twin linked fire cutting through your now weakening shield to cut a furrow across your topside hull. The Frigate swings out for another pass but the light cruiser gets in close trying to hammer through your now weakening shield. Alex pulls back enough to fire on the vessel, distracting it. Rather than retreating it turns and rams the Kavarian ship at relatively low speed. Its enough to startle Alex into backing off, and he takes eight phase cannon shots point blank to his portside hull, destroying 2 launchers and damaging en engine.

Daska chooses that moment to reappear, blasting the enemy with cannon fire. using your emergency thruster you bring the Gungnir around and hit the ship with everything, destroying the drive section. Despite the damage it attempts to fire again, but Turner hits it with a missile barrage disabling the guns.

Mike at last bags the ship that had been plaguing you early in the engagement. The remaining cruiser, one of the type that looks like a scaled down Excalibur class rapid fires its missile launchers to shield it from view. With blasts clear its being assaulted by your starfighters who down the ship's shield with their remaining torpedoes. Concentrated Micro phase cannon fire hits each of the turrets and launchers until they're disabled, then the engines.
>>
>>20324365
Sonia or the players?
>>
>>20324465
I meant player butthurt
>>
...

is it boarding time?

because if so, No quarter.
>>
"Get recovery teams out there ASAP!" You order once you're certain all enemy ships are disabled.
Two other corvettes from the squadron are disabled and Mike's Frigates are all rather beat up. Alex's cruiser is still venting plasma in some areas.

"Alex, you okay over there?" you ask him.

"That could have gone better. My sensors are offline and... God thats a lot of damage reports. Is there any chance Elr made it out?"

You glance over at the scans. Some of the outer sections of the ship are left over, most of those which are expected to be lost first in a battle.
"Its not looking good." you admit.

You notice the Bittenfeld is sporting a few new craters but otherwise seems intact except for a mass driver turret or two. Both of Kat's wingmen are in bad shape though.

"We should get the salvage fleet out here." Kavos tells you.
recovery operations shouldn't take too much longer and you should have shuttles to spare.

[ ] Have Marines board enemy ships now
[ ] Wait for salvage fleet
[ ] Secure the base first
[ ] Other
>>
>>20324635
[]Secure the base
>>
>>20324635

Call in someone else to take the base, we're a bit beat up to continue to it.

Send our marines to secure the enemy ships. Don't take prisoners on the warships.
>>
>>20324635
Secure the base, and have our damaged ship perform the necessary repairs.
>>
You resist the urge to yell "No Prisoners!" and throttle up, heading for the base.
"Call in the salvage fleet and tell them to make sure their escort is big enough. Mike, Katherine, form up on me, we'll secure that base. Everyone else keep watch."

You give the damaged smuggler ships a wide berth in case they're still rigged then close in on the main base shrugging off fire from the remaining defenses. As you close in your get a clear view of the base itself. A deep crater that coveres half an asteroid is riddled with holes, dock pits and towers. A shield protects everything inside its diameter.

Six turrets and a dozen missile batteries track your movement as you approach.

You're greeted by an audio transmission.
"So, you beat them did you? Well, good! They were a pain in the ass anyways. I certainly wasn't happy about their plan to strap some of my ship crews into those death sleds of theirs. I may have slightly cut off communications with the lower docks of the station so the remaining Pirates might not know you've beat up their buddies. I don't suppose I could interest you in clearing them out for me? I'll make it worth your while."

>Do you go along with the stranger's plan? Or just knock down the shield and secure the place.
>>
>>20325021
>Go with the plan
>Tell him that if it's a trap we're fucking sending his rock into the sun
>>
>>20325021
"Talk. Fast."

Signal to Kavos to contact command in the event we need to call in another flight or squadron for this.
>>
"The smugglers had a whole bunch of bases along here. It was a good location. If anything went really wrong we'd buy protection off the gang at the nearby base. Didnt really expect that to go in reverse. They showed up a week ago and took over, even stole two of the ships we were building, The Clarent class ones that look like a scaled down Excalibur. Not too happy about that. I'm guessing you blew them up?"
>if it's a trap we're fucking sending his rock into the sun
"I- That does sound fair. Lowering the shield. All of your ships look like things the pirates would use anyways, it should catch them off guard."

You and the others maneuver your ships into suitable size docks and in a few minutes your Marines are aboard. Any spare damage control personel are armed and ready for any counter boarding action. Some fighting spills back out into the docks at which point the Marines pull back to allow your point defense to blast a few holes for them to use. Things go faster after that.

Jing Ki contacts you after twenty minutes. "We're in the station control. I thought we were going to have a hard time of it but the remaining smugglers had already cleared the surrounding sections. We took some alive and stuned a few others we're not entirely sure about. If these smugglers are trustworthy we could have them help us screen the survivors to figure out who we should be holding."

[ ] We'll screen them
[ ] Let them help
[ ] other
>>
>>20325375
They seem to be agreeable enough
>[ ] Let them help
>>
>>20325375
>>20325427

Personally I'm not a fan of our trusting habits, but its not like I can outvote the trusting guys.

"Let them help, but if you think for even a moment that they're protecting someone... use what force you deem necessary."

[] Let them Help
[] Ki authorized to end anything that looks at him wrong
>>
>>20325375
>[ ] Let them help
They gave us the base on a silver platter, if they want to save the necks of a few of their friends, that's fine with me.
>>
A few hours see the arrival of the salvage fleet with escort. Additional teams also arrive to board the station and make sure its secure. The smugglers point out anyone that isnt local to the station. Some of them are bound to be refugees but they'd rather not take any chances. Ki makes a point of diverting any of the smugglers he feel are suspicious.

Most smugglers you've encountered in the Run have no particular love for the many mercs and pirates that cohabitate the region. Once they've been cleared you expect many of the locals will be offered jobs by one of the Houses to crew cargo ships.

Alex's damage is brought under control and his ship towed back to base along with the others. The destroyed attack corvette that belonged to Vyroxis Elr is beyond saving and will be broken down for parts.

You're informed that Mike has made a salvage claim on a Shallan Attack Cruiser. It could be awhile until its ready for action though. The squadron also has claims on a few of the other ships that look like they can be fixed.
>>
Salvage Claim Listing

***Starships***
1x Razor Battlecruiser (Estimated requisition cost 4200) [17800 sellback] repair time 4 days(Feb 28)
Advisory: This ship has been requested for the battlecruiser squadron.

1x "Battlerider" Light corvette with Delta (requisition cost 0)
1x "Battlerider" Light corvette with Scarab (requisition cost 0)


2x Peacock light corvette (requisition cost 0)
1x Peacock light corvette (Estimated requisition cost 150) repair time 2 days (Feb 26)
1x Peacock light corvette (Estimated requisition cost 420) repair time 3 days (Feb 27)
1x Peacock light corvette (Estimated requisition cost 500) repair time 3 days (Feb 27)

1x Shallan Attack Cruiser (Estimated requisition cost ??00) repair time 17 days?
1x Clarent class cruiser (Estimated requisition cost ?00) repair time 2 days (Feb 26)
1x Clarent class cruiser (Estimated requisition cost ??00) repair time ?
1x Light cruiser [D] (Estimated requisition cost 1700) repair time ?
1x Light Cruiser [D] (Estimated requisition cost 3900) repair time ?

1x ???? Class (Estimated requisition cost ?) repair time 4-5 days
2x Custom Frigate (Class name pending)(Estimated requisition cost ?) repair time ?
These last two ship classes have been built from scratch out of scrap and have no designation at this time. Rough images in a sec.
1x Upgunned standard corvette (Estimated requisition cost ?) repair time ?
>>
>>20325836
What are the characteristics of the unknown class?
>>
>>20325836
Take all the freebies and sell them off.

Let the House have the Razor for Sylvan or whoever's goofy BC squadron

Are the Clarents any good and does anyone in our squadron want one?

How soon until we can get a replacement pilot in for 1st flight?
>>
Also how much crap is still sitting in our squadron reserve that we can sell off?
>>
>>20325898
Expanding on goofy BC squadron, I really can't see a situation where the Battlecruisers are better off all together in a squadron rather than spread out with supporting smaller ships
>>
>>20325836
Just replace all our flimsy corvettes with fast cruisers and be done with it.
>>
File: 1345007097057.png-(31 KB, 526x232, Un-named ship classes.png)
31 KB
>Are the Clarents any good and does anyone in our squadron want one?
They're a bit untested. In theory with a bit of work they should be able to match an attack cruiser, but they rely primarily on a few phase cannon and missile launchers meaning it lacks some punch. They'd be best suited to skirting the edge of an engagement and using speed to stay out of range of anything that could hurt them.

These sketches came out really terrible.
>What are the characteristics of the unknown class?

Custom Frigate on the left
Weapons: 4x missile launchers
1x Twin linked phase cannon (Same as an attack Corvette)
Quite a bit of engine power.

???? Class on the right
Weapons 1x heavy phase cannon turret. That's it.
Could probably fit missile racks or some launchers.
Again, a lot of engine power on this one using 2 Frigate engine banks.
>>
>>20326184
Both custom ships and the Clarents sound good for our squadron given their speed.

See if we have any takers, if not grab one to keep in reserve to replace the attack corvette we lost. Skip the damaged peacocks and the regular light cruisers.
>>
>How soon until we can get a replacement pilot in for 1st flight?
You should have one within the day. There are still corvettes in your squadron reserve for them to use.

>>20325959
>I really can't see a situation where the Battlecruisers are better off all together in a squadron rather than spread out with supporting smaller ships
As the House has never had access to Battlecruisers before in its history expect there to be some experimentation.

>Squadron reserve.
There were 4 Attack Corvettes, 2 Dagger class corvettes and 3 Standards in reserve. Your new pilot with be assigned one of those Attack corvettes.

All peacocks to be sold off once repaired.
>>
>>20326287
We don't have much use for those Standards.

Donate them to a training flight or sell them off or something?
>>
You receive some mail while at base waiting for the damage repair estimates for the squadron.

The Mercenary outfit Gnomish Blades has been cleared for employment. As a Knight you are now authorized to hire on Mercs via the payment method of your choice. This can be either with cash, salvage or offering Letters of Marque. All can be negotiated.

Be aware you should only commission Privateers if you are certain of their loyalties or if they have a good track record.

Depending on their contract mercs can be somewhat dependable. Even so, they lack the sort of endurance military units have and will retire from the field for an extended period after any serious fighting.
If you want, you can assign a group of mercs as escort for one of the Flights. That fight leader will be in command of the larger unit.
Mercs will carry gear and personnel to begin salvage work themselves if salvage is included in their payment method.
>>
>>20326374
Did they manage to get the slave-chipped crew off their ships safely?
>>
File: 1345009354479.gif-(50 KB, 1184x1068, Smugglers run Local South 18 C.gif)
50 KB
There werent any traps set aboard the ships themselves. The crews have been put in stasis until they can be shipped to a medical facility where they can be operated on.

After clearing out those bases friendly forces were able to make contact with a number of units perviously cut off. Map updated.

Most of the squadron will have finished their repairs within 24-30 hours with the exception of Alex's C-Type attack cruiser. That's going to need 4 days minimum. Until then he's looking at his old Dagger or one of the Clarent class once they become available.

Did you wish to resume recon missions as soon as the majority of the squadron is back up or wait until more cruisers become available? Also, did everyone want to use the previous plan for what sectors to scan down next?

The House Posat representative should also be arriving tomorrow so plans will need to be made.
>>
>>20326657
We should probably finish our scans of the sectors surrounding the station, and after that wait for Alex's cruiser to be repaird.

We'll also have to prepare a funeral and memorial service for Vyroxis Elr and his crew.

Resume the recon missions as soon as the squadron has been repaired, but avoid the more dangerous engagements util the other cruisers are available.

>The House Posat representative
The Knight Commander is probably more skilled in inter-house negotiations than we are.
I think we should go with the option that will have no impact on Posat's ability to contribute to the campaign.
>>
>>20326657
I think we also shouldn't pass on the Shallan Attack cruiser, even though it will take a long time to repair.

Other than that i agree with >>20326717 on all points.
>>
As you are a shareholder that is being screwed over as a result of House Posat business practices regarding their armor company you (or a financial representative) should be present at the meeting. Regardless of which will be attending you should decide on your plan of action.
Most seemed to support warning the House and making a deal with them for money or shares to be payed later.

We're still left with how to go about this.
7) House Possat offensive stops now. They are warned to secure their financial situation and the House will pull forces back to territory already captured and begin recovery. They'll begin a controlled sell off of worlds and assets to break even, and will attempt to find work for Mercenaries through other Houses.

8) Slow offensive. Posat keeps some forces on the offensive in the hopes they'll find something worth selling off that will get them out of trouble. They'll attempt to hire out their mercs to other Houses with the exception of those commissioned as privateers. A slow sell off begins.

9) Maintain offensive. While they are made aware they're working with borrowed time their support could be too valuable to cut off now. The serious sell offs and financial actions begin once the Run is secured and the heavy lifting for the region is done.

10) Burn their House down. Mad free for all land grab through the entire Run. With enough warning your House could bring in enough troops and ships from Home territory to assist. You could also bluff House Posat into thinking nothing is wrong and that you wont do this to buy time for your forces to prepare.
(Some seemed to support this so its still up there as a viable option)
http://www.surveymonkey.com/s/CTF7GBK

Will resume in the morning.
>>
Memorial services should be held some time before Alex's ship is fixed.

>>20326717
>>20326844
Also, roll 1d100 for each of the sectors you wanted to conduct recon on.
>>
>>20326950
I'd favour option 9. It seems we've just a few more sectors to secure and we're done with our part of the run. So let's just power through.

I think we were planing to do five more sectors.

So here goes the first roll.
>>
rolled 46 = 46

>>20327043
Whoops, missed the survey link and forgot to actually roll a die.
>>
rolled 13 = 13

>>20327046
2
>>
rolled 44 = 44

>>20327056
3
>>
rolled 68 = 68

>>20327064
4
>>
rolled 50 = 50

>>20327070
5
>>
Just to make sure the thread's still here tomorrow.
>>
bump
>>
>>20318971
For the record this:
>>20326950
Is what I support. Though I'm fine with pretty much anything but burning the house down.
>>
rolled 27, 73, 73, 15, 35 = 223

I think I can improve the average roll, so here it goes.
>>
>>20326950

Go with 9.

If Posat doesn't help us maintain the momentum we've got right now, we'll all suffer.

And they'll be able to possibly find something good to help keep their house afloat.
>>
After collecting the majority of the squadron you head out. The area around the base needs to be scanned down at the very least even if you don't remove all of the threats right now. The first sector you jump into is filled with jamming.
"Its a lot heavier than the other times. I think we may have a jammer in the same sector as us."
The squadron continues to place Buoys and take scans in an attempt to triangulate the position of the jammer. You're getting close when the squadron stumbles upon a Y-type transport and some modular transports. Missile box launchers pop up out of the container block on the larger ships and open fire as they move to retreat. One of your heavy phase cannon shots pierce the transport's shields and destroy two of the launchers before it can escape.

"We've got their location." Arron tells you.
Jammer detected!
Threat level 1-2


In the second sector you scan down you're momentarily strafed by a couple of Jenning class corvettes who use the cover of the nearby nebula to escape. It doesn't help that you're still within range of the jammer.
Pirate base detected!
Threat level 3


The third sector seems mostly clear except for a smuggler ship deploying a com buoy. Their ship is fast enough to make a break for it before you can get within range.
The buoy is broadcasting advertisements for a mercenary company looking for work.

"Well this is a bust. I figured there would be enemy units all along here." You tell Kavos.
"Like that last band said, they must be looking to join the winning side."
>>
>>20330590
Is this a wat do?
>>
File: 1345042345012.gif-(59 KB, 1261x1276, Smugglers run Local 18D.gif)
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>>20330590
Swinging back past the base you decide to scan down the next sector along the Run. On arrival you meet a lone Frigate looting some partially destroyed reighters. The ship runs for it as you expected. Its engines must have been upgraded for use by smugglers with the speed it manages.
You call in the wrecked ships. maybe the salvage teams cone find something of use.


In the last sector you plan to scan down at the moment you encounter a Scarab and another light corvette at maximum weapons range. Their response is predictable on seeing the mixed squadron.
"You know, this is almost becoming a thing. Enemies always running away I mean."

"Perhaps you could take a flight of corvettes out for a Recon mission?" Kavos suggests jokingly.

"If I did that with our luck I'd run right into a main group." You point out. "I think I'll stick to full squadron strength for the moment thanks."

Scans detect the presence of Pirates in the sector, possibly battlecruisers.
Threat level 3-4
>>
>>20330730
Okay. Let's take out that jammer first.
>>
>>20330730
Clear the jammers first. If our squadron was at full strenght I would reccomend hiring the republic mercs for a strike on the 3-4 threat. We should have enough ships in requision that we don't have any use for to interest them. Not the battlecruiser though.
>>
File: 1345043293945.jpg-(10 KB, 400x203, mutara-nebula.jpg)
10 KB
Current poll results

7) 9.1% 1
8) 27.3% 3
9) 54.5% 6
10) 9.1% 1

>>20330693
No, just typing slowly this morning.

You let the squadron rest for a couple of hours before moving out to kill the jammer. Its too much of a problem to ignore and needs to be dealt with.

"It's hiding in the local nebula. We have a general fix on the location but it might be difficult to spot in all this muck."

"What about the advanced sensors?" You ask Arron.

"They're helping but we're still limited to an area a few AU in diameter. It'll take time to search."

"If the squadron splits up into flights they should be able to cover more territory and we're still close enough for coms to work." Kavos tells you.

[ ] split the squadron by flights (roll 1d6)
[ ] stick together. (Roll 1d12)
[ ] other
>>
rolled 6 = 6

>>20330920
>[X] split the squadron by flights (roll 1d6)
As soon as things begin to look fishy, head back to the other squadrons and investigate the area together.

Rolling.
>>
rolled 6 = 6

>>20330920
1st and second stick together. Same with 3rd and 4th we stay with whoever is weaker. Rolling d9 to split the difference.
>>
>>20330967
You really need to press f5 immediately before you post. Or just get 4chan x.
>>
>>20330944
I support the anon that rolled so good. Heh. Nah, its only a jammer, i doubt it will be defended hard enough to be a problem for even one of our flights (excluding Alexs)
>>
Splitting the difference even more in this case.

Mike and Daska's flights should be able to handle themselves after that last fight, you decide. You stick with Alex and Katherine. Alex's Flight needs all the help they can get at the moment with the C-Type in dock for repairs.

It doesn't take long to track down the enemy. Within an hour Mike calls in the position of the jammer who tries to pack in their jamming gear and escape. As your part of the squadron closes in you spot multiple nuclear detonations lighting up the nebula.

"Its that transport with the launchers we saw earlier." Says Mike.

Before you arrive Daska appears on scene and blasts the transports sublight drives. The fleeing jammer emerges from a bank of gasses in front of your half of the squadron and broadcasts surrender messages once you lock weapons. Both of the J-Types use the confusion to run for it and once its clear that they've escaped the larger nuke armed transport gives up as well.

You call in the salvage team as your Marines secure the jammer but it looks like the crew have sabotaged much of the EWAR equipment.
>>
>>20331145
I suggest we next get some support (the 4 Light Cruisers and 8 Frigattes from before or another attack squadron) and hit the Threat rating 3-4 Pirate Base. In my opinion it is decidedly to close to our precious Super Heavy.
>>
Its closet to 1100 hours Feb 26 when you return to base.
Alex buys the Clarent class ships that's ready and has some good quality GE drives installed until he can decide what he's doing with it. He'd like some time to give it a shake down run.

Reservist Jehtot Kharbos who has taken the empty squadron position didn't even get a chance to fire his weapons in the last engagement so you haven't had a chance to see how well trained he is yet.


The Knight Commander was somewhat surprised that you chose to send a financial rep to the meeting instead of attending yourself but densest mind. They've reached an agreement that will see you compensated with a combination of shares and the money you should have been receiving once the run is secured. As they've now signed a legally binding contract to that effect if they back out when the time comes the lawsuit you could bring against them would blot out a couple of suns.

At the time of his death Vyroxis Elr had a total of 14820 RP. Alex says he was waiting to grab a good ships via salvage then immediately outfit it with emergency teleporters. He ran out of time though.

Do you wish to have the RP transferred to SRP or split among the squadron members?
>>
>>20331361
Split among squadron members. Encourage them to purchase defensive upgrades as soon as they can afford them.
>>
>>20331361
Spilt it among the squadron members. We are about to sell a Razor Battlecruiser, that should grant us more than enough SRP.
>>
>>20331361

we should use some of it to upgrade the new guy's shields to max, then split the remainder among the squadron.

Are we expected to write a letter to the guy's family about how we'll never forget his bravery and such?
>>
>Defensive upgrades
All your ships have point defense, upgraded armor and the most powerful shields available. The only remaining upgrades the majority lack are emergency teleporters. 5 of your pilots currently lack enough RP to acquire them (including yourself) do you wish to use SRP to help them out?
You could also simply wait until the Razor Battlecruiser is sold back to the House and use the RP from it to fund this.

Be aware that your are still owed a favour by the Rovinar if you wanted to acquire EMRG teleporters for yourself without using RP.
>>
>>20331550
We are running out of stuff to spend rp on it seems. Any idea when the assult convertees are going to become avalible? I would like to repeate my suggestion to hire the republkic merc by offering them some salvage we are never going to use anyway. They should have the firepower to crush the enemy.
>>
>>20331550
I think we should do that. Take the Rovinar Favor for our own ship, use the money we get from the Razor to fund EMRG Teleporters for all. It seems like a good idea to protect our valuable veteran pilots. And we have the Squad RP, its not like we have great plans for them and we arent going to command this squadron for a long time anymore anyways.
>>
>>20331550
Teleporters are pricey as hell.

Use SRP to help pilots who choose to buy them, maybe cover a third or half of the cost.

Use the Rovinar favor to get them for ourself.
>>
>>20331661
They'd still be under our command if we choose to take the attack wing instead of the BC squadron
>>
>>20331661
Correction, we are soon going to get a lot of better ships, the custom frigattes and the attack cruisers, we might want to wait with funding EMRG Teleporters until everyone that wants to has upgraded his ship.
>>
>>20331688
Yeah, but i doubt we can still manage their SRP, that falls to whoever inherits our squadron. We will likely get something like WRP though.

So why not spend the SRP while we still can?
>>
>>20331729
Fair enough
>>
>any idea when the assult convertees are going to become avalible?
Rumor mill seems to indicate the prototypes should be hitting the front lines in a month or two.

> I would like to repeate my suggestion to hire the republkic merc
The former Republic mercs that are being recruited by the Medium cruiser captain are largely sticking to the back benches and biding their time until they have enough force to steamroll something.

There are currently 2 Mercenary outfits available to be hired.
-The Gnomish Blades
-Flag Snatchers (planetary assault & boarding specialists)

>Are we expected to write a letter to the guy's family about how we'll never forget his bravery and such?
That is entirely up to you. If you want you can include a letter or video message which the Military Department of Notification will take with them.


The memorial service is a small affair in an unused cargo bay aboard the modular station. Members of the squadron and a few of the senior NCO's attend. A couple of the marines that had been assigned to the ship lost but hadn't returned to active duty at the time because of injuries are present. Holographic projectors display images of each of the crew members lost.

Did you want to say anything to the squadron?
>>
>>20331794
We really didn't know the guy that well. While it is expected as his CO that we write a letter to the family, I think we should refrain from attempting to eulogize him.

How good is ship pilot life insurance and how hard up for money are his survivors? Because we seem to have a lot of it all of a sudden.

I'd rather take regular House forces as support for the high threat mission, they are more dependable than mercs.
>>
>>20331794
Dang, then there is only one option *gulp* we need to talk to our idiot boss to deploy the entire wing. Or at least grab one of the other squads.
>>
>>20331869
True, but a doubt regular forces are going to be willing to spare a medium cruiser pluss screen.
>>
>>20331917
I dunno. Our boss actually seemed quite capable the few missions he flew with us. I dont even know where he got his Leeroy Jenkins reputation of. Well, he wrecked his ship trying to stop the Asteroid at the big battle, but we didnt have any better idea there either.

Its only the Commander does not seem to like him...
>>
>>20331979
The Commander dislikes him because of his unrefined attitude and that he got most of his first corvette squadron killed. Daska was one of only a few survivors.

Most units he's assigned to have tended to have a run of bad luck in the past.

>>20331869
You don't have much to say at the memorial, you just didn't know the pilot that well. Alex talks for a bit about some of Elr's likes and dislikes and what he knew about the nearest family members. It doesn't seem like its really caught up with him yet that the other pilot is really dead.

Afterwards you talk to the flight leaders about equipping the squadron with emergency teleporters and and using either RP from the Razor in a few days or SRP to help out any that cant afford them right now.

Do you want to wait until the repairs to Alex's ship are completed and the teleporters installed before deploying on the combat mission?

Also, do you want to ask for support from one or more of the other squadrons in the wing or get another friendly unit to help out?
They
>>
rolled 4 = 4

>>20331979
Hasn't he basically ignored us despite being our nominal CO? I seem to recall him acting like a squadron commander when he is supposed to be leading an entire wing. He has (arguably) shown himself as completely incapable of higher level command by micromanaging one squadron while leaving two others to basically fend for themselves.
>>
>>20332130
Wait for Alex's ship to be ready.

Take time in the intervening period to talk to him about his dead wingman, and also spend some time in the simulators against situations we haven't really dealt with yet like overwhelming enemy numbers or very powerful single targets like that Carrier that escaped the Forbearance base.
>>
>>20332130
Try to get one of the other Squadrons in on it and some cruiser support.
>>
>>20332251
This. Might want to get a carrier if they have it to spare.
>>
>>20332233
You spend some time getting the squadron ready. The next time you go into combat things are going to go badly for the enemy.

Alex throws himself into his work, helping with the repairs as much as possible. Despite being a Noble he works as hard as any regular person even if he doesn't always know what he's doing. You drag him away for some fencing practice so that the engineers can do their jobs.

>also spend some time in the simulators against situations we haven't really dealt with yet like overwhelming enemy numbers or very powerful single targets like that Carrier that escaped the Forbearance base.

Anyone wants to put the squadron through some simulations roll 1d13.
>>
>>20332414
Rolling a funky shaped die
>>
rolled 4 = 4

>>20332479
Whoops
>>
While waiting for more repairs to finish you tell everyone to report to one of the simulator rooms aboard the station. You idly wonder how long it will be until some of this equipment is moved over to Forbearance itself.

When the rest of the pilots arrive you head in and try your luck against the toughest opponents you expect to encounter. The enemy Carrier with a small escort is the first thing that comes to mind.

It's a massacre.

One four of your ships survive, two corvettes and two of Mikes Frigates. Every one of the larger ships become fire magnets for torpedoes launched from attack bombers. While your point defenses still inflected heavy casualties there were just too many of them. On the bright side you did lay waste to the carrier decks, destroying the on board fuel stores which eventually caused the entire ship to go up. You wonder how tough the real thing will be.

"Okay people what did we learn from this?" you ask everyone.
"To bring more fighter support." mumbles Daska
"To kill off their escort early in the fight?" Asks Kathernine.
"That we should bring a stockpile of SP torps along." Alex concludes.
Everyone looks to Mike for his answer.

"What? My flight did fine there isn't much for us to improve on for that fight."
>>
Have any of the cruiser squadrons come across any attack cruisers? Because we've got some regular cruisers they would probably want more.
>>
Okay RP and SRP are balanced.
>>20332707
Let me check through some reports.
>Shuffles through paper as though looking busy.
Not really, there's a lot of converted transport ships and under armored cruisers their crews maybe believed were attack cruisers before they were wrecked. One of the cruiser units did beat up an E-type attack cruiser but Sylvan's rather under gunned squadron already scooped it up.

Speaking of which there's some dispute over a salvage claim on a Vengence type that was damaged in the battle for the Forbearance. Daska drew it in close enough for the station guns to disable it but 3rd wing's 1st squadron has very few in the way of actual attack cruisers and would like it.

It has the same base hull type as the Bittenfeld but different weapons.
4x light phase cannon arrays
6x spinal mount phase cannon
2x torpedo launchers
>>
>>20332807
Which wing are we in again? Okay, tell the cruiser squadrons that we will swap the two damaged light cruisers for the next attack cruiser they find. Is the Vengance type ready? Tell 1st wing that we will give them the other clarent class, but we will keep the vengance.
>>
3rd Wing 2nd squadron.
> Is the Vengance type ready?
Yes, it's just finished repairs today, though the engines are still fairly average.
Yes you could trade the Clarent to them, you'll have a second one repaired in 4 more days though I imagine they'd prefer the Vengeance.

1st decision
[ ] Give 1st squadron the Vengeance
[ ] Keep it for our unit
[ ] Trade
[ ] Other.


The squadron is ready to move out to attack the level 3 Pirate base. You've request a Carrier be present just in case and have assigned the captured Assault Transport with 4 squadrons and some cruisers as escort.

Do we want additional support from
[ ] A mixed Cruiser/Frigate squadron
[ ] 1 or more of the other attack squadrons
[ ] Mercs
[ ] None
[ ] Other
>>
>>20332807
>>20333082

Daska has a cruiser, right? does she want to change it for the Vengance?

if not we can have them buy it for RP, if they want it, we can sell it. If Daska wants it we can sell them another cruiser.

See about some missile PD to, similar to the slug cannon one, it should be easy to get a boost with miniaturised Missile racks. Something like atmospheric gunship or shuttle missile for CIWS. easy to bolt on, heavy hitting accurate one or two time usable virtual shield/PD.
>>
>>20333082
Er, four squadrons of what as escorts?
Also, the way you described it we were more or less in a position to tell them to pound sand with the regs on our side. So I decided to be nice and give them a consolation prize.
>>
>>20333129
At this point we are upgrading our individual flight members to attack cruisers. In essence we are trying to change from a covertee squadron lead by an attack cruiser (which was what we were at the start) to an attack cruiser squadron led by a battle cruiser.
Tdlr: we want it for the grunts
>>
>>20333228
But we'll soon be in charge of everyone on that front, wouldn't it be better to have everyone at more or less the same strength?
>>
>>20333129
Daska does have a cruiser, she was hoping to upgrade one of her wingmen out of a corvette.

>Missile point defense.
There are interceptor missile pods which can be fired either from conventional launch racks or box launchers. Once they close in on their target the larger missile splits open to fire off 3 smaller anti-starfighter missiles.
There should be a few left in the stockpiles on Forbearance.

>>20333171
4 starfighter squadrons, mostly attack bombers.

>Also, the way you described it we were more or less in a position to tell them to pound sand with the regs on our side. So I decided to be nice and give them a consolation prize.
That's fine, it would certainly cut down on any ill will between the units as your squadron has more cruisers than the 1st squadron.
>>
>>20333255
One of the reasons I offered to compromise with the squadron. After all, we are currently in charge of just our squadron, not the whole wing, which means we need to look out for our people first. Frankly Sylvan should be the one suggesting my sort of compromise, but he isn't helping mediate. Shall we flip a coin and get this over with?
>>
>>20333255
>>20333228


Not really we need some screening support.

So, since we are getting to be a wing we can have our flight leaders promoted to squadron leaders and the most promising pilots who show leadership abilities to flight leaders.

Flight leaders will have attack cruisers, squadron leaders cruisers/ battle cruisers, green troops (since we went for wing command ) corvettes/frigates, and us with something big, a battlecruiser or a battleship...

this way we have the heavy hitting power of a cruiser squadron and the effectiveness of a wing.

tl;dr we need some corvette escorts as bruisers, scouts, speedy reaction and additional PD for the centrepieces.
>>
>>20333300
not necessary only anti star-fighter, but also anti missile, and anti torpedo.

And if we do get the warhead upgrade option for flak against beams and energy pulses, we might as wel use a combination of munroe and coanda effect to use HEAT type rounds as a particle matter redirector as PD against particle cannons, and knock them off target.
>>
>>20333338
Attack cruisers are every bit as fast as covertees. The only downside to them is increased crew requirements and cost.
>>
>>20333381

Indeed even a half degree variation at hundreds of km is enough to make it miss by multiple meters, and we are fighting at thousands of km.

enough that such a thing if able to get the whole particle blast in its diameter and detonate the particle stream for a bastardized effect of munroe/coanda, it could redirect weapons fire from some pretty big particle guns.


thus making us more survivable against heavy hitters.
>>
>>20333310
>Shall we flip a coin and get this over with?
Starting to think that might be best.

>Anti-beam weaponry R&D
House R&D assets are currently overwhelmed dealing with the assault corvette program. If you want, you can investigate whether there in a company or House that is doing research of this sort that you can help finance.

Your squadron is being assisted by
1x Kavarian Assault Transport with starfighter bays
48x starfighters (A mix of Type-4 attack bombers and Z5)
4x Light Cruiser (Upgraded with point defense)
4x Frigates

Did you wish to request any additional support on your mission from the options here
>>20333082
before deploying to the Threat level 3 sector?

Or did you want to call off the attack and resume recon or target the slightly more dangerous sector?
>>
>>20333575
well we did want to invest on R&D
>>
>>20333575
>>20333596
If we do this , we have to get involved and have it done as the highest house secret we can get.

Similar with the Interceptors of the EA in Babylon 5.

If they are paranoid about protecting one weapon system it is that.
>>
>>20333871
Well a company that secretive would probably be chosen for the stealth technology research when it's unsealed
>>
>>20333575
>R&D

Isn't our house really, really small? 2 proper, civilised worlds and a few assorted star systems, if I remember correctly.

We do probably have neither the funds, nor the capacities for anything like some kind of anti-beam weaponry. Unless it's a really simply idea nobody had until now.
>>
>>20333960
What >>20333469 said is pretty simple in concept, but would need the mother of all tipple timing, and would not work on laser only on particle streams.

You would need something else to deviate a photon stream, since they are massless and wont be affected by the Coanda effect.
>>
>>20334204
Ablative armor or chaff clouds?

We already have shields though
>>
File: 1345063204489.gif-(59 KB, 1261x1276, Smugglers run Local 18E.gif)
59 KB
>>20333960
2 Naturally habitable planets. The Harmen family of Loran II gained much of their wealth by finding ways to rapidly terraform 5 planets in other systems and establish colonies on another 4. There are still questions raised about the terraformed worlds and if they previously contained native life forms.

>>20334204
If this helps any phase cannon in this setting act as a carrier stream for charged particles. I haven't done any real work on the physics of it in ages.
1) Not hearing anything from people except for Blackjack. The Clarent is now traded to First squadron for the Vengeance unless there are overwhelming objections to retcon this.
Daska's wingman Vaughn now has it.


2) This is the final call for additional ships to be taken with you on the mission to the threat level 3 system. I've waited an hour and a half for requests on this and have received none. You have t-minus ten minutes as of this posting otherwise they're being left behind.

3) The attack on the level 3 is going forward unless there are objections since people did seem to be in favour of it before.
>>
>>20334328
Bring the mixed cruiser/frig squadron. That should be enough for a mission with threat level 3.
>>
>>20334328
Seconding mixed squadron
>>
>>20334328
BTW, what does our leadership think of the campaign so far?
>>
File: 1345064363014.gif-(4 KB, 716x502, T3 System Map 01.gif)
4 KB
Not wanting to take any chances you bring the Carrier along with the mixed Cruiser/Frigate squadron.

Before heading out you recieve a message from command.
"All House forces this is a general advisory. The Terran battlegroup Macedon has move into position at the other end of the Run and is blocking any attempts at escape by local pirates. We are now at a heightened state of alert in case enemy forces attempt to fight their way past our positions."

The fleet leaves the minefield and jumps out for the target system a few minutes later. Initial arrival in system is uneventful. Solar wind from the small blue star has blasted away the surrounding nebula in this area.


"Enemy ships located. An Exodus battlecruiser, a carrier made out of scrap and cargo modules, and a few Frigates. They're all in orbit of a blue gas giant, looks like they're carrying out refueling operations. Wait, more contacts they're Jenning class. I think they're diving down into close orbits of the gas giant to scoop fuel." Arron forwards the scans to you and Kavos.

"They have additional external fuel tanks." Kavos indicates the added sections bulging out from the ship center lines.

"Getting a clearer view of their Carrier. It looks like they've attached the remains of another partially destroyed Exodus class to their hull."

You zoom in on the image. It looks to be the ship you cripped just before you began your first convoy runs.
"Damn. The salvage fleet wasnt able to snag it in time?" You ask.

Kavos nodds in agreement "Likely. The whole section of the run is still seeing a lot of activity even after the casualties they've been taking."
>>
>>20334497
Looks like we caught them at a bad time.
>>
File: 1345065048782.gif-(6 KB, 1461x682, T3 System Map 02.gif)
6 KB
>>20334471
They're glad they haven't been totally screwed over like most other Houses who have made attempts.

>>20334497

"The enemy main fleet is orbiting away from our location, towards the back side of the gas giant."

"If we were to approach at sublight they would have time to retreat or engage at their discression." Says Kavos thinking out loud. "We could micro jump but we dont know how they'll react."

The two most obvious places to mico jump to are
A) behind their orbital position. Your ships will attempt to play catch up with the enemy fleet using their superior speed.
B) to the other side of the planet. If they continue their orbit you might face a head to head with them if they continue their orbit, or you might be closer if they flee.
C) Split the fleets
D) Do something else
>>
>>20334610

Lets split, one jumping perpendicular to their way, meaning they have to run around and loose a lot of time due to gravity, or blunder through fire and try for a slingshot to flee with extra speed.

The second part should be on their same orbit coming to meet them, so that if they do go for a slingshot manoeuvre they meet nose in nose and get another face full of fire , most likely terminating them, or if they

try to do a 180* turn on the spot and run away , the second part can do a slingshot and over-run them with the extra speed.
>>
>>20334610
Well, we could taunt them. But I think splitting the fleet is the right move.
>>
B) to the other side of the planet. If they continue their orbit you might face a head to head with them if they continue their orbit, or you might be closer if they flee.

As it looks we have vastly more firepower and are faster. It would certainly hurt, but if we stick together with the light cruisers we should make it. Remember that they arent fast enough to help us play catch up.
>>
>>20334610
Split fleets.

Our fast moving attack squadron goes to point A and plays hammer, the Cruiser unit goes to point B and plays anvil.
>>
>>20334708 here, i just wanna tell you guys that splitting is very risky. They could attack one of our strikegroups with all their forces, and if they choose the one the light cruisers arent in that group will essentially have to finish this battle alone. I'd advise against it.
>>
>>20334727
True, on the other hand, our squadron has more ship to ship firepower than their entire force. And we have some fighters of our own, and very good point defence.
>>
>>20334727
Our group has good enough survivability to last until the other unit catches up
>>
>>20334812
I severely doubt that they will manage to catch up. Since we jump before and behind the orbit of the planet they would need to microjump through its gravitation well and that does not work well. And they are light cruisers, not really known for having the fastest subspace drives. Either for good or bad, the battle would be over before they can help us.
>>
"We'll need to split up to make sure they don't get away. Carrier and cruiser squadrons, jump to the side of the planet opposite them. Our ships are faster so we'll chase them from behind."

Surprisingly the Carrier unit doesn't object. They must be fairly confident with their smaller tougher ship than they would be with a normal Carrier.

"Plotting jump for second squadron." Linda announces. "Stand by, all ships. Jumping in three, two one."

The former pinprick of light that was the gas giant one second snaps into view the next. The bright points of light from the enemy fusion drives are easy to pick out with the naked eye just above the horizon.

"Full burn everyone." You order as you crank the throttle to the limits. The others start to out distance you before long and you start to edge your drives into the red line.

The enemy fleet is still continuing their orbit for the moment. A couple of Jennings are still climbing up out of lower orbits towards them.

"How much longer until the last of them link up?" You ask.

"Not long." Answers Arron.

"Fifty says that they break orbit the second they do." Says one of the gunners to Arron who refuses to take the bet.
You're falling behind the squadron quite a bit now.

[ ] Push your engines farther into redline
[ ] tell everyone to slow down
[ ] other

Also roll 1d20 for combat.
>>
>>20334843
On the other hand, starfighters can be quite fast, how fortunate we have a carrier to assist us.
>>
rolled 20 = 20

>>20334904
[]push engine
>>
>>20334904
Launch fighters before contact. Have our fighters screen are xo's as her's strike with sp torps on the carrier. I want it out of the fight immediately. Then call on everyone else to surrender.
>>
>>20334957
Uh, no one roll?

Other than that, i knew that we should have welded more engines to the Gungnir. Maybe also paint it red. One never knows.
>>
>>20334973
Anyone have anything against this plan?
>>
>>20335078
I like that plan. Just dont make it too obvious, maybe mask it with some nukes.
>>
You push the engines harder. You're not sure which would have been the better choice in engine types right now, Aries or GE.
"Engineering wants to know how long you intend to run the engines this hot." Asks Kavos.
"Not for too long I hope." you reply.

"Drive sections are being evacuated in case of radiation spill over." Your XO reports a second later.

"Launch starfighters. Daska, if you have any SP's put them on your starfighters and launch them as well. Have them target that Carrier."

"Copy that."

Up ahead the enemy fleet begins their turn away from the planet, the last Jenning cruising up from lower orbit and catching up with them.
"They're burning hard now." Warns Kavos. "Though I dont think their slower ships will have enough time."

You launch missiles and warn your fighters about them. They wing out of the way letting them pass then turn on the speed. A pair of them detonate blinding the enemy sensors followed by another two. By the time the blasts clear your fighters are almost on the carrier. A couple of point defense guns open fire and your faster interceptors pull away drawing the attention of the guns. The lead two attack bombers launch a pair of torpedoes each which pass straight through the shield and hit the carrier drive sections.
>>
>>20335409
Explosions chain through the sublight drives throwing debris in every direction. The damaged cruiser attached to her side is thrown clear and the vessel spirals out of control on her one remaining engine. The shields flicker and die as fires rage through aft sections. One final blast vents the starfighter bays sending fighters and gunships tumbling into space.

The other two fighters drop their torpedoes into the engines of the remaining Battlecruiser. It doesnt suffer the same sort of probels from the hits though.

"We're out of SP's, pulling back to hammer their shields with the conventional torps." Reports one of the pilots.
Then a wave of twenty torpedoes catch the battlecruiser knocking dow the shield just as you enter phase cannon range. The starfighter squadrons from the Carrier group flash past the larger enemy ship and towards the Jenning group as your ships begin to hammer the cruiser. It doesnt last long, and as damage starts to rack up they broakcast their surrender. The crippled carrier does the same a minute later.

Two of the assault corvettes jump out but the rest are hit by more torpedo fire, losing shields long enough for the starfighter to damage their sublight drives.

"Mission Accomplished!" Reports one of the fighter squadron commanders. "The Cruiser pilots are buying the drinks!"

The Cruiser and carrier group soon catch up and you converge on the enemy carrier. Some of the enemy fighters are manned, but most have taken damage from their rapid exit of the hanger bay.
>>
>>20335455
>That feel when you roll 20 and everything goes better than expected
>>
>>20335455
Make sure to mab all the enemy fighters for greater justice and our squad. Those things are expensive enough.
>>
>>20335455
Start tractoring fighters and gunships like a kid in a candy store.
>>
Also, dont forget to call up the enemy base for surrender options while pillag... uh, salvaging.
>>
salvage time :)
>>
rolled 4, 1, 3, 1, 1, 4, 3, 1, 6, 2, 4, 5, 4, 1, 6, 1, 1, 3, 4, 1 = 56

You contact the Carrier unit.

"So, uh, mind if we snag a few of those starfighters? Its not that we don't mind calling on your for help but..."
"But the good starfighters are bloody expensive?" The other captain finishes for you chuckling.

"Yes, that." you admit.

Marines from your ships board the Carrier while those from the friendly cruiser squad board the battlecruiser then later the corvettes. An odd looking long bodied Frigate is the last to be checked over. Its fragile looking sublight drive assemblies and general lack of armor give it the appearance of something smugglers would prefer.

>tell local base to surrender
After looking over the carrier you notice that part of the main body is made out of a modular station section. They must have built their carrier around it and made it mobile. That strange looking frigate with its flat top is covered in grappling gear. It must help move station sections as well, though they might need a second one for larger loads. That must be a pain in the ass to get the FTL in sync.
>>
>>20335678
>all dose ones

Oh boy a bunch of broken fighters!
>>
File: 1345072094733.gif-(53 KB, 748x400, MFW all this Dakka.gif)
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Is anyone else having trouble with youtube loading slow?

MFW all of these ones.

Arrow -8
Z5 -1
V688 -3
Type 4 -5
Needle Fighter -1
Rovinar -2

New Fighter types encountered!
Needle Fighter
Length 10-12m
Weapons 2x micro phase cannon, 6x shard missiles
Built around a thin needle like body and two large external drive engines this fighter is rarely seen outside Pirate or mercenary fleets. Designed by Tarketta as a light weight cheap to manufacture fighter for last ditch defense they were never sold in quantity to any of the major powers.
One of the more notable aspects of the craft is its lack of heavy weapon hardpoints, meaning it is is unable to carry torpedoes or even nuclear warheads. There have been discussions about replacing the forward half of the fighter with a torpedo warhead, converting it into either a kamikaze unit or a cruise missile.

Rovinar fleet defense fighter
(Will try to find pic, seem to have misplaced it)
Weapons: 2-6 micro phase cannon, 2x torpedo hardpoints
Lighter than most and aerodynamic enough to fight well in atmosphere. Otherwise unremarkable.
>>
>>20335810
>Needle fighter

Can we strip the weapons and hotrod the shit out of it for kicks?
>>
>>20335900
I'm fine with this decision
>>
File: 1345072829724.png-(404 KB, 444x376, Rovinar fighter.png)
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Found the old sketch. I'm almost certain there's a similar looking fighter used by some other setting.

>>20335900
I suppose? Don't see why you couldn't, the other fighters could always use the spare gun parts.

After the salvage team is called in all three units return to base. What's your next plan of action? Hit the next threat nearby or continue recon missions?
>>
>>20335953
In the event a noble or knight or some prick demands satisfaction from us we can challenge them to a race instead of a duel in order to make a name for ourselves.

Also because we gotta go fast.
>>
>>20335953
Call in the wing leader and ask him to do a joint operation on the sector.
>>
>>20335953
Call up Sylvan and request the entire wing for the big threat
>>
>>20336006
If we do this we must paint it red. And yeah, we want the arrow interceptors. Oh, and someone should call the knight captain and inform her that we just aquired two more battlecruiser.
>>
>>20336078
and a movable space station
>>
Baron Archivald is known to have challenged at least one nobleman of another House to a starfighter duel when he was still a Knight. The rules clearly stated that they were to use a fighter stripped down to 2 micro phase cannon, so he used his custom Z5L. The one with the cooling system so its guns cycle faster.

Figured out the Rovinar one looks a bit like a Wraith Dart from Stargate Atlantis just not as long. Oh well, I'd barely watched Atlantis at the time I'm sure its coincidental.


You contact your CO while looking over the scan reports.

"Nice to hear from you Reynard, you don't call, you don't write. Congratulations in the promotion by the way, you're a hell of a pilot. We need more people being Knighted so we all have a run for our money. Right?"

You agree offhandedly and send him the system scan report.
"Huh, good call. There could be quite a bit of firepower they have packed away. Sounds like a good time to go in heavy. I'll get the other squadrons ready and we should be prepped in 18 hours. We just have some damage to repair."

You have 18 hours to kill (some of which could even be used for sleep!) what do?
>>
>>20336224
>Sleep
>take out the needle for a spin
>>
>>20336224

Do we still have a squadron stockpile of SP torps, regular torps and nukes?

If we're going in heavy, we will likely need to hand out some of those goodies.
>>
>>20336224
Sleep a bit, run another sim against the Carrier applying the lessons we learned, and test fly the needle fighter after getting it checked over.
>>
Mandated crew rest, plus sleep, and see howmany of those fighters we salvaged we can stick on our Battlecruiser before we need to sorte.
>>
The squadron torpedo stockpile is somewhere near or below 4500 torps. The squadron has access to the House SP torp stockpile in the smugglers run which is down to about 400 mk 40's. You and Alex also have the 50 or so SP's that were given to you for handing over the cruiser to the third wing. If you wanted you could just hand some of them out to the squadron or choose what RP cost to charge them.
(Or sell some of them on the black market for huge amounts of cash.)

After that fighter run and paying for the emergency teleporters Daska is sitting a little low on RP at the moment.
Alex meanwhile is still laughing RP wise because he hasn't had to pay for teleporters or conventional torps.

You see about having all of the fighters checked out then tell everyone to get some rack time before doing the same. Dowaire is a bit perturbed that you've been putting off your training lately, though he does understand with all of the combat missions being run.
"By the way, Mr Nxesi asked me to mention that your armor will be fixed in a few more days."

Current launch bay

6x Assault shuttle (With 120 Marines)
30/40 Fighters now stationed aboard!

10x Arrow Interceptor (Light and fast, poor in atmosphere)
5x V-688 Enforcer (Heavy but fast, good in atmosphere)
7x Z5 Starfighter (Tough, average performance both in space and atmosphere)
5x Type-4 Attack Bomber (Rugged, average performance, 4x Torp loadout)
2x Rovinar fleet defense fighter (FDF) (Light, fast, good in atmosphere)

1x Needle Fighter (In Reserve)
>>
>>20336657
Excuse ourselves about the training and promise we'll get to it the next time we have off...
>>
>>20336657
Any SPs we sell on the black market have a pretty good chance of being shot at us in the near future.

May as well pass out a few to the squadron at a discount for emergency use.
>>
>>20336657

who can actually use torps besides Sonia, Daska, Alex and Katherine?

I think we should offer anyone in the squadron that has torp launchers and isn't rolling in RP a chance to load up on regular torps for free.

We should also give Daska 10 of Sonia's SP torps. She has done damned good with them on her bombers.

Everyone should get some rest as well.
>>
You snap awake to the sound of your alarm, straight out of a trippy technicolour dream about piloting starfighters through clouds of missile fire and pop idols.
http://www.youtube.com/watch?v=N_6pcIeo6pQ

A few hours before the squadron heads out you make sure to take the needle fighter out for a spin.
"The IFF is working right?" you ask. The last thing you need is to get zinged by one the hundreds of turrets and defenses stationed on or around Forbearance.
"Yes sir!" says the tech whose spent the past 8 hours working on it. It doesn't look like it took much if any damage.

You keep the flight quick, but still manage to take a look at the more damaged sections of the station that are open to space. Work crews are just starting to remove nonessential bulkheads from the main hull breach to gain access to the superstructure. From the damage you saw inside, that could take quite awhile.
After getting yelled at my station control you return to the Gungnir and dock up.

"How does it handle sir?" The tech asks you once the craft is parked on the loader.

"Well enough that I can see why the Pirates would keep it ready for combat." you tell him then get back to the bridge.
>>
>>20336836
Is this a message op? do you want us to become the pop idol in addition of everything else?
>>
>>20336836
Is that guy our tech or the station's tech?

I like the cut of his jib.
>>
>>20336772
Alex, Daska, Lorraine, Vaughn, Nytoria, Katherine, Javier and yourself can all use torps.

Daska is more than happy to get some replacement SP's and promises to use them sparingly.

You form up with the other squadrons in the wing and jump out to the location indicated on sensors. There had been some FTL traffic so you know you've got the right spot.

You're dragged out of FTL by the gravity well of a Red giant star.
"Is this where we're supposed to be?" You ask.

Linda and Arron compare notes. "Its about 30 degrees farther around the star. This was a close to a direct jump as we could get."

Sylvan contacts you. "Reynard is this the right place? The star has already swallowed up most of this system."

You confirm that as far as you know it is. The Wing can either continue to the target at sublight or micro jump out a dozen AU then back in closer to the enemy position.

>Your orders?
>>
>>20337119
Sublight.

Keep our drive plates and whatnot cool incase we need to do tactical microjumping later on.
>>
>>20337119
Slow and steady, we don't want to break formation
>>
>>20336224
Better atlantis than universe.
>>
>>20336965
Would be funny but no.

>>20337118
He's a starfighter tech assigned to the ship. And you said most of the stuff in the conversations. I took some liberties as I wanted to keep this moving along.

>Sublight
"Sir, we should move in at sublight." You suggest. "If we jump again it would triple the chances they'll pick up our FTL drive signature."

"You have a point, it's just going to take quite a while to get there." Sylvan turns his ship in the direction indicated and waits for the squadron to form up before setting out. Everyone tries to keep their narrowest profile turned towards the star to cut down on captured heat. Both Vengeance class ships are at a disadvantage here.

"Only one hundred million km to do." Comments someone. The Third squadron leader suggests all ships go to silent running and cut down on any unncessary output.

After more than seven hours your pickup what has to be the enemy base on passive sensors.

"Laser com only, signal the Captain." You tell Arron then ask about the sort of readings he's getting. It takes a moment to get more data from Alex and Katherine's ships.

"Converted asteroid. They've melted down an iron and platinum into a heat shield. There are radiators on the side facing away from the star. Would have been hard to spot coming head on. Docking bays for multiple battlecruisers and light cruisers. Maybe eight of each?"

>Your plan of attack?
>>
>>20337420
What do we have in the other two squadrons? ICan we get a map?
>>
>>20337420
I have a bad feeling about this one...
>>
>>20337420
Hit hard and fast at the first indication that we have been spotted. Try to wail on any ships in dock with their shields down or other opportunity targets. Then use our presumed speed advantage to withdraw and disengage so that we don't get caught fighting ships and static station defenses simultaneously.
>>
Thoughts:
Get in close, the come in fast and hard. Launch all fighters and have them focus fire with the rest of the unit on the light cruisers to knock them out first. Then focus on the BC's
>>
>>20337420

can we cold fire torps and have them go active roughly before they reach the enemy base?
>>
File: 1345081323721.gif-(11 KB, 1153x733, heatshield base.gif)
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Here's a rough cross section of the base from what your passive and optical sensors can determine. You're coming in straight in at one side of the base. Other than that the only features of the area are the star which is below you and not a whole hell of a lot above you except open space.

1st squadron has
1 Aries attack cruiser,
1x Kavarian E-Type Attack cruiser
1x Clarent you traded them
5x fast frigates (a mix of smugger and firestorm class)
4 attack corvettes.

3rd squadron
1 Aries attack cruiser
A hodgepodge of smuggler ships, and converted transports which are actually armed rather well.
They've put a lot of work into fixing them up. They should have nearly as much firepower as your squadron does minus your battlecruiser.
>>
>>20337580
Sounds like a good idea to me. Hit the battle cruiser and light cruiser docks first, then the corvettes.
>>
rolled 6, 14 = 20

>>20337580
Yes, though they wouldn't arrive at the base too much sooner than you would. The moment you reverse engines to let the torps get there first you'll be spotted by the drive flare. Still, it could provide an added distraction.

>>20337564
>>20337555
Hit hard with everything, target the light cruisers and anything else unshielded then pull back to range.

Everyone ok with this? Roll 1d20 for combat.
>>
rolled 2 = 2

>>20337831
rollan a 1
>>
rolled 18 = 18

>>20337831
Sounds like a plan

Rolling 1d20 for wingmate funerals to attend in the next week.
>>
rolled 14 = 14

>>20337868
>>20337871

Changing the average
>>
rolled 5, 10 = 15

A few ships from each squadrons cold launch some torpedoes out ahead. With any luck they'll cause some confusion.

"Deploying fighters."

Each starfighter does their best to minimize thruster emissions as they get clear of the launch bays. Some of them asking for an extra push from the recovery tractor beams.

The next few minutes are a tense waiting game as the wing draws nearer to the target. As the distance indicators scroll down towards effective weapons range you realise all of the squadrons are coming in a little too hot, you've built up too much speed on the flight around the edge of the star to simply come to an all stop once you've made your pass. On the bright side it should let everyone escape easily.

"We're in range!" Reports Arron.
You charge weapons and tell everyone else in the squadron to do the same.
Without warning a blue beam launces out from the cruiser bays on the station. It strikes one of the Frigates in first squadron, punching through shields and shattering the forward two thirds of the ship.

"Fire! All ships fire!" Orders Sylvan.

A shield flickers to life around the station just as concentrated fire from all three squadrons begin to pepper the mid level docking bays. Your heavy phase cannon fire and some from the third squadron penetrates, blasting out chunks of rocks and metal. Then the cold launch torps hit. Most detonate on the already weakening shield dropping it in that area. The ones launched by Alex however were SP's. Passing through both the station shield and the one around the cruiser in dock.

Something detonates and a fireball pours out of that particular bay. The Starfighters begin to launch their torpedoes from the flanks, targeting the other cruiser bays and more explosions light up the base.
>>
Phase cannon and conventional torpedo fire rakes the base surface as shields fail and other emitters and power systems are hit. An older Kavarian built House Kryptah Battlecruiser begins to emerge from its bay on your side of the base and soon has its forward sections torn to shreds by the combined fire.

"Mind that base people!" you warn as you get close. Everyone maneuvers to get clear and all three squadrons flash past it, some of the ships coming within a few kilometers of hitting the large rock.

Two Light cruisers and two Battlecruisers launch from the back side of the base, firing away as you enter their field of fire. The more experienced pilots turn their attack ships to face backwards as they fall away from the enemy forces just as fast as they'd come in.

A plasma cannon shot from one of the cruisers glances off your shield while you attempt to use the emergency thrusters to pull the same trick.
"That shot penetrated out main shield!" Kavos warns you. The attack cruiser in first squadron loses two of its torpedo launchers from a plasma weapon hit that penetrates the shield.

Your starfighters launch any remaining missiles and torps before jetting off to link up with the fleet again.
>>
>>20338283
>plasma
Fuck our luck if I remember from slow typing plasma is big bad weapon of the setting right?
>>
>ignore that roll, captcha ate my noko

"Focus fire on those cruisers!" Orders Sylvan.
You dont have to hear it twice, the plasma cannon on them are a menace. As one of the largest ships on the field, you're a prime target for them.

"There's a momentary energy build up before they fire!" Warns Alex over the House Frequency. "Use your emergency thrusters!"

A third squadron member with a heavily modified Neeran blockade runner hits the thrusters a second later, the plasma cannon shot only striking the endge of their shields.

Return phase cannon fire eventually overwhelms the shields on both cannon ships, destroying one and forcing the other to take cover. First ducking behind a battlecruiser then the station. The larger ships soon do the same.
By that point though you're exiting weapons range.

"I think one of their battlecruisers are trapped in dock." Arron tells you "They've only got the two, the damaged cruiser and maybe some corvettes?"

Kavos finishes the unstated. "If we give them time they'll cut the remaining battlecruiser free of its dock and attempt to escape."
>>
>>20338308
Pretty much.

New ship type encountered!

'Transcendant' class light cruiser
500m
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 out ranges that of older model Centurions by 20% giving the rebels 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 were now entrenched and the future of the Republic Civil war seemed uncertain.

Notes: These ships have poor engine power and rely entirely on missiles while their main gun recharges. As there are no other energy weapons to draw power their main gun has a higher rate of fire than Centurion class ships.
>>
What are republic rebel doing here?
Also if this is a "what do?" situation, I'd advise to keep hitting them
>that feel when you accidentally an emote n 4chan
>>
>inb4 why didnt they fire missiles
There was lots of debris being thrown around.

>What are republic rebel doing here?
The same reason there are Republic Mercenaries here. Deserters from both sides hiring themselves out. Or, they could be a merc band that did some work for the Rebels with the ships as payment.


The 3rd wing has a serious problem of speed that needs to be bled off. Your could just point your ships back at the enemy base and run your engines at full power until you killed your momentum or Jump out to a system along your current flight path, slingshot around a sufficiently massive object there and return, or find something to aerobrake with.

[ ] Turn and burn (this could take awhile)
[ ] Jump out, slingshot and come back
[ ] Jump out, use something to aerobrake, come back
[ ] other
>>
>>20338556
could we get the rest of the wing to use their tractor beam on us as we do option one?
otherwise
[]Jump out, slingshot and come back
>>
>>20338556
[X] Jump out, slingshot and come back

GOTTA GO FAST

I WENT SLOW ONCE AND IT WAS AWFUL
>>
>>20338556
>[ ] Jump out, slingshot and come back
Sounds interesting, at least.
>>
>>20338586
>could we get the rest of the wing to use their tractor beam on us as we do option one?
That's actually a good idea. Your ship isn't ideal for this plan because of its size and mass but one or more of the others could work. The smaller the ship the better, but you'd still need enough firepower to stand a chance.

Both Vengeance types would be ideal because of their engine power. Maybe the Firestorm Frigates. The Corvettes would be perfect if it weren't for the lack of firepower.

There are about a dozen corvettes total between the three squadrons. Attempt this with them or a couple of the Attack Cruisers?
>>
>>20338681
well it seems that the majority of people are for slingshot action, but if they can do it for the vengeance they should.
>>
"We're going to have to jump to another system." Captain Sylvan announces sounding resigned. "This is getting us nowhere."

You agree but you propose your plan to keep someone behind by using all of the tractor beams in the wing to slow a ship down.

"We'll try it, but only for a minute. We dont have time to waste."

Katherine's ship has the most upgraded (and reliable) engines of the wing so you nominate her. Despite some half hearted protests she does it, and with the added push decelerate more than twice as quickly as the rest of the fleet.
After reloading with conventional torps the starfighters launch as well, keeping pace with Kat.

"Gotta go fast!" Yells one of the Firestorm pilots from 1st before the unit jumps out.

In a neighbouring system the unit is hailed by a friendly merc unit working for House Posat. They provide you with a good candidate for the slingshot and after another short microjump you find yourselves lined up flying backwards towards a pink gas giant. The formation is spaced just enough that engine wash doesnt hit the other ships.

"This suddenly seems like a bad idea." Alex tells you at the last minute. Too late now.

Through the slingshot everyone maintains their orientation so that when they come back around they're still pointed back towards the target. A couple of the newer replacement corvette pilots are thrown off in different trajectories but they should be able to catch up and its a friendly system.

The return jump brings you back into the system again headed towards the base, still with a bit too much speed to be comfortable. Since the enemy already knows you're here though everyone is free to reverse engines.
>>
>>20338922
"Keep the drives at full reverse, and lock tractor beams on the station once we're close enough. That should get us back under control." Suggests the Captain.

Kat has begun engaging the enemy at maximum range and the starfighters are closing in on the base again.

[ ] Nothing fancy, mass fire targets of opportunity
[ ] Try to split up and hunt down the seperate targets
[ ] Other

Roll 1d20 for combat.
>>
rolled 12 = 12

>>20338965
>[ ] shoot at targets of opportunity Try to steal plasma cannon
>>
>>20338965
>[X] Nothing fancy, mass fire targets of opportunity

Play it safe, focus on the engines if possible but try to avoid further casualties.
>>
>>20338965
Nothing fancy

There is no escaping from the Run anymore, so no need to take unnecessary risks to disable every ship here and now
>>
Despite the speed issue you still have a massive fire and numerical superiority. The few station weapons that open fire are ground to space heavy missiles which the starfighters do you the courtesy of intercepting.

The remaining enemy ships attempt to pop up out of cover or use the debris to block your shots. For the Trancendant this proves to be a fairly effective tactic and you take a pair of full on shots, the second of which craters your forward armor. The next time they attempt it around a different corner of the station everyone in the wing is aware of it because of telemetry from the fighters. Seven twin linked shots and twenty regular phase cannon beams remove most of the hull along one side of the ship. All you can make out after that are jets of plasma spewing out into space from the location where the cruiser had been.

The Battlecruisers fare little better with so many enemy ships against them. The remaining Kryptah class has its central hull bored through before it breaks in half. The Razor class ship, always stuck in a bad situation with little in the way of long range fire power surrenders. It doesnt seem so genuine at first, what with their weapons still charged, so a few ships in the wing remove the forward weapons from the port side of the pirate vessel just to be sure. After that, they surrender for real.

A corvette still tries to run, hoping that the fleet wont be able to change course while still reducing speed. They're cut to pieces by third squadron.

Did you wish to send shuttles over to secure the base first or the other ships? 1st squadron is already deploying search and recovery teams to the ships they lost.
>>
>>20339332
Other ships first. The base is somewhat less likely to attempt to flee.
>>
>>20339332
Unless the base is teeming with dangerous weaponry, we should do the ships first.

Offer them the chance to surrender. Maybe we can save a few lives that way.
>>
>>20339332
try to loot a plasma cannon
>>
>>20339403
Why do I want to rip off one of those Fusion cannons and strap it onto our ship?
>>
>>20339527
We already have some serious energy weapon primary armaments.

Now if we could replace those with BOTH plasma cannons maybe we'd be on to something.
>>
>>20339403
>>20339372
>>20339391
>>20339527
>>20339569
You send your shuttles over to the remaining Battlecruiser. You honestly didnt expect it to surrender. If it had been just your squadron here, you really doubt it would have. The lack of long range guns on these ships seems to be a major design flaw, you'll have to talk to one of the engineers about it, or try to come up with some deployment plans to take advantage of it and forward them to the Commander.

While you keep the Razor under your guns you do what you can to maneuver and bring one of the Trancendeant class ships wreckage into view. The last ship to be hit is jammed between some support beams holding up the heat reflectors near the station radiators. Bursts of plasma still vent from it every so often. The gun itself looks heavily damaged butpotentially salvageable.

You nearly bump into one of third squadron's blockade runners you're so distracted by finding out the status of the wreck.

Wait. You're struck by an idea, like a nuke going off.

Looking over you spot the wreck of one of the battlecruisers missing its central body...

You try not to get your hopes up as you rapidly punch in a salvage request on eack of the horribly mangled ships. This might not work but damn if you're not going to try.
>>
>>20339527
because they are the big bad weapons of the setting?
>>
>>20339597
I love you and your willingness to cater to our need for more Dakka.
>>
The pirates of this base it turns out were those that had previously occupied the hidden base along the smugglers run. When the Forbearance was captured they closed up shop at that location and left allowing the intel personnel already aboard to clear the way for 2nd Wing's bloodless victory.

After today, you're somewhat glad that the under gunned wing didn't have to face these ships down.

The base itself was supposed to have been a hidden fallback position for smugglers. Before the Pirates arrival they had previously taken great efforts to keep it hidden. The Cruiser captains obviously didn't give a damn and gave away their position by performing microjumps before heading out on patrol.

Captain Sylvan would like your input on his report. The heat shield and parts of the base contain valuable metals that could be broken down either for parts or sale to refineries. The base could also be repaired and put back into service.
Which do you recommend?
>>
>>20339798
How many bases do we really need around here?

Break down them metals.
>>
>>20339798
Scrap for parts, use it to repair the other station.
>>
>>20339798
I'd send an engineering team (at worst we'd pay for it out of our pocket) to see if we can get idea from the thing for the company we wish to fund. Since they need to be super secretive
>>
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>>20339527
There actually is a difference between fusion cannon and Republic plasma cannons despite the obvious similarities.

Fusion cannons are merely converted weaponized fusion drives firing a stream of hydrogen or helium expelled from a Fusion reactor. Not that that isn't plenty dangerous, it is.
Kizinti lesson goes here.

Republic Plasma Cannons are more similar to say the Thanix Cannons from Mass Effect. They have a lot more punch behind them, but there are limitations on the weapon fuel cell which has to be recharged at a base. (You could do it in the field but you'd need to refuel your fusion reactors often because of the power draw needed.)


The day after the squadron gets back to base you get a message from the Knight commander asking why you've requested a Battlecruiser scale refit dock for a ship that's at the edge of being scrapped. Time to go sell your case.
>What say?
>>
>>20340018
(joke answer)
>Well you know I was thinking that Gungnir needed more firepower and we conveniently found plasma cannons. So I thought why not try fit them on Gungnir... Is that no good? *beaten puppy eyes*

"Well I wanted to see if I could refit my spinal mounts to plasma cannons. If it isn't possible I'll let you scrap them without complain. I'd also like to have a team of engineer look up that smuggler base since I'd like to be able to do something like it for R&D. The only reason we found it is due to negligence and I think that with the proper protocol it would be easy to hide them from prying eyes."
>>
>>20340018
I've got a number of broken husks, a Nearly scrap Battle-cruiser, scrap parts from dozens of different class ships, and 2 Fusion/plasma cannons. If this does not paint an interesting picture I don't know what will. I plan to make a Battle-cruiser which can punch out ships several times its weight class. ALL from a pile of scraps.
>>
Actually you only have 1 whole plasma cannon, though there should be some parts left over from the other 4 ships that were blown up.
>>20340147
>>20340169
The Commander closes her eyes and asks you top stop for a moment then sighs.
"This will be a long day I'm quite certain. You wish to mount a Republic Plasma Cannon either on your ship or alternatively, rebuild a battlecruiser around one to better make use of it, is that correct?"

"Yes sir."

She looks away then back to you. "I'm going to contact the engineering teams currently refitting a pair of recovered Centurion class ships for 1st Wing. They'll know more about those sort of weapons than anyone we have as they're receiving help from some mercenaries. If the cannon is salvageable I'll talk to the teams that helped finish building one of the captured Razors. IF and only if both of them agree it can be done I'll let this go forward. Until then all of the wreckage is going to be move back to the FOB."

>Hidden base
"It sounds to me as though it's location is not as secret anymore."
>I'd also like to have a team of engineer look up that smuggler base since I'd like to be able to do something like it for R&D.
"I'm giving you quite a bit of leeway with the cruiser already Knight Reynard. We have ships to repair, an entire super heavy cruiser is still immobilized. If you wish to take detailed scans feel free but according to Captain Sylvan's reports it is of more value to us in pieces to help our repairs. Now if you'll excuse me the Terrans are on the verge of scaring a horde of enemy ships towards us and other preparations need to be made."
>>
>>20339902
>>20340479
It will be a few days before the salvage teams can really start tearing the base apart. If you wanted, you still have time to contact a civilian company who you could then drag some engineers from out to make some more detailed scans and designs specs off the base.
After all, she never said you couldn't bring civilians out. Still, with the short notice, it could cost some money.

Did you want to put Daska in charge of the Squadron for a day and look into taking care of this?
>>
why do we care about getting engineers to the base?

Unless we want to find some sort of flaw to help locate them in the future, I don't see a point.
>>
>>20340616
I see it as taking idea for making our own secret R&D station when we want to start funding that anti-beam armor and when the cloacking technology comes out... I mean I don't care about that base. But it was only found out due to the negligence of the pirates.
>>
>>20340616
I agree. We dont need that base. We should continue doing our recon flights. Keep to the plan suggested the last time and make sure we keep flying in a whole squadron, this region is still extremely hot.
>>
>>20340586
I forgot to add
>>20340658
I don't see any problem with taking civilian and paying them for it. Deska can get the command while we do our stuff.
>>
File: 1345096828329.gif-(60 KB, 1261x1276, Rolling rolling rolling.gif)
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>>20340616
Anon wants to be able to build a secret R&D base at some point in the future where anti-beam weapon defenses (or other things) could be researched. I don't think anyone realizes just how expensive a prospect this is at this stage but this is just laying the groundwork.

On the flip side, how complicated could a base like that really be?
http://www.youtube.com/watch?v=7edeOEuXdMU#t=08s


Moving on. Recon! I suspect people would like to get more of that done, so.

Roll 1d100 for each sector you'd like to scan down. Are we still keeping to the plan from here?
>>
rolled 68, 30, 27, 26 = 151

>>20340771
Let's do 7,8,9,10 for now. We might want to finish mapping the immediate surroundings of our base. And who knows, maybe we hit the carrier in 10? (i hope not...)

On a side note, how many fighters can a medium carrier carrry?
>>
With the updated map I'd like to forget 11 put 12 first but otherwise yes
>>
rolled 94, 7, 99, 8 = 208

>>20340771
>forgetting to roll
>>
>>20340833
>>20340804

>Field 10: Average of 17

Jesus no....
>>
rolled 42, 23, 85, 87 = 237

>>20340884
but field 7 and 8 were cleared so 9-10-11-12
>>
>>20340933
disregard that roll, forgot to remove my dice
also the correct numbering would be 9-10-12-13
>>
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Actually we'd already captured a few of those. Should have updated the other Anon's map.

Also we're into 336 posts. Did the autosage for the board get changed in the update or are we falling?
>>
>>20340959
Falling, also yeah 9-10-12-13 for the next session?
>>
>>20340959
We are falling.
>>
>>20340959
Page 8 and falling. If posting on /tg/ doesn't pick up, we should have 1-2 hours.
>>
>>20340771
yes, way to expensive at the moment. when we will be having a profit by simlpliy taking over that armour company and having our house getting somewhat rich by buying of posssat at cheap prices things should look up.
>>
rolled 3 = 3

I'll post in the pastebin if there's any change in the schedule for next week. Until then I'd like to finish this recon series.

The first sector you scan down seems clear enough. No pirate, no smugglers, nothing, other than the jamming from a nearby sector. Must be because of its location directly on the run.
Scans locate an abandoned base that would be ideal for Logistics support!
You've triangulated the location of the Jammer in a nearby sector! Well mostly, you'll still need to take more detailed scans of the sector its in.


The next sector you visit- "Woah."
You're shaken by weapon impacts against the shield. Well you found the other long bodied transport frigate. It's carrying a module latched to the top of its hull.
"I'm going to start calling those things Remoras." Says Mike over the coms. His squad is the closest, swinging out and opening fire on the ship. A pair of assault corvettes escorting it attempt to engage Mike's flight while it escapes with its cargo, a spinal mount heavy phase cannon.
A shot from one of your main guns cripple the weakly built ship. The assault corvettes run for it after hitting Mike with an SP torp damaging one of his sublight drives. One of them doesn't jump in time, taking pulse and phase cannon fire from mikes wingman and losing an engine.

"That particular band isn't going to last much longer at this rate." Says Kavos checking off a list on his datapad.

Scans detect a Rare element mining world! There are also enemy transmissions from nearby. They could be decoys or real ships.
Threat level 1-4
>>
File: 1345099471688.gif-(59 KB, 1261x1276, Smugglers run Local 18F.gif)
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>>20341234
>>
File: 1345100661514.gif-(59 KB, 1261x1276, Smugglers run Local 18G.gif)
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rolled 1 = 1

Swinging back through part of the territory some allied squadrons have cleared out you head on to the next objective. The squadron manages its scans without incident and don't make direct contact with any enemies.
Scans detect pirate ships in the sector!
Threat Level 2-3


"This is a lot of jumping around from one area to another boss." Mentions Leevi Guan. You've momentarily taken command of 3rd flight while Mike gets repairs. This sector isn't one that ships need to drop out of FTL on as part of the run but you want it checked anyways.
While scanning you find a ship graveyard, one that happens to be littered with sentry guns and the occasional mine.

You bark orders and get everyone to turn around. "Back! Everyone pull back! Point defense try to clear out any mines that are homing in on us. Katherine, screen the rest of the squadron."

A few hex mines detonate on the shields as you pull away. The Bittenfeld puts out a rather effective barrage of metal but you notice gaps in the coverage as Drake rolls the ship to bring more guns to bear against heavier concentrations.
You need to find some more guns for your ships.

The graveyard itself seems clear of enemies except for the mines and some turrets. You mark it and call in the engineers.
>>
Good luck and see you next week!

btw, if you wanted to make any plans for what sectors to hit, weather to bring any backup etc, feel free to discuss it. It will add to the options I can have ready at the start next time.
>>
>>20341558
Thanks for the thread, but I doubt we'll get a proper discussion going. We're already on page 9.

I'd suggest doing a scouting run to see what's in the 1-4 sector.
>>
>>20341582
I support this.


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