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File: 1348599795461.jpg-(32 KB, 810x427, House & Dominion.jpg)
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http://suptg.thisisnotatrueending.com/archive.html?tags=House%20and%20Dominion

New players please see -> http://pastebin.com/yX3uw7bq
>Pastebin will be updated before each session with ship and squadron equipment,

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

You currently lead the Third Attack Wing, an Elite unit composed of fast hard hitting starships. Your current ship is the EX-K, an experimental Kavarian Attack Cruiser modified by DHI to test their anti-proton afterburner systems. You haven't had any opportunities to test it in combat so far.
As an elite unit Torpedoes are now cheaper to requisition and missiles will automatically be restocked if your ships are in dock longer than an hour.

After 2 weeks of training the members of your wing were forced to scramble on an intercept mission. Despite being hampered by drinking and partying through the preceding 12 hours the members of 3rd and 1st wings were able to rally enough ships to respond to the call. Faster than light interdiction was the order of the day and you learned some of the intricacies of how to disrupt drive fields. This led to much speculation on weaponry that could be purpose built to pop ships back into real space.
Distractions aside you and Katherine Drake aboard the Bittenfeld were able to drag 2 ships out of FTL, some of which had captured civilians aboard.
>>
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>>20866010
The next week saw the completion of repairs to all ships in your salvage reserve and the formal creation of 4th Squadron under the command of Siri Thal. You and some of the other rich Knights also spent some time with House financial consulting going over plans for an Attack Cruiser production line.

The plan is to assist the locals who inhabit the asteroids and ship graveyard in the 5230 Phalguni system in starting up an official company. With the Houses who conquered the Run providing most of the capital necessary Tarketta has agreed to help form an associate company. They will assist the locals with specialists and equipment that might otherwise be difficult to get hold of. There should be a signing for a ten year contract some time in the next few weeks.

Shortly after setting things in motion the House fleet was given orders to move out. Now once again operating as part of the Dominion First Expeditionary fleet you and your allies set out for NAV DRH 2. The systems and stations at the next relay have been operated and protected by House Lat'tham for decades despite constant attacks by Pirates.

With all enemy forces in retreat House Lat'tham is hosting a Ball while all of the fleets are resupplied and the logistics chain reorganised in preparation for the assault on the Pirate Warlord homeworlds.
>>
http://www.youtube.com/watch?v=ePAsRvx6iAM

With the ballrooms of the House Lat'tham estates packed with some of the wealthiest and most influential people in all of the Factions this is the perfect moment to look for a backer to support one of the projects you've had in mind.

The Power Cell Armor your heavy strike team are testing out springs to mind, as does the starship grade anti-torpedo armour. Both are fairly mundane and will end up seeing advancement in time you decide. Your choice is one that will need a good deal more support and funding to get anywhere.

FTL Jammers.

When you broach the idea of an FTL jamming device most people you encounter laugh in your face.

At last you find someone who takes the idea seriously, the head of one of the Major Houses. Duke Aros Ber'helum. An imposing figure, at six foot three he's probably the tallest Dro'all you've ever met. You're surprised to see the head of a House this far out from their homeworlds.

"Its ironic really, those in the smaller Houses with less access to financing often come up with the best ideas for research programs. I must say I find the idea intriguing. The ability to interfere with an enemy's jump drives would radically alter how we do battle. You've done your research on previous attempts I hope?"
>>
>>20866269
>FTL Jammers.

Damn, as usual, idiocy happens when I don't call people to vote. How unpleasant.
>>
>>20866269
What exactly have we done? Because it seems to me that we basically just came up with a cool idea and immediately started talking about it without doing any preliminary work.

We do know that certain effects can interfere with jumps, but what kind of experience do we have? I'd hate to admit to the Duke that we have no idea what we're doing.
>>
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The Terrans are rumored to have experimented with artificial gravity generators to project a false well. Gravity can warp and distort drive field formation but sufficiently powerful drives and navigation computers can overcome this to an extent. Older drives forced ships to travel much farther away from planets and stars before they could be used. This resulted in a travel time of days to the inner planets of most habitable systems. Current drives can jump to the edge of the gravity well exerted by most planets with relative safety. Approxinmately 200,000km away from an earth sized planet provided the world's moon was not in the way.
When confronted by an artificial gav well a skilled navigator can overcome the effects but it requires disengaging certain safeties for a short period of time. Gravity warping is an indirect method of FTL jamming, there may yet be other methods of doing so directly.

>Foreign financing unlocked!
>Relations with House Ber'helum improved!

Do you wish to continue searching for additional backers for this program? If so roll 1d100.

NOTE: Duke Ber'helum has requested that you not ally with House Helios on this project.
>>
>>20866347
>Do you wish to continue searching for additional backers for this program? If so roll 1d100.
How much resources will the duke make available to us? If it's enough, I'd say the less people are in on this, the better.
>>
>>20866269
>>20866297

... crap, the most impractical idea lands us talking to a House's head.

we haven't done any research upon previous attempts, and doing so will likely be just another project that doesn't get completed because of our other duties and ensuring our wing is properly attended to.

do we apologize or just tuck our medals and scoot off to sulk?
>>
>>20866269
I can see three main approaches:
1. Try to create a navigation rift, like those cause by Vecron torpedoes, but in a short lived fashion.
2. Find a way to clean up the rifts afterwords.
3. Interdictor rip off from star wars.
>>
>>20866347
>there may yet be other methods of doing so directly

Such as producing regions of drive-unfriendly space without the use of a Veckron torpedo, and hopefully as a merely temporary effect.

That's a very ambitious project, though.
>>
>>20866347
I bet good money that doing the side effect of vectron weapons would make it far far volume economic and able to be fitted on ships.

might cost just as much as a vectron warhead and be a energy hog that only jams FTL in and out, but it should project its effect over a larger area, in a more efficient package that can be hidden in a fleet, as well as interdict invasions, if forewarned.

Although it might have a semi permanent effect, and there might be a ebb and flow kind of cycle on the Jump lanes, and not something that will let us instantly drop the jamming.

Still, something that will turn Dominion held starts basically into nigh unassailable forts, if they are willing to see no incoming anything, beyond a thigh run schedule and probably very fine tuned and specially modulated jump engine and sensors fitted convoys.

Not something you want in a major traffic hub.
>>
>>20866297
Actually quite a few people voted.

>>20866363
Even a major House has limitations on the tech and specialists they have available. Bringing in more Houses will likely increase the speed and effectiveness of work on a project. The downside being more Houses have access to the tech at the end of the project, meaning any one of them might sell their services to support a rival House of yours.
>>
>>20866419
>Not something you want in a major traffic hub.

Unless it's your enemy's traffic hub, in which case these jammers could enable us to shut down commerce ANYWHERE.
>>
>>20866419
>>20866389
Doesn't vecron weaponry more or less give everybody on this ship using them ultra cancer? I don't think Sonia would research a jammer that works like that.
>>
>>20866389
>>20866419

doesn't the Vectron torpedo effect also cause radiation that halves the lifespan of every living thing it hits?

if we create an interdiction device, it does need to not kill the crew using it, or you just made a new vectron torpedo launcher
>>
>>20866455
When the warhead is charged before firing, yes.

However, since the jammer does not need to be mounted on a warship, using a drone ship should be perfectly viable.
>>
>>20866419
couple this with a cloak, automated subroutines and say hello economic death and total empire paralysis.


We are already starting on the endgame strategic devices that will allow us to interdict a empire.

Still while it is interesting we need to continue promoting the lower tech solutions to, not only the hypertech, which while imperative to have some as a balance to the terrans, is not the bread and butter of a small house teetering the drain aiming to become a medium house again.

FTL Interceptor Arsenal ships should be easy to make and a great ASAP tactical environment changer, as well as better spray on torp armour improvements, since you never know.
>>
>>20866482
>>20866269
http://www.youtube.com/watch?v=jYDMWXNVjBk
>>
>>20866536
eh.

This one is better.

http://www.youtube.com/watch?v=QhqTjahDEyY
>>
Duke Ber'helum is onboard for the jammer project, though you guys can continue to brain storm for how it would work. Some of these ideas are genuinely interesting.

You can still choose to look for backers for the other programs but the ease of doing so will now be reduced. Be aware that Power Cell Armor and Torpedo armor were tied for the next most votes so one of those would be the ones you'd be searching for additional backers for.
As stated before bringing in more Houses to work on a project will increase the number of specialists with potentially vital knowledge or funds.

[ ] Continue to look for FTL Jammer support (Roll 1d100)
[ ] Power Cell Armor (Roll 1d100)
[ ] Torpedo Armor (Roll 1d100)
[ ] Quit while you're ahead
>>
Rolled 31

>>20866634
So in essence the more we ensure sucess and speedy development the less security the whole thing has.

Roger.

Dice for whatever.

Also, since someone started posting links , i dare them to get on more appropriate.


http://www.youtube.com/watch?v=pJL1GsyQ2nI
>>
Rolled 1

>>20866634
Both, the power cell armour, and the torpedo armour, seem like great ideas which might increase the survivability of our troops a lot. And as a small house, we definitely need to keep our troops alive.

I'll roll a d2 to decide which one I'll roll the d100 for.
1= Power Cell Armour
2= Torpedo Armour
>>
Rolled 31

>>20866634
[x] Torpedo Armor.
>>
Rolled 77

>>20866689
Okay, power cell armour it is.
>>
So far it looks like we're going with power cell armor.
>>
Rolled 54

>>20866634
Rolling for power cell
>>
Rolled 100

>>20866634
I am thinking that Jammers while something that are very much a game changer are to valuable to risk them being sold to a competitor or worse outside the dominion.

Perhaps a middle house or something like that if we can find them but not right now. at a later date, joining as junior partners.


Right now I say we look into lego stille Power Cell armour to make our boarding parties and infantry pure terror.
>>
>>20866696
>>20866711
>>20866716
Men of harlech stop yer dicing
cant you see thier edge points gleaming...
>>
>>20866716
Indeed, plug in style ammo, power cells, air supply etc. that you can leggo in, and simply switch out when you need to.
>>
>>20866754
and crappy jet packs, electronic masking packages, fire retardant systems, backpack communications and control or sensors and other things in similarly cheap format able to be lego-ed over it so it can enhance the infantry in true infantry style warfare with proper support, mobility and versatility, and not act as a super knight on a battlefield, but a rapid response, hight survivability, powered marine, airborne or space borne option to allow large infantry contingents to be dropped and left anywhere around orbital dropped vehicles to breaching the hulls of enemy ships from the outside.

In essence a company should have almost all examples such modular gear to allow it to defend, mask itself and move without much impediment over any type of terrain for any kind of mission.
>>
You continue to search through the sections of the ballrooms doing your best not to bother any of the Nobles you've already approached. What you dont need is for word to spread you've trying to pawn crackpot ideas. After nearly ending up talking to a few rival Houses or their allies you find one backer. A Baron from House Astalen.

A heavy set Dro'all female she nevertheless carries numerous medals reserved for the ground forces.

"My troops have also encountered armor used by pirate elite units such as what you've described. It's very durable against weapons fire, though not as impressive as full blown power armor mind you."
You relate your experience fighting some of them yourself, leaving out the part about your holographic camoflage. The Baron seems understandably impressed.
"While I cant deny the need for better armor your House is in a much more desperate position for troops given your I'll say modest size to be polite. It would be far easier to provide equipment to a unit of your troops for field testing as they would be more likely to see repeated engagements... Do you think your commanding officer would agree to such an arrangement?"

>Agree to your troops field testing equipment? Be aware new technologies may fail in unexpected ways in combat.
>>
>>20867010
We should let our troops field test the new armor systems. However, we should also pay more attention to safety than we normally do. We don't want our marines getting tossed into walls by faulty repulsors.
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>>20867010
I think we should integrate them into Sonia's marine units. 2 or 3 of them per 10 man squad should allow for mechanical difficulties without endangering the whole squad.
>>
>>20867081
What repulsors?

Those are expensive man.
If we want extra mobility we are going with ancient rockets or jets. Medium pricing is the name of the game.
Thus we need old and tested tech to offset the complexity of the task.

Still, higher precaution should be given especially considering the multi part kit system of the aimed final product.

Thus perhaps using only part of the squads in said armour for the just in case they need to pull defective units out, and perhaps having them first only in outfits that will have attached medics and mechanics, for the first two or so deployments.

Then we increase it the numbers gradually until its a all power cell armour outfit.
>>
>>20867098
What he said
>>
>>20867147
>>20867098
plus remember that this will only be part of the testing and we will need to field them planet side as well , and see how they could be used for airborne or perhaps even orbital insertion, or at least hight atmo drop, as well as some less sane stunts like cutting ourselves into a ship from the outside with only cutters,bombs, armour and hooks/magnets/geko/systems
>>
"If it gets these new suits into the field faster I'm sure she'll agree." you tell the Baron, while mentally noting to yourself to take extra precautions with those units. After exchanging contact information you head off to look for the others.

You spot Sylvan talking to a group of Knights from several other Houses. You suspect they'll all battleship or battlecruiser commanders. Troy Harmen is discussing tactics and maneuvers with other army officers and a pair of Knights sporting infantry decorations. The Royal Guard Captain still hasnt reappeared.

"Find some buyers?" Asks Mike to which you nod and affirmative.

"You heard anything from the Commander?" you ask in turn.

"Nothing. Maybe that trouble with the shuttles slowed her down more than expected?"

Is there anything else you plan to do at the Ball?
>>
>>20867273
Talk to allies and potential allies. Get to know people. Especially those we're likely to deal with in the near future. Maybe eavesdrop a little without looking suspicious.

As a Knight with big ambitions, we need to network.

I think we need to try to find out where Winifred is. It bothers me that she's been gone so long. Something might be up.
>>
>>20867273
Do a bit more socialising, and keep Mike around, he needs to learn this if he wants to be a knight.
And try to find out what happened to the commander.
>>
>>20867273
Stay sober and keep head on a swivel.

If I were dirty Terran assassin scum I'd attack us as we left the ballroom at the end of the night, before we got to the weapons check and were rearmed.

May as well dance and socialize a little more in the meantime.
>>
Meanwhile...
"Orbital support to Attack Cruiser EX-K, we are beginning refuling and resupply operations. Please stand by."

"Where are House logistics when you need them." mutters Kavos before telling coms to open a channel.
"This is Ch- This is Leiutenant Kavos Lva, thank you for the assistance but we only need refueling."

A different House Lat'tham officer speaks up over the channel. "Lieutenant, I've been informed that your CO requested some additional weapons for your Marine contingent. The Logistics situation for most of the fleets are still being sorted so we're handling all incoming shipments ourselves until the Royal Logistics Corps can figure out what bases they'll need."

Kavos sighs and accepts the shipment before sending a message to Ki that more weapons have arrived.
"Probably those stun grenades Sonia ordered." She tells Arron before getting back to the mountain of paperwork now necessary for running an Attack Wing.
"We need to get more secretaries and assistants for this work. I had enough trouble just managing Second squadron."

Twenty minutes later Arron speaks up. "Looks like some of the others came back early. There's a shuttle headed for the Commander's cruiser."

Kavos shakes her head. "Arron I'm going to need an office to do all of this work if I keep getting interrupted."

The door to the bridge opens and two stun grenades come flying through.
>What Do? Roll 1d20
>>
Rolled 15

>>20867488
Get into cover, draw sidearm, sound General Quarters, and repel boarders.
>>
>>20867532
Oh and warn the Commander and her crew if the opportunity arises.
>>
Rolled 10

>>20867488
Run for cover while sounding the alarm.
>>
>>20867273
Go to the washroom, maybe youll overhear some plots in the stalls or something like that
>>
>>20867548
Also, don't forget to curse like a space-sailor.
>>
Rolled 13

>>20867488
Scream like a girl since Kavos is a girl now, then >>20867532 as he said
>>
Kavos's hand snaps to one of the buttons on the command console.
"Generalquartersmarinestothebri-" She manages to get out before the grenades go off stunning everyone on the bridge.

"Load up! Everone move!" Yells Ki to the heavy strike team. A pair of the team members cover the door to the barracks while the others suit up in the new armor. "I sure hope this armor doesnt have any glitches in their systems."

"Communications on and off the ship are jammed." Reports the new intrusion expert. "Our computers are being hacked, looks like they have someone on the bridge and someone else in engineering. All security systems are offline."

The Sergeant Major shakes his head. "Okay. As much as I'd like to immediately retake the bridge we dont know what we're up against. We make our way to the boarding modified LST we've currently got hitching a ride on the back of the EX-K. Once there we can either move to retake this ship with support or warn someone else of what's going on. Move!"

The Marines double time it for the dorsal sections of the ship and the docking hatches currently in use. A pair of Marines not wearing House colours attempt to get in the way and are gunned down with fusion cannon shots.

>What do you want the Marines to do once they've linked up with friendly forces?
>BRB Break for dinner
>>
>>20867820
Make sure nobody gets off the ship. If we can keep the enemy onboard, we'll get reinforcements sooner or later, while their strike teams are probably not equipped for prolonged engagements.
>>
>>20867820
Make the bridge the priority. Attempt to capture any enemy officers alive for interrogation. Don't kill everyone unless it's the only practical course of action.
>>
elite terran marines boarding our ship looking for sp production data,they are probably all carrying personal teleporters.
>>
>>20867820
Contact the Commander. Somone is doing a Spec Ops mission while our fleet is docking in friendly space, of course the Knight Commander has to be informed about it yesterday.
Then Request orders and disgorge into their boarding ship with half of our own troops, pending their return, and with the other half retake the engine room.

Detonate/Crash the LST in the hangars to cut off any escape.

If there is one thing People learn under Sonia it is how to cause unspeakable mayhem and use a Sledgehammer if a meat tenderizer is overkill, even if the task at hand is nail clipping.

The next escalation of course is to order our wing to blow our ship up. Defiance taste like life itself, and sometimes we are really Spiteful and Vindictive.
>>
>>20867820
Send alerts to the rest of the Wing, have someone try to contact the officers planetside, figure out which ships are and aren't under attack and start moving marines from the ones that aren't to the ones that are. Don't wait for reinforcements or give the enemy time to accomplish their objectives. Figure out where they are, engage immediately, and let the help catch up.
>>
>>20867912
>>20867923
combine these two and we are golden.
>>
>>20867909
I don't believe such things exist in this setting, might be wrong, of course.

>>20867923
>>20867912
>Contact the Commander.
>Send alerts to the rest of the Wing

"Communications on and off the ship are jammed."
>>
>>20867820
Does the jamming in this setting mean that it's only our communication which is jammed, or does this mean they too are unable to communicate?
If it's the former we should try to return the favor as I suspect they are after what we know.

I suspect this is the terrans who want their blueprints back.
>>
>>20867912
Yes, let's blow up the experimental ship. Brilliant idea. Most likely killing Kavos and Linda in the process.

Would you like some help getting the pants on your head?
>>
>>20867936
Which is why the marines are getting off the ship onto the LST, which we are presuming has effective communications or can be moved away from the ship until it is out of jamming range.

If not I guess Ki will just have to nut up and kill the dirty sandrakers himself.
>>
>>20867936
They do, just more expensive than battle fleets, but if the terrans are that desperate to keep SP tech a secret then they are probably fully equipped for full deniability, and what better way to do that then having no evidence of being there in the first place
>>
>>20868004
I think the cheaper way would be to make this look like it's somebody coming to collect the bounty on Sonia's head. But who knows.
>>
>>20867958
in the cold analysis, even the preventing of tracking of network traces about our transmission or storage of cloak and Shield Peircer manufacturing is far more valuable than all that put together.
>>
>>20867960
[VGTG]

>>20868026
what
>>
>>20868026
Why would there be any traces of that on the EX-K?

We did everything regarding the cloaking technology on the Bittenfeld, and the whole SP business happened while we still had the Gungnir.
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>>20868070
We keep a copy of the data in our cabin in a secret compartment filled with various porn and other unethical subjects. Oh and spy feeds of Linda
>>
>>20868016
More likely. Still if they are going after the Commander.... who knows.

Anyway, i am logging off for tonight.

Regarding the Cloning dispute perhaps we could try to engrace ourselves with the local house by proposing a type of deal to be adopted similar to EVE.

Provided we can bridge into consciousness transfer and not just memory copy, clones should be able to be effective backups and platforms for immortality for all those willing to forswear holding any public leadership office.

http://www.youtube.com/watch?v=Uc0Xx3MZ4I4

Considering that you need more powerful and experienced agents and directors than heirs to a throne to make things run smoothly, as well as considering our house and this one manpower outlook, it should be something quite approachable.

Plus, if it does get adopted we may develop jump-clones. And then its going to get really fun, for the Dominion at least.
>>
The team makes it to the docking hatches without encountering too much more resistance. Ten minutes later every Marine aboard the LST is arming up and preparing to go on the offensive.

"Sergeant Major Ki to the bridge, can you get any communication with the other ships in the fleet? We need them to know what's going on over here. I'd rather not have to find endless waves of enemy troops without backup."
The pilot of the landing ship responds a moment later. "All the channels are jammed. It happened about a minute after the refueling arms connected with the ships in the squadron. I can try to raise the command ship via lasercom but there's a good chance the dock workers on the platforms will see us. I'm betting they're in on it or have been payed to look the other way. Either bad, but one's worse than the other. They probably think this LST is just a module built onto the ship right now."

Do you signal the Command ship and run the risk someone finds out about the LSTs presence?
Retake the bridge while trying to take prisoners?
Something else?
>>
>>20867909
Or they are planning to use the ships emergency teleporters as their primary/secondary exit. Also, since the ships network is potentially compromised (and no doubt the borders are wearing another team's uniform) we could have a hard time proving anything about this incident. Hopefully the marines are using tight band (or whatever keyword were using for directed/line of sight communication) instead of communication channels (whose security I assume can be compromised from the bridge).

Remember, our black ops specialists routinely fry their own brains in case of capture, so if we somehow manage to nab a senior officer (ha) we should probably knock them unconscious and apply a brain scanner...

And while the terrans are by far the most likely party, don't forget the houses are rivals and enemies as much as allies, and if our knight commander comes out of this alive I think it may be appropriate to ask her whether or not the ruling house was made aware of the sp-torp production data she acquired.
>>
>>20868112
Fuckers are probably after the data right? Ki and some of the marines know this, so here is the plan.

Bare minimum crew stays on LST. Rest get back on the EX-K and start killin dem boarders, taking prisoners if convenient.

LST crew detaches from the EX-K and makes a mad dash break for it to the Bittenfeld or somewhere else relatively safe. The Terrans will think the data is on the LST and flip their shit.
>>
>>20868112
Let's wait with contacting the command ship unless we really need support.

Do we have a clue how the enemy troops got on the ship?

What does the situation of our wing look like from the LST?
>>
>>20868112
Question, what happens if you overressurize the fuel I assume is being pumped into our ship via the refueling arm(s)?
>>
>>20868170
>Do we have a clue how the enemy troops got on the ship?
They likely came aboard with the resupply teams.

>What does the situation of our wing look like from the LST?
Everything looks quiet. Sensor records show that they all seem to be undergoing refuel and resupply as well.
>>
>>20868204
How did the resupply teams get aboard?
>>
>>20868200
Operations would stop until repairs teams could check that nothing was wrong. Its possible that fuel lines might rupture but that would be rare, though easy enough to fix.

>>20868231
>How did the resupply teams get aboard?
>Kavos sighs and accepts the shipment before sending a message to Ki that more weapons have arrived.
>>
So this
>Bare minimum crew stays on LST. Rest get back on the EX-K and start killin dem boarders, taking prisoners if convenient.
>LST crew detaches from the EX-K and makes a mad dash break for it to the Bittenfeld or somewhere else relatively safe. The Terrans will think the data is on the LST and flip their shit.

This
>Let's wait with contacting the command ship unless we really need support.
>Assume boarding the EX-K?

Or something else
>>
>>20868242
No, I meant how did they get on the ship. Did they get there by shuttle, or are we currently docked to a station, so they could simply walk in?
>>
>>20868304
Mobile docking arms are currently attached to the ship along with the others from the squadron. They're normally configured to provide fuel and power to a ship but can also move some supplies.
>>
Wait, can we remotely trigger the bridge and engineering teleporters? Cause assuming they haven't reset the the respective pickup locations the should pop in house controlled territory, right? Just throughing out ideas
>>
>>20868287
First one.

Making it look like the LST is absconding with the goods will force their hand.
>>
Rolled 5

>>20868359
Brilliant!
I'm voting for this.
And as an added bonus they would probably suffer for teleportation sickness at the destination which should make it easier to subdue them.
>>
>>20868359
Unfortunately they cant be activated remotely.


You have until 19:00 board time to decide what you want the Marines to do then after that it will be out of your control and you'll be back with Sonia.
>>
>>20868359
That's a great idea. You've got my vote.
>>
Rolled 2

>>20868411
Well, damn. In that case, I'm rolling another d2.
1= first idea
2= second idea
>>
>>20868287
Second one.
>>
>>20868411
>>20868465

The first idea is better imho, at the very least our house needs to know that we have enemy spec ops on our ship.
>>
Hmm, leaning towards the first but since I'd rather not suddenly a survey, may I request firing off an escape pod (preferred, unmanned with an automated signal) or a fighter/shuttle. We should let the other ships know something sketcht's going on.
>>
>>20868552
*Sketchy
>>
>>20868552
Hm, the escape pod idea sounds good.
>>
http://www.youtube.com/watch?v=3hD3uxkhv_8

You are once again Sonia Reynard! The evening seems determined to be uneventful. You keep Mike nearby while socializing with some of the allied Houses and officers from some of the other Factions. At the same time you go easy on the alcohol wanting to stay alert. Arthur has been tasked with keeping watch of the weapons check in for potential Terran Assassins that might try to intercept you at the end of the party. While unlikely you'd rather not take any chances.

Dro'all and Humans make up the majority of those present followed by Rovinar but there are a few Kavarians. Their main expeditionary fleet may not be part of this group but they have sent a Medium Cruiser squadron as support. The Kavarian Admiral who commands them seems to be quite busy talking to officers from the other Factions. Probably alaying fears of the Kavarians returning to the old ways of the Union when they tried to conquer everyone.

You meet more than a few officers and Knights from the Attack Wings of other Houses including Captain Idopid, who you fought alongside at Gesaur.

"Good to see you commanding a unit of your own. Perhaps we should have a contest to see who captures or kills the most enemy ships when we reach the front lines? I understand you've been doing rather well in the capture department. Maybe we should put some money on it hey?"
>>
>>20868725
Why not. Just make sure to tell him we've only very recently become a knight, and with our family being middle class, there's not too much money in our pocket right now.
He doesn't need to know about our investments.
>>
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>>20868744
The Captain looks around to check who might be listening.
"Do you have any experience in starfighters?"
You admit you have some.
"If you're looking for some spare money there are a number of members of the nobility who while priding themselves on their showboat starfighters are really a bunch of pushovers. Challenge them to a mock duel once you're certain you have the measure of their skill but don't ruin it for the rest of us by beating them more than once."
>>
>>20868864
"I'll definitely give it some thought."
>>
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"Lord and ladies may I have your attention please!" Says an announcer, using as little sound amplification as possible.
"May I present your host Marquess Lat'tham."

The main hall fills with applause as a frail older looking Dro'all steps out into a balcony above the northern gate. There's a small amount of murmuring among the crowd but it abates when it looks like he's about to speak.

"Honored guests." Begins the Marquess. "As the head of House Lat'tham I wish to extend the appreciation of myself as well as my people to you all. It is thanks to you that the threat that has
for so long robbed our people of their loved ones, and destroyed seemingly everything dear to us will soon come to an end. We especially wish to thank the Emperor for bestowing upon us a most vital gift; the technology that has allowed us to persevere.

In the long years we and our kin have fought back against the South Reach League there have been many sacrifices."
As the Marquess continues to speak Mike whispers to you. "Sonia, where are all the guards?" You look to the balconies that had previously been manned by House Lat'tham troops dressed in finery, all conspicuously empty.
"What the hell is going on?"
A few others take notice.

"It is with your support that from today onward House Lat'tham not only triumphs over its former adversaries but rises to become the next Ruling House."

Doors all around the hall's lower levels slam closed, with guards reappearing on the balconies. A few of the are wearing the same power cell armor the Pirate elites favour.
>>
>>20869039

Now -this- is psycho sonia's kind of party.

Now the question is if they're going to start shooting or hold us hostage... if they're shooting we'll need to hope those catering entrances/exits don't have those fancy blast doors.
>>
>>20869039
Well... fuck. It seems like there's little we can do right now, except gain an overview of the situation and try not to get shot.
>>
>>20869039
If they start shooting, find our people, find Harman, lead a charge to the weapons checkpoint before too many people go down.

If they don't, same thing but keep it low key.
>>
"That's not the real Lat'tham, thats a clone!" Yells someone.

The clone of the nobleman raises his voice and turns up the sound volume. "Please remain calm. The majority of you will be returned to your Houses unharmed provided the ransom is payed. As for our friends the Terrans and the Rovinar you will be held to prevent any interference by your respective governments in the internal affairs of the Dominion. If any of your ships have not already surrendered to our forces in orbit we expect you to order them to do so."

"That's not going to happen." You hear the voice of the older human Admiral from the Terran Alliance.

The Marquess pushes on ignoring the outburst. "The ships of the Dominion Expeditionary forces are already ours. Terrans and Rovinar at this moment are deprived of half their deep space fleets. It would take eighteen months for you to rally enough forces to challenge us. Furthur resistance is pointless. Once the eleventh ruling House has stepped down and we have taken their place, after the Terran Alliance has signed a nonaggression treaty only then will you be returned home. Cooperate and that day will come sooner."

"Can they pull this off?" You ask a Knight from the ruling House next to you.

"Without the expeditionary fleets the super heavy cruisers in this system alone outgun our House tenfold. If they've already been taken we're finished."

When you look back to the north the Marquess has disappeared and the gates are being opened to allow more troops in. Small groups of four or five at a time are being led out.

>Your orders?
>>
>>20869268
Even if we somehow managed to leave the building, how would we get off the planet if the whole house is in on this?
I'm stumped.
Ask for advice, I'm sure some of the experienced knights around us will have an idea.
>>
>>20869294
We either capitalize upon the actions of others or risk being the ones to cause the initial action ourself.

Either way, we're in a kill-zone right now. Until we're out of that kill-zone or can neutralize it, we can't do anything.

Where is that lovely cloned knight from our host house at? Is anyone stabbing him to death yet?
>>
>>20869268
Which escape route seems the most viable? The caterer entrances or one of the balconies? Can the enhanced vision granted by our implants help us spot the best path out by locating soldiers and defenses otherwise hidden?
>>
>We'll need to hope those catering entrances/exits don't have those fancy blast doors.
They do.

>If they start shooting, find our people, find Harman, lead a charge to the weapons checkpoint before too many people go down.
>If they don't, same thing but keep it low key.
The security checks are currently locked down with blast doors. The only obvious ways out are the balconies or the north gate.

>Ask for advice, I'm sure some of the experienced knights around us will have an idea.
"Anyone armed?" Asks the Knight next to you.
"Are you mad? This is a ball, the only thing I have is a bloody holographic sword." curses an officer.
"They're only taking out small groups, but it might be enough people to try something."
"That eventuality has likely been planned for." points out a Rovinar Captain.

You currently have your backup pistol with 1 stun shot. You doubt it would penetrate the armor on the more heavily armoured troops but it might take down a Marine.

You hear the sound of pulse pistol fire echo from the hallways of the upper levels.
>>
>>20869268
Shit, our holdout pistol has been handled by Lat'tham personnel. If I recall correctly he said that we got to keep one stun charge, but who knows whether that was a lie or not.
Even if we still have a stun charge at least one of their guys know that we have a holdout weapon.

We should wait for a better opportunity before we do anything rash. Given that we have a relatively low rank compared to the rest of the hostages, and that we come from a minor house should hopefully mean that they won't be paying much attention to us.

Considering that we used a bribe to get Mike inside there should not be any record of him being here, which could prove to be in our favor.
If possible we should try to get Mike to sneak out and call for help.
>>
>>20869464
Seems like we can't do much except wait right now. Everything else would be suicide, I think.
>>
Walk calmly towards the North gate with a few other people. Maybe act drunk or something. Try to just like, walk out the door like it ain't no thang while attention is directed at the more belligerent guests.

We need to get out of this dress uniform and into someone else's outfit as soon as we get out of the immediate area.
>>
I doubt we could snag a blade or stabbing instrument from the buffet table...

it always sucks being the hostages, but there is no way that this house could have taken over the whole of the Dominion's fleet without lesser officers and pilots noticing something was wrong or someone blowing their assault.

it sucks to be part of the ruling house, though. They're likely being shot once removed from the hall
>>
>>20869667
They don't need the whole fleet. Not even half of it. Just enough that the remainder couldn't wipe them out without crippling itself.
>>
>>20869667
Let's hope the suggestion with the escape pod went through.
>>
>>hopefully this attempt at a reply gets through
>>You hear the sound of pulse pistol fire echo from the hallways of the upper levels.
Well, either there is resistance or they are executing prisoners...remember, they have been cloning all their personnel for decades. They probably have reserve crews for our ships.
>>
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>Can the enhanced vision granted by our implants help us spot the best path out by locating soldiers and defenses otherwise hidden?
There looks to be some alcoves (indicated in orange) that have been plastered over at some point. It looks rather weak and might be possile to break through it. No telling what's on the other side.

Two squads from the gate begin to herd some of the guests closer to the center and away from the walls. They seem to be giving priority to grabbing higher ranking Terrans and Rovinar, though one of the Admirals from the Ruling House is soon dragged away as well.

The sound of weapons fire is echoing through from the direction of the east ballroom to clarify that bit.

>Walk calmly towards the North gate with a few other people. Maybe act drunk or something. Try to just like, walk out the door like it ain't no thang while attention is directed at the more belligerent guests.
[ ] Grab some of your people and do this?
[ ] Break through alcove
[ ] Move east towards gunfire
[ ] Wait with the rest
>>
>>20869815
I'd favour grabbing some people and trying to just walk through the door. If that doesn't work, try to alcoves.
>>
>>20869815
[x] Break through alcove

We might need a diversion to keep the soldiers from interfering with this plan.
>>
>>20869815
[X] Break on though to the other side
I think getting someone to create a distraction might help our chances
>>
>>20869815
Send Arthur/others to break through on the West while we break through onna East
>>
After examining the wall and realising it to be quite thin a plan hits you.

"Sir, could you step to your left a bit?" You ask the Knight next to you.

"Provided this doesnt get me shot, yes."

"You're drawing too much attention." Says Sylvan seeing what you're doing. He must have moved closer during the speech.
"With all due respect sir, why dont you create a distraction then?" you tell him.

"Serth give me your jacket." He tells Mike. After they've switched he grabs his scabbard and moves off. You dont know what he's going to do but with any luck it'll buy you some time.

You convince a few people to move up blocking you and Mike from view as you drop to floor level.
"Fake wall panel?" Mike asks.
"No, just built poorly." After bracing yourself you kick just above the floor level where it doesnt seem as sturdy. The mesh covering it fails to give way.
"Knife?" You ask, suspecting you already know the answer.
"They took my boot knife."

"Allow me." Says a Rovinar officer who steps and and slices the material with a thumb. Its enough to peel back the covering and kick a hole through the plaster underneath. You're forced to pull off your jacket but you squeeze through the hole and into the cramped area behind it. It appears to have been guard post at one point though its been long abandoned after it was walled over. Mike, the Rovinar officer and finally Troy Harmen are right behind you.
>>
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>>20870303
Explore, search, and put those eyes to good use. Adam Jensen style.
>>
>>20870552
MegaCorp Quest ;_;
>>
>>20870303
See if there are any surveillance devices still in the guard post. Any information we can get will help.
>>
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"We dont have a lot of time. They're trying to get people away from the walls and I dont think your superior bought us much breathing room."

One of the nobles continues attempts to widen the hole as you press on. The back door out of the guard post proves to be of little use. They built a wall on the other side of it. Using some lengths of pipe left over the four of you are able to break through the new wall into what is now a cleaning supplies closet.

"If there are guards outside they might have heard that." Says the Rovinar officer Shareh. You ready your pistol, while the others check to see if they can find anything useful.

[ ] Head for the weapon check in to recover guns
[ ] Towards gate to ambush prisoner group
[ ] Upper level to attack balcony guards
[ ] Other
>>
>>20870598
>[X] Head for the weapon check in to recover guns

It's in the same direction as the gun fire, and if we're luck, all guards will be busy containing that problem. Allowing us to reclaim our weapons with little problem. If there are a lot of guards head back and try to ambush a prisoner group.
>>
>>20870598
[x] Head for the weapon check in to recover guns

No sense taking on any more guards than we have to without weapons.
>>
>>20870598
[X] Head for the weapon check in to recover guns
Time to get our firepower back and to help arm any others of our people we can get to.
>>
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>Estates and buildings filled with curving hallways
>Great literary device so that people don't get spotted sneaking around. MFW its hard to work with as an architect.

Checking outside quickly to make sure the hallway is clear, you tell the others to follow you.

"You you sure heading towards gunfire is such a good idea? Especially when we don't have any guns?" Says Harmen giving voice to the problem you're all thinking about.

"We need weapons and these people are bound to be shooting at something. With any luck we'll either find some laying around or they'll be too distracted to notice us."

As you round a corner under what should be the east ballroom balcony you slow down. The fighting is definitely nearby. It'll be hard to get through without being spotted.

Roll 2d20
>>
Rolled 8

>>20870865
Oh god, just be careful. You have nor armour, so please don't get shot.

>First roll.
>>
Rolled 14

>>20870890
>Second one.
>>
>>20870890
>>20870898
Hopefully the first roll is less important. I'm good with these.
>>
Rolled 12, 16 = 28

>>20870865
>>
Rolled 2, 20 = 22

>>20870865
Time to work our magic!
>>
>>20870976
I have no clue why you felt it was necessary to add another set of rolls.
>>
>>20871000
The more the merrier? Was trying to improve on that 8, but that didn't seem to happen.
>>
Rolled 6, 5 = 11

>>20871000
well fuck why not
>>
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Rolled 8, 19 = 27

Yes, let's all spam rolls until they're completely meaningless.
>>
>>20870898
>>20870933
>>20871104
>>20870976
Well at the very least we did pretty well on that last Second roll
>>
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>>20870890
I did ask what sort of customization you wanted made to dress uniform last time.

http://www.youtube.com/watch?v=-Snuy-Pm5oA&feature=fvst

You quickly play rock paper scissors to see who moves up first and ready your weapons. Mike moves and and begins to sprint towards the next curved area. Troy isn't happy about his chances if anyone spots your wingman. A soldier must have seen or heard Mike moving out ahead because he suddenly rounds the corner and shouts.
At which point Troy slams the back of his helmet with the steel pipe and rolls past into cover. The Soldier goes down but is fast to recover, not letting go of his weapon.
You fire your one shot into his back, stunning him enough for Troy to grab the gun.

Another soldier steps out of the same hallway but before he can fire on any of you he's hit in the back by a pair of pulse pistol shots. You edge closer to the corner and quickly sneak a glance before another body flies past, slamming into the wall. The image your HUD was able to snag shows the Royal Guard Captain thrashing any soldiers that come his way.

"Friendly over here!" You yell out to him.

After a few more shots ring out you hear the dull thudding of the armoured figure headed your way. "Who goes there! Speak now or fall like the rest of these traitors!"

"House Jerik-Dremine and allies." you reply holding an empty hand out before stepping around the corner.

"Good. I require assistance and my armor is too bulky for many tasks. How many have fought their way clear of this trap?" He asks while checking the numerous craters on the surface of his armor.

"None have fought their way out so far. We're trying to get weapons for the others." You explain.

"Then follow me." The Captain informs you, striding past. "I suggest that if you plan to strip the bodies of equipment you do so quickly."
>>
>>20871375
Sweet. We get to fight in the shadow of a juggernaut.
>>
>>20871416
Does he spout Dominion propaganda while devastating the enemy forces?
http://www.youtube.com/watch?v=FGaosBHdFMA
>>
>>20871375
Oh god, we should upgrade the shit out of that uniform, if we survive this.
>>
>>20871375
Note to self: Improve uniform
>>
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All of you grab what weapons are left undamaged, ending up with a pair of phase rifles and pistols.

Another stretch of curving hallway brings you into the wide open lobby in front of the ballroom weapons check in. Two dozen soldiers open fire forcing the four of you into cover while the Captain charges, deploying a segmented shield from his left arm.
"Go!" He yells back towards you. Metal sections protruding from the armor of each of his shoulder begin to swivel independently, firing pulse pistol shots.
One soldier is bisected by a swing of guardsman's halberd while two more are taken out by the weapons fire. Two elite troopers close in, obviously planning to fight in melee.

You and the others wait until everyone is sufficiently distracted before shooting out the door to the check in and stunning the clerks taking cover behind the desks.

>Sidearm and HF blade recovered!

The others put down covering fire in support of your ally while you search for a way to end the lock down. Other than opening the closest door there doesnt appear to be much else you can do from here. You hit the button and the blast door retracts. A second later a hail of fire from the upper balcony fills the doorway discouraging anyone still in the ballroom from approaching the door.

"I've found a map of the building." Shareh tells you. "The prisoners should be held to the north east, vehicle bays are located to the west."

>Your orders?
>>
>>20871811
>Find where that noble is and kill...
>>
>>20871811
Suggest freeing the prisoners. If we manage to capture enough weapons, we might be able to take the building over, thereby denying the enemy the hostages, and thus a lot of pressure on our fleets.
>>
>>20871811
I suggest we head for the vehicle bays, looting weapons and collecting allies as we go. If we can secure armored support, the counterattack and rescue will be easier and go more smoothly.

Among our top priorities is getting a message to the ships in orbit and securing transport offworld. Where are we likely to find a communications hub or equivalent?
>>
>>20871886
>Where are we likely to find a communications hub or equivalent?
"There is a long range communications center in the north west wing."
>>
>>20871950
Excellent. It's on the same side as the vehicle bay.
>>
>>20871811
We have 5 people in our group atm, right?
>>
>>20871811
Do they have an armory nearby? Those damned hard suits will go down much easier with some heavy weapons, and we'll be able to deny them use of the weapons against the guard captain.
>>
>>20871999
Yes, though the Guardsman is kind of in the middle of a killing spree/distraction/buying you time thing.
While the rest of you are providing cover fire there are a lot of enemies, and more of them arriving by the minute. The check in station you're taking cover in is being eroded by weapons fire.
>>
>>20872055
In that case, we'll need weapons, armour, and allies. I'd suggest going for the armory like >>20872011 said and then freeing the other prisoners to the east.
Things should be more manageable afterwards.
>>
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Current equipment
Phase rifle, pulse pistol, HF Blade, boot knife
Secondary: Bag of guns
Body Armor: None

>>20872011
>>20872083
There are two armouries. One on either side of the building.
>>
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>>20872145
Because I suggested freeing the prisoners, I would say the eastern one.
>>
>>20872145
I'm thinking we fall back to the Eastern hallway and make our way to the armory. Unless we can take out all of the balconies and then hold an exit, we're going to have quite some trouble getting people out of that main hall.

Either hit the armory and then hit the prisoner camp nearby and try to arm them, or we might want to free the prisoners THEN hit the armory...

otherwise, we could attempt to fight our way to the comm center and hope to cut off the enemy house's Command net with jamming while freeing ours from jamming...
>>
>>20872204
>>20872283
oh, and we need to CLOSE the blastdoor at the security point and destroy the control for it.

due to the enemy bringing in more troops from here, we'll want it shut so we can try to collapse or block pathways and prevent them surrounding us in a crossfire quickly.
>>
Do you want to spend time to strip a soldier of body armour while in the hallways or wait until you reach the armoury?

Anyone in favour of hitting the armoury followed by the prison roll 3d20.
>>
Rolled 10

>>20872366
If the armour fits anybody in our group, they should definitely equip it.

>First roll for the armoury->prison plan
>>
Rolled 11, 15, 8 = 34

>>20872366
Wait unti the armory
>>
Rolled 3

>>20872385
>Second roll.
>>
Rolled 18

>>20872402
Ouch.
>And the third roll.
>>
Rolled 7, 8, 3 = 18

>>20872366
Three Dee Twenty comin' up

Wait until we hit the armoury.
>>
>>20872366
grab any helmets and any torso armor that can be policed quickly.

also: GRENADES, for the love of god, find a corpse with grenades and take them!

not rolling myself due to angering the dice gods today.
>>
>>20872416
More like nothing over 10
>>
Rolled 1, 1, 20 = 22

>>20872366
Rolling. Well, only if the captcha let me, of course.
>>
>>20872449
>Rolled 1, 1, 20 = 22
ಠ_ಠ
>>
>>20872449
Theendofsoniaadventure.jpg
>>
Rolled 9, 16, 4 = 29

>>20872366
I guess I can break very little by trying my luck at this point.

Three d20 coming right up.
>>
>>20872449

... fuck it, I'll burn some dice god offerings.
>>
Rolled 6, 4, 15 = 25

>>20872494

>curse you, shift key!
>>
>>20872501
Not accepting any more rolls.
>>
>>20872449
The armory is empty and we get wounded on the way there.

Then we free ALL THE PRISONERS.
>>
Rolled 13, 8, 3 = 24

>>20872517
Rolled 20, 20, 20 = 60 incoming.
>>
>>20872533
You slip on a puddle of grease in the armory, breaking both your arms, and slide into a weak section of load-bearing plaster, causing one of the prison's walls to collapse on itself.
>>
>>20872517
Okay, our rolls add up to:
First: 7.33
Second: 7.83
Third: 11.33
>>
>>20872592
not great but we can survive this
>>
"The only good thing about being this close to the front lines." Troy says as you prepare to move out.
"What's that?"
"Medkits everywhere." He tells you, stuffing one into his bag of weapons.
The group makes a dash for the hallways putting down fire while on the run.

After making it to cover you turn back and shout to your ally. "Captain we're moving!"

The Guardsman impales one of the Elite troopers he was fighting with his halberd and swings the body to force his fellows back. Your covering fire doesn't seem to offer much help and you're forced to retreat when a phase rifle shot destroys your weapon. As you pull back another flashes past close enough to burn the side of your head. It feels like your hair is on fire.

"Fucking shit gogogo!" You shout rushing after the others, one hand slapping the burn mark on your head to make sure there aren't any flames. You draw your pistol and fire it left hand while you run.

"We're moving too fast." Warns Mike. You ignore him, concentrating on the crowd of enemies that might be swarming after you any second. The others take some minor injuries but thankfully Mike is on point and he's better at these sort of close quarters fights.
"Sure wish I had a shotgun. Or my new Fusion gun."

"You don't have armor on Mike. Do you have any idea how hot it would get if you fired one of those things?"

Breaking into the armoury proves to be the easiest part... dealing with the guards inside does not.

Shareh is left guarding the entrance after taking two bad hits, Troy takes some rather minor hits while Mike gets shot in the knee taking down the last two himself. You nearly bought it when a weapons tech came at you from your blind spot, your arm obstructing your view. A gut shot may take a long time to kill someone but it still huts like its just about to.
>>
>>20872925
well, it seems we've done gone and fucked up big time.
>>
>>20873151
Or let's hope those future medkits are really awesome.
>>
The Royal Guardsman approaches around the same time Harmen starts patching everyone up. He asks for grenades so he can buy time for you all.

After making sure that no one is going to bleed out you all begin the task of locating equipment you'll need. This place is fully stocked it seems. Finding the medical exoskeleton for Mike is almost trivial.
"You said this was a gut shot." Troy berates you. "This is a lot higher than that, it hit part of your ribcage, how can you even breathe?"

"That isnt a sunburn you're sporting either." You shoot back at him.
After having the wound sealed and local anesthetic patches applied you throw on some body armor. Mike's wound isnt good. He'll need his leg amputated above the knee and replaced but until then he's able to stomp around in the exoskeleton, minimixing damage to the rest of the leg. Shareh is mobile but cant move quite as quickly because of a collapsed lung.

Mike and Shareh load up carts with weapons and basic armor while you and Troy take point.

After getting on the same frequency as the captain you move out, taking hallways he'd cleared earlier. With the occasional explosion of a grenade going off forces coming in from the lobby seemed to have slowed their advance considerably. Most enemies you've encountered seem to only be armed with weapons that have a non lethal setting.

"Sir, we're approaching the detention center." Troy warns the Guard. "Wait, how are we even supposed to address you?"
"Captain would be sufficient. I'm moving towards your position"
>>
>>20873156
we've got a likely dying Rovinar? a mobility kill on Mike... and exceptionally likely septic shock as bacteria flood Sonia's abdominal cavity, if we don't bleed out due to a liver/kidney hit
>>
>>20873190
Oh god, we'll have to apologise to Mike once this is over.
>>
>>20873190
I guess we just forgot about those black market lung implants... Or Sonia's just that tough.
>>
>>20873190
future field medkits are awesome.
>>
>>20873190
They really did a shit job of adjusting their plan for the unforeseen variable of the Captain showing up to the ball.

Which is good for us of course, provided we survive.
>>
>>20873318
That one guy who shows up to the party in powered armor always ruins everything.
>>
>>20873190
With this in mind:
>>20873244

I suggest we try to get to the vehicle hangar, we are first and foremost a pilot and with the mobility kills we won't be very useful in personal combat anyways.
>>
>>20873442
Vehicle hangar is on the other side of the building.
>>
The guard station outside prisoner holding is active to say the very least. You end up in a firefight with one transfer group bringing in officers and have to switch to stun setting to prevent collateral.

"Cover me!" Shouts Harmen as he grabs an anti-tank gun. Rushing out far enough to take a shot he launches a projectile into the guard booth holding the entrance exploding it. Sections of his body armor are burned off on his left side when he gets back into cover.
"Guess they're not using stun shots anymoe."

Mike takes down a few enemy troops with fin guided micro-rpgs launched from a newer model grenade launcher. The single elite trooper in the group goes down not to your fire but from a Knight that had wrestled a mass diver rifle away from a dead soldier.

The Captain arrives a minute later as you move in and clear the guard booth. A sentry gun inside peppers the entrance with fire when you get close enough and the captain is eventually forced to step inside and finish it off himself. You discard your cracked shoulder guards finding it easier to move without them anyways.

"How many more prisoners are left in the main hall?" Asks the Captain of the knight you rescued.

"About half. All of the personel from the Ruling House had been taken already and they'd closed the escape tunnel after Ferigold the Fat tried to escape through it."

"None of the Terrans are here." Says Mike looking at the displays for the stasis tubes present.
"Or the Ruling House. These are all middle and lower houses."
Troy looks over at the screen. "There's a couple from the Major Houses here and there but other than that he's right."
>>
>>20873469
>Ferigold the Fat

Confirmed for best noble.
>>
>>20873524
Does he come from, or rule, Giedi Prime?
>>
>>20873524
"Goddammit, Bombur, get out of the escape tunnel."
>>
>>20873469
Wake them from stasis, equip EVERYONE, then head for ruling house stasis/prison camp. Communications would be pointless now since they likely hold most of the ships hostage in a similar way to how they tried to take ours. If we send a message and cause our ships to reveal they're saved they could end up a big target. I say save the guys who are gona get us the most reputation and medals first... Especially the nobel that offered to work with us on our FTL missile scheme.
>>
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Getting out now seems to be the primary problem and either way to get to the vehicles you'll need to cross through enemy held parts of the building. While you do have armed officers and Knights your resources are still limited.

[ ] Cut through the side doors at the gate leading outside. Its how they've been sending post of the prisoners off to the holding area.
[ ] Destroy the blast doors cutting off the service entrances below the balconies. Enemies and friendlies may still be present.

[ ] Going south through the lobby again (Why am I even suggesting this?)
[ ] suggest another route
>>
>>20873601
Going for exterior
>>
>>20873601
>[X] Cut through the side doors at the gate leading outside. Its how they've been sending post of the prisoners off to the holding area.

It's farther away from the lobby to the south, so I hope we'll have to deal with less enemies over there.
>>
>>20873601
[X] Destroy the blast doors cutting off the service entrances below the balconies. Enemies and friendlies may still be present.

Engage maximum clusterfuck
>>
>>20873626
And if it's how they're moving prisoners we can potentially save the Terran and Ruling House guys to earn favors for when we roll that 1 on hiding the SP schematics....
>>
an idea... if we can get to their communications center, we should attempt to broadcast a panicked, hurried message along the lines of "All Lat'tham forces surrender immediately! They put a kill switch into the cloning process!"

then we use the center to scramble their coms as best we can and hope to cause enough confusion that everyone else has a chance.
>>
As the others begin unloading the prisoners and arming them with whatever weapons are in the carts you check your wounds. Between the quick job of sealing things up Harmen did and trace amounts of drugs the armor can pump into you it should be twelve hours before you're out of action.
Mike hefts his grenade launcher and you move out with some of the now armed troops. The Captain headed back into the halls to fight another delaying action and to find others that may have got out the same way you did.

"You look as wrecked as I must be feeling, if I could feel anything." Says Mike to you.

"Lets just get off this planet. We could both use some real medical treatment."

You head for the north gate encountering another transfer group on the way there. The others do most of the real fighting this time and the wounded count starts to go up. Enemy forces retreat out through the gate letting you reach some of the remaining hostages. The Terrans and those from the ruling House all seem to have been taken out through the gates.

Looking outside into the darkening night you see pair of assault shuttles lifting off heading in different directions.
"Well isn't that perfect."

You snap back to attention as Mike fires his grenade launcher towards the south end of the hall where soldiers are starting to appear.

"Move!" You and a few others shout to the mass of unarmed nobles you now have to protect.

>Do you want to send a small group to the com hub or just keep people moving towards the vehicle bays?
>>
>>20873913
>>Do you want to send a small group to the com hub or just keep people moving towards the vehicle bays?

If we can spare people do it, if not just get to the vehicles.
>>
>>20873913
Keep everyone moving to the bays. We can worry about communications when there are fewer people shooting us.
>>
>>20873913
Keep people moving, if we have volunteers get them to go.
>>
>>communications
So the traitor house has ships in the air (and has told us that they've neutrallized our starships) and we expect them not to open fire on any vehicles we hijack because...? Yeah, we probably need someone on our side manning the comms if Sonia wants to not get blown to smithereens during the escape.
>>
>>20873913
Give captain the map we have created through our hacking and exploring, once we lift off in vehicles he can run to comm center and work it. We need to persue those shuttles! I am feeling another 5lbs of medals from the various houses and their respective asses we are pulling from the fires.
>>
>>20874149
Damn, >>20874129 is right.. Need comms cleared before we go riding off to glory. However, with so many injuries it's hard to say who would be best moving to comm rooms. Volunteers for leading the squad?
>>
The last of the hostages clear the hall as more enemy troops begin to move up. The volume of fire being traded is roughly equal for the moment but that will change.
"They must be repelling in from the balcony closest to the entrance of we would have been swamped by now." Says Mike emptying his grenade launcher and forcing them back.

"If you have any smokes toss them, we're incoming." Says the Captain.
"Only have the one." Mike tells you before tossing it.
After putting down some cover fire you wave the last of the freed prisoners past you.

"Can I interest anyone who's not wounded in hitting up the communications center? There's a bluff I'd like to try."

After describing it another Knight seems to consider it for a moment before changing his mind.
"I'll do it." Says another unarmed officer who you toss a pistol.
"Someone go with him, and if you could jam the local IFF's that would help too!" you shout after.

Mike heads out just before the Captain arrives, bringing up the rear guard.

Moving so many and protecting those without weapons or armor proves to be a serious challenge, especially with stun grenades going off everywhere. A Baron leads a counter offensive to head off any forces that could threaten the retreat.

By the time you reach the vehicle bays the others have begun loading up in armoured personnel carriers.
A Knight is hold an old weathered looking technician at gunpoint who is standing there with his hands raised.

"Where are your shuttles?" You ask.
"They parked all of them out back earlier."
>>
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>>20874292
"I dont rightly know what's going on but I reckon it has something to do with all these clones we keep getting." Says the tech.

He looks over the dozen different House patches on everyone's dress uniforms.

"We dont keep many tanks, around here but we do have IFVs, LRVs and those three walkers." He jerks a thumb towards three vehicle bays on the north side of the hanger.
"They've got problems though. You need experience with a passive neural interface like those on power armor."
>>
>>20874368
>Sonia in a Mad Cat
<3
>>
>>20874368
>We mechwarrior now
>>
>>20874129
>>20874190
I am way too tired to think clearly atm. Anyone have some ideas on how to deal with this problem?
Just someone in the com center saying
Oi! Dun shoot dis guy!
E' WAAAGH'S FO FREEDUM!
?
>>
Oh he'll yea! Jump in REX while Mike gets in RAY! Old school rail guns are our specialty after all! (if mike doesn't feel comfortable using the interface or would rather pilot a IFV or other ship he can, but rule of cool demands we hop in these metal gears to fuck some shit up)
>>
>>20874420
Well, how about pausing until tomorrow?
>>
>>20874420
Lie and tell them the house I can't remember the name and is trying to be the ruling house needs to evac?
>>
As for comms-
Scramble iff's so they don't know it's us. They've got more assets in play so they're less likely to start shooting everything. Remove scramblers on communications among the ships or send messages to the docking crews that had strike teams assaulting each bridge. Something along the lines of fall back, Terrans had super secret mega fleet in area and it's bringing the rape train on whoever captured their leaders. All forces found to have participated in the assault and still present upon arrival will have their brains removed and put in a mind-rape jar for the minimum 302.4 year sentence.
>>
Delayed until tomorrow then. I'll try to post briefly before I head out to work.
>>
Bump
>>
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>>20877341
>>
>>20877349
No wing zero?
"Its a GUNDAM!!!!!!!"
Eh, go with the JIM
>>
>>20877349
The old Skull! The old Skull!
>>
>>20877341
>>20877349

"You guys don't have one of those samurai-themed walkers hidden elsewhere, right?"

... voting for the Zack or Jim. We can be newtype?
>>
>>20877349
The non-animu one, please.
>>
>>20877508
Forever Zaku.
>>
They're going to have to invent a medal for our habit of commandeering valuable or non-military equipment during planetary ops.

But in all seriousness, it would be entertaining if we could manage to keep one of these relatively intact and send it home to our father.

"Couldn't get you a suit of power armor, but this should work in a pinch! Love you dad!"
>>
>>20877349
Skull all the way.
>>
>>20877349
>Glorious Mono-eye
my vote goes to the zack
We Zeon Quest now
>>
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Currently tie between Skull and Zack. Didnt have time to make survey before I left for work.

http://www.surveymonkey.com/s/RMWKBHY
Sure hope this doesn't turn into a 3 way tie.

What weapons do you want for your selection? Each has similar enough weapons to its home setting.

All have auto cannon options, the Jim can carry a plasma gun and the Skull has options for just about anything from Particle beams to missiles.

Will be back in 3-4 hours.
>>
>>20877349
OLD SKULL
>>
>>20879015
Missile launcher pad on the shoulders with fire and forget auto trackers. Particle/gauss or whatever our biggest weapon option is so we can intimidate the hell out of the other vehicles.
>>
>>20879081
sounds good. If possible id like a additional auto cannon for anti Infantry purposes, but anti vehicle is more important.
>>
>>20879015

Skulls!

Also please tell me we are learning spanish sword. More style.


http://www.youtube.com/watch?v=FLEvUr9hVU4
>>
>>20879015
http://www.youtube.com/watch?v=-zMaiDo0whk

SKULL!
>>
I don't know anything about giant robots. I'm gonna say some guided anti-vehicle munitions and then good old machineguns/laser machinguns

bump
>>
>>20879015
Skull. Its all the fun.
>>
>>20879081
>>20879104
>>20880640
Current loadout: Skull
Right arm: Particle beam, Pulse laser
Left arm: 90mm Gauss, auto cannon
Body: Missile launchers & anti-missile system

Is this acceptable? Y/N


I suppose we'll need a map before moving out. Working.
>>
>>20881436
That sounds like a reasonable amount of dakka for our purposes. Not enough of course, but acceptable.
>>
>>20881436
Yup! Lets blow some shit up tonight!
>>
>>20881436
Just toss in one of those pointless gundam laser swords and we are good to go! (seriously, if you get in cqc in a mech and you're using anything less than a neural link for controls there's no way you're going to react and be able to swing a melee weapon around. But then again we are psycho-Sonia so I'm sure it will work)
>>
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Wow, I am really sorry guys. Map is up.

You're quite a good piece from the spaceport which is surrounded by city. There may be additional locations through the city and surrounding areas that might have access to vehicles or shuttles you could get into orbit with.

Roll 1d100 to see how successful the distraction from the com center was and how much time it will buy.


You plan to get off planet?
>>
Rolled 59

>>20882255
Unless we have an idea where they brought the other hostages, yes.
>>
Rolled 31

>>20882255
Roll out!
>>
Rolled 83

>>20882255
>Roll 1d100
This is going to end... well....
>>
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Rolled 97

>>20882255
Plan:

Go on a wilderness SAFARI
Get to the SHIELD GENERATOR
BLOW it the fuck UP

Presumably the threat of orbital annihilation will make them less enthusiastic about their whole coup d'état thing.
>>
>>20882394
>attack the map legend

If we can take out the map legend, does that cause a cascade effect of disabling ALL of the shield generators?
>>
>>20882430
With that roll? Probably.
>>
>>20882394
>filename
>roll
>attack the legend
>can't tell if serious

5/5, my sides actually hurt.
>>
>>20882394
I questioned my decision to make the Generator markers that dark. I see that it was in fact a mistake.
>>20882430
No, but it does give me an idea.
Contrary to popular opinion members of the Nobility can be quite intelligent.
One of them tells you over the now secure network the vehicles are using that if you could hit one of the shield generators they might be able to rig one to be of use later.
"If configured properly it might be possible to pulse one of the generators to knock down the shields over the city for a few minutes. It will only work once though."
>>
>>20882524
Have we heard anything about the situation in orbit so far?
>>
>>20882524
so a sort of power-grid overload for the shields?

... could we modify this to blow-out the city's power grid as well?

or perhaps we could hit a power relay station and cause a cascade blackout like what happened in New England/Canada in '65? Are power grids still vulnerable to such events?
>>
>>20882624
The two are unrelated.
Power grids are mostly secure as they're used by planetary defense to provide additional boost to shield generators and weapon batteries should dedicated systems fail. As weapons which cause EMP as a side effect are common they are hardened against such attacks as well.
>>
>>20882574
Nope, we might want to set a delayed message set to broadcast over an open channel (from a "loyalist overrun checkpoint" or whatever seems plausisible without blowing our cover). Something to the effect of "to all remaining loyal personnel, house Lat'tham is attempting a coup. This is not a joke and this is not a drill. Raise shields and prepare for military action." or whatever makes sense. Not giving away our position is key here since we don't know if hostilities have already ceased above.
>>
>>20882678
well damn.

So we have a convoy of friendly Nobles and officers to protect/evac/hide, are in hostile territory, and we have no idea where the Royal House/Terrans from the party have been taken.

And in all likely hood, we're going to get shot down by enemy planetary or fleet based defenses if we burn for orbit.

... Any ideas from the Guard Captain or someone used to larger-scale thinking?
>>
>>20882872
We should find somewhere to hide our non-combatants and wounded as they will only be a liability during a fight. Perhaps in the wilderness reserve or something like that.
>>
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So, thanks to your rolls you have a short window with which to escape before enemies start chasing you down.

Where you guys headed?
A few gung-ho Knights suggest making an end run for the space port. The risks and rewards associated with that should be clear enough to everyone. If you plan to take down the shields someone from the group should make a strike at one of the shields generator facilaties so it can be rigged. Searching the city for alternate shuttle pads could be dangerous and time consuming if people begin to report your walkers, as could finding sensor or com stations to assess the fleet situation.

[ ] Make a break for the space port (Walkers might give you away)
[ ] Hit up one of the shield gens
[ ] Wilderness SAFARI (Hide out, assess situation, other)
[ ] Find a less secure com/sensor station to assess fleet
[ ] Hit up the city datanet for location info (wireless is likely restricted)
[ ] Other/some combination
>>
We should have a decent sized group of lesser house nobles and knights. Assuming they aren't pathetic nose breathers born into their posistion then they should be par with a named characters skills. We need a small team to split and hit up e datanet for intel and establish a way for us to communicate and coordinate our strike. Separate team hits shield gen and drops city defense while we move in to the city with the walkers at a full sprint to save the ruling house. All nobles too injured or unskilled to fight take a separate route into the ridge line of mountains to the west. They should find shelter there until we can send aid after recovering the system.
>>
>>20883254
Walker insertion into the city is through the wilderness, down the shortest path of urban area and using the middle bridge to strike the spaceport. The path straight from the location we are currently at is too much urban terrain and too direct a path for us not to be continuously ambushed. We could even use the walkers to cover the nobles who are retreating to the mountains .
>>
>>20883089

We have a Rovinar with us, correct? If we got them in contact with their fleet for even a moment, could they do a code-speak deal to inform their force that we're going to get our liberated group to X location for future pickup/recovery?

In any event, I think we should break the walkers off from the main group (take a small support group) and use them as a diversion to attack a planetary shield generator AWAY from where the rest are going.
>>
>>20883320
Can't decide if we should send a group to strike one of the two shield gens to our east, or hit the one along the path from the wilderness. If we stay together through the woods then we can drop the squad and keep the vehicle rolling wi our assault, but if we move too slow we risk revealing our direction of attack. Unless the vehicle is similar to an SUV without any weapons... Then we don't need to worry about the added dakka it could have for the push to the star port.
>>
>>20883254
Did you want to wait until after a team has visited a datacenter before going after the shield gen or do it at the same time?
Keep in mind, if you can secure it long enough to rig your group can set it for remote activation.
>>20883301
Did you want to keep everyone together or split off the group providing cover and only that group hit the space port? Or have everyone go for the spaceport at the same time?

>>20883320
You have several. Its possible you could do this but be aware your position will be zeroed in on quickly. Set a message to loop after a few minute delay then run for it?
>use them as a diversion to attack a planetary shield generator AWAY from where the rest are going.
Which shield gen?
>>20883389
All of the vehicles in your convoy are military grade transports with weapons. If the tree cover is thick enough it should be difficult for air units to find you.
>>
Hopefully another noble will know how many people are normally needed to man one of the shield gens. If its a few technicians then we can split forces, if it's a battalion then we need the walkers. I'm for remote activation of shields, strike team to data center (however I think we might have to send a team to comm center to break the wireless scramblers in order to communicate the data center info. Unless we can find a way to communicate on hard lines throughout the city at we plug into at a set time.)
>>
>>20883698
planetary shields are normally manned by 40 technicians and are protected by a garrison of 50 infantry with sentry gun emplacements. You have a few officers who are familiar with the layout of most and know a way to get inside with the assistance of a walker.

>Unless we can find a way to communicate on hard lines throughout the city at we plug into at a set time.
This would be easy enough to do.
>>
Force strength
3x walkers
20x IFVs
15x LRVs (Open top or otherwise)

The following information is required to progress.
-which facility(s) to be attacked first (indicate on map)
-size of strike team(s)

-what secondary targets you're going after (Communication, data, etc)
-the order in which you'll go after secondaries. Before or after previous target.

Seeing a lot of separate plans with little meshing them together into a cohesive whole.
>>
>>20883845
Well, with those numbers we can't just send an SUV full of 6 Mercs at the compound.... I'm guessing best plan is rolling in force toward woods, drop wounded off so they can hide, storm the shield with everything, keep moving down into town and push the spaceport. Hopefully there is a com. Center or data center along the way we can hit to make the announcement to remaining space forces that are holding out.

Just seems like this guy picked the worst time for his coup... The entire dominion is in the middle of a massive push and he wants to stall it to ransom off people and assume control. Sure he won't ever have everyone together like this again, but his actions could stop the fleet for years while the houses sort out losses and recover/recount their assets. Basically I'm saying we vent his skull when we find him. He is keeping us from glorious medals and salvage for our research!
>>
>>20883982
Posting on mobile so I can't shop the pic, but I'm suggesting moving down along the ridge line in the wilderness and entering the urban area near that shield gen. Hit it hard and fast, rig it, move into city with LRVs in point and sides since they're most likely swift vehicles we can use to scout. IFVs in tighter around the walkers in the center. If there's a data center or comm center along the way we break off appropriate force to strike them and keep moving. We need to hit the rightmost, center bridge before they can drop it to stop our path. That's why I suggest the path through the woods since it has the least amount of urban area needed to cover before the bridges.
>>
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>>20884127
Something like this then.
>>
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>>20884127
I did a shoop of what I believe this poster is suggesting. I do hope it is correct.

I also second the plan. We can only hope that the locals committed the majority of their infantry and ground forces to other locations.
>>
Rolled 26

>>20884127
I can support this. Lets do this thing!
>>
>>20884218
Looks pretty good to me.
>>
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Okay.

>Hopefully there is a com. Center or data center along the way we can hit to make the announcement to remaining space forces that are holding out.
>If there's a data center or comm center along the way we break off appropriate force to strike them and keep moving.

What are we telling them exactly? Or are we getting some of the Rovinar Officers to send coded messages? Both?
>>
Awesome Edits guys, >>20884218 has the second half of the plan perfect since we want to fan out slightly in an urban environment rather than risk having our convoy held up by a few well placed shots (if you've seen "a bridge too far" we want to avoid doing what the alliance armored convoy ended up doing that held them up).

For comms I'd suggest a mix of coded messages as well as a general broadcast repeated message like "attention all forces, house "forgot name" has attempted a coup on the ruling house. Ground forces have rescued many nobles already, fight with honor and prevent these worthless upstarts from stalling our glorious forces". Sadly we don't know about the space forces getting ninja'd but a general call to arms and announcement of the perpetrators identity should help rally the allied forces.
>>
>>20884415
Rovinar coded messages to their fleet, with instructions to pass along to the Terrans and Dominion ships still held by the proper owners.

Ground situation, what the traitors said their master plan was, things like that. Not the location of any of the escapees or what our plan is or anything like that, lest it get passed along to the wrong sort of people.
>>
You managed to buy about an hour head start with the two decoy transmissions. As the convoy heads into the forests of the wilderness preserve you catch sight of dropships descending towards the estates from every direction. The lights of another convoy are beginning to approach via the private roadway. Good thing you're not headed there.

As the friendlies head farther up hill and cross the ridge line you and the other officers discuss your next course of action. You support getting off the planet as soon as possible.
Luckily you have at least one resident genious among the group that knows a thing or two about planetary shields. Two Knights and an infantry Captain plan out a means of gaining assess to one of the Shield Gens with a minimal number of troops entering the building.
"They're set up to repel an attacking force and delay them until reinforcements can arrive. Using one of our walkers we can circumvent their primary defenses entirely. Our best armed troops escort the techs inside and set up the equipment."
"I'll have you know I'm a Viscount not a lowly technician, with doctorates in five differe-"
You cut off the argument before it can get started and move on to the next phase of planning.

After the convoy crosses a stream the highest ranking noble among you, a Duke, orders the convoy to stop for ten minutes.
"We have more passengers than we can safely carry into battle. Those who have wilderness survival training or debilitating injuries that wont prove fatal should be left behind to maximize our chances."

>What say in response?
>>
>>20884800
Agree, never wanted to take unarmored, under equipped, injured nobles into this fight. How fast do they think the one mech and troops could take the shield gen? Fast enough for the convoy to keep pushing without waiting on them and they can still catch up? Or are we going to commit one of our walkers to that fight and we won't be able to use it while pushing through the town and into spaceport?
>>
>>20884800
I suppose that's logical, but we would need to come back and evac them, which stresses our timetable.

It also means leaving Mike behind. I think he would agree with the Duke, though. Let's do it.
>>
>>20884800
If there's nothing dangerous in this wilderness preserve, that seems like a good idea.
>>
>>20884800
As long as we leave them as well armed and supplied as feasible.
>>
>>20884877
>>20884906
>>20884921
>>20884969
Apparently it's only unanimous when we're leaving people behind.
>>
>>20884987
It's not like we're leaving them behind so we can save our asses. They would just get in the way of any proper military operation.
And I really don't want that.
>>
>>20884800
If anyone wants to take their chances with the Duke's plan, they should do so.

we may be able to commandeer civilian transports once we reach the city, though they'll be screwed in any sort of firefight...

If people want to risk stealing civilian transport or that the first location we hit has some extra vehicles, we can dismount them before we storm the first target and they can move in toward the site to remount during the combat?
>>
>>20885020
It does make sense, I just thought it was funny. We couldn't even agree on Sonia's eye color.
>>
>>20885038
We tend to go with the options we think might minimise losses on our side. And this one seems like a sure bet, in that regard.
>>
You open the hatch and toss your phase rifle down to some of the nobles unloading from the vehicles. It looks like they were awfully cramped. You should be able to make do with a pistol. Mike volunteers to be left behind but is told his injury is too severe. He needs immediate medical attention even with the exoskeleton.

www.youtube.com/watch?v=JzyASZYO9HA#t=48s
An hour later through rough terrain you and the other walkers break through a treeline seperating the closest shield generator from some private land across the road. Guard posts on the wall surrounding the facility almost immediately open fire on you with a mix of 20mm and pulse lasers. Warning lights go off as beams and tracers fill the air. Three of the towers explode with seconds of each other and the three walkers move in, kicking holes in the walls. They seem to be built out of concrete sections locked into place. Not the strongest but more than enough to keep infantry or civilians out.

You strafe any defenders inside the wall with autocannon and pulse laser fire. The small amount of high explosive rounds you have work well in this capacity. The ammo with kinetic penetrators will be better saved for use against vehicles.

A soldier bails out of a small ground vehicle just before you step on it crushing it flat. The car fuel cell explodes but does little to the thick armor. You're amazed this thing can move under its own power with so much metal. The Zack moving up on your right pops a few more of the guard towers then positions itself to cover you. IFV's from the convoy enter the complex through the holes in the walls.

"Knight Reynard, we need you to break through the superstructure ten meters to your left."

"Here goes." You line up your walker between the clearly visible structural supports and use one of the fists to punch a hole ten meters above ground level.
>>
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>>20885364
>>
After you're sure its clear the entry team uses cable from the vehicles to climb up. You'd try to lift them but you doubt this thing has the fine control necessary to prevent crushing them into a pulp.

Holding the perimeter consists of scaring off the occasional infantryman before they can bring any anti-tank weapons to bear for the next five minutes. Six minutes in a pair of guncopters appear over the ridgeline. After carefully lining up a shot you pop one with your Gauss cannon, the pilot of the Jim doing the same with a plasma cannon shot.

After ten minutes and some explosions inside the Viscount and three of the four knights that had gone with him rappel down to ground level and run for the vehicles.
"Move! They have gunships on the way!"

"Walker pilots, we're sending out the Light recon vehicles to scour the area for a com center. We'll stick with you and help provide AA cover but you're the real heavy hitters. You're the only ones with tank grade armor and you move the slowest. Get on that freeway and don't stop for anything."

>Roll 2d100 for combat
>Any targeting preferences while shooting?
>>
Rolled 62

>>20885573
Keep our support units alive. We can take a hit if necessary, they can't.

>First roll.
>>
Rolled 99, 19 = 118

>>20885573
Things that kill walkers, specifically armored things that kill walkers that our escorts will have a hard time taking out.
>>
Rolled 4

>>20885610
>Scond roll.
>>
Rolled 77, 58 = 135

>>20885573
Crew served weapons and things like autocannons that would tear up our light vehicle bros.
>>
Rolled 24, 81 = 105

>>20885573
Target the heaviest and most powerful units. Use the walker to shield friendlies from lighter fire.
>>
Rolled 50, 9 = 59

>>20885573
>>Any targeting preferences while shooting?
Anything our allies will have problems taking out. If they focus on providing air support, we should try to keep the ground clear of problems.
>>
So far:
First roll: 62.40
Second roll: 34.20
>>
>>20885573
Leave the vehicles to shoot down infantry or small armor trying to harass us. We focus on heavies or anything they can't quickly spot and kill. Like the viscount said, we are slowest so we need to focus on moving quick while they swarm around killing things. Oh and save the heavy weapons ammo (unless its really needed) since we will most likely have walkers and heavy armor at the space port.
>>
Rolled 86, 100 = 186

>>20885573
http://www.youtube.com/watch?v=dAwMqOcgxI0
>>
Rolled 50, 80 = 130

>>20885671
>>20885780
now,
66,33
45,16
>>
>>20885780
Whoa, dat roll.
>>
>>20885796

Dear fuck the stupid i did.
>>
You put the throttle to full and head for the nearest access ramp. There is still some civilian traffic on the streets as you approach but its light. The walker com systems start to pick up alerts soon after you hit the main freeway and "Highway closed" soon starts to flash on one of the roadway direction display boards before you crash through it.

The IFV's are right behind you, turrets on the look out for any air threats that may yet appear. Neither of the other walkers have made it up the the roadway yet.

"What the hell guys, I thought I had the slowest one? Whats taking you so long?"
Half a minute later the Jim followed by the Zack leap up onto the roadway from between a pair of highrises. Both of them fire thrusters to ease their landing.
"You have got to be shitting me. Come on doesnt this thing go any faster?" You say out loud.

A menu display pops up and asks if you want to disengage studio mode. "Yes?"
"Repulsors power increased." An automated voice announces and the walker speeds up considerably, the weight of its armor no longer slowing it down quite as much. Still you wonder if you should have installed jump jets. You speed clibs past 100kph.

"Take the turnoff on the right then keep going straight across the bridge!" Orders your acting CO.

Your HUD lights up as air targets start to arrive. Z5A fighters line up to strafe the roadway, dodging the AA fire. You launch a volley of ten missiles in their direction causing them to scatter.
>>
>>20885796
No worries, you managed to make it into

first dice 63,99
second dice 50,13

All in all a good conversion. but still stop yer dices.
>>
>>20885826
>Giant animatronic movie prop walker
>Give it real missiles

>House Lat'tham in charge of thinking things through
>>
"PDF up ahead!" Warns the Zack pilot who is still managing to stay ahead of you by using the occasional jump.
"Don't jump once we're on the bridge. You warn them. "And be careful, everyone nearby can get a clear shot when you're jumping like that."

Regardless he jumps again and you fire your particle beam through the opening at a tank that had just driven up an on ramp. The Zack lands on top of two others right behind it, disabling them. The Jim meanwhile pours fire towards the left side of the roadway where more tanks are attempting to gain access through the off ramp.
"Wrong way assholes." you catch him quip before explosions and smoke fill that side.

Enemy air cover is increasing by the minute. Your particle beam has more range and punch than the weapons of your temporary wingmen. One shot blasts out part of the cockpit of a GE assault shuttle before the extra guns its was carrying could be brought to bear. A pair of Z5A go down hard after pitting your frontal armor with micro phase cannon fire. Heat buildup and damage alarms go off but it looks like you'll be able to weather the damage fine. You stomp through the wreckage of the crashed fighters, not slowing down.

Most of the tanks you're encountering are older models assigned to the militia. Their gauss and auto cannons shake you around and do cause damage but not the crippling levels they need. The Zack gets his shoulder shield blown off by fire from a few fighters as he pulls his last jump before the bridge.
>>
>>20885826
http://www.youtube.com/watch?v=ONEjoRQ0Cg8


Well, lets mech our enemies down.


In thread related context we need to promote some kind of house doctrine. We did not start promoting the Reynard Arty PD for our house yet, and we should.

Then there is one thing we should consider. Our house cannot produce Torps. Let alone support SP torps. We should consider SP missiles. unfortunately they will be doing less damage then torps so, i do have a idea.

How about we purpose them from shield piercer to shield breaker. Detonate in a eleiptic explosion the very instant the warhead and SP element is passing through the shield to either force a restart or produce a temporary hole as large as the explosion (most likely half of the shield) or detonate before impact in a shotgun style fashion and plaster the shield with SP particles to allow vanilla missiles and torps to pass through unobstructed until the effect lasts on it.

Th terrans went the SP route because they can afford it both economically and academically since they lead in those departments something heavily, we dont however.
>>
>>20885910
Many Houses do use walkers in real combat, though the most common ones are the big stable as fuck four legged ones. Commissioning a House manufacturing line to build real working models for movie shoots not only allows nobles to get their hands on expensive collectibles but prevents any complaints of holographic simulation from movie fans.
>>
>>20886150
If we could find a stable way to generate "SP particles," perhaps we could make a shield-breaking beam.
>>
>>20886150
And while we are at it we should consider some missile catapult to conserve its launch momentum and timing for over-shoulder launches.

If we go the missile shield disabler route we will need more missiles in the air than it is considered sane to cover the others.

I am thinking specialized low consumption narrow band tractor beams, coupled to a launcher to force the missile into a half orbiting catapult move of a maximum turn of 180* in all directions. Preferably two per launcher but that may be overkill and to much.

Still, with such a device one could have rail assisted missile launchers on each broadside and always fire those broadsides in any direction they want regardless of ship orientation as if they were all facing the enemy and still conserve the rail assisted boost by turning it into a centripetal force.

Then another upgrade would be a fleet wide fire-control network to link up every missile and ship gun to a massive network that can flag and prioritize shield disabled targets by getting ship sensor and missile predetonation reports, compiling them and reasigning in flight missiles and ship guns on said targets, until ship sensors or missiles report target destroyed, or with predetermined fire resistance numbers assigned per archived hull.
>>
>>20886150
I think the major problem of SP tech is that only the Terrans and Rovinar empires know how it works at all, and they ensure that the secret is damned well kept in their hands. That would make SP anything out of our reach
>>
>>20886222
there may be range constraints on the beam and there may be degradation issues, a warhead bypasses that nicely with a attached engine and releasing its payload only on target.
>>
>>20886254
well, we do have the specs of how they are built now, and only need to pour over them and try a few prototypes of our own, to see how they work en detail.

Plus the production is most likely what is the problem. the effect is most likely know and studied very well, since if you commercialize them someone will have studied them with a very performant microscope.

The only thing not known, was production method. that we know now. - that was the reason no one was considering other types of SP variation of devices, since it was out of reach to build them in the first place.
>>
>>20886274
Indeed, but warheads are not reusable. Even if the beam was limited to very short ranges, it would still be a useful addition to a craft that can fight close-in, like the Bittenfeld, or one that is expendable but designed to have more longevity than a missile, such as a fighter or drone.

All theoretical, of course.
>>
>>20886304
No, no we do not. We have a bit of data that might allow our house to begin SP torpedo production at some point in the future. OP said it might happen during Sonia's lifetime. Maybe.
>>
>>20886304
we have specs of a -sabotaged- constructor that was stored in several different containers, and likely had some extra bits in there because paranoid captain.

We're not getting SP tech any time soon, even if Terran black Ops ignored our House's attempts completely.
>>
>>20886320
if you are throwing SP particles, they are not reusable anyway, and missiles are not that expensive. plus you can hide it in a missile swarm.

Not so with a beam ship.

Still this is a doctrine question. best to have both, of course, but that is my opinion.
>>
>>20886150
>Your House gained torpedo production by repurposing the manufacturing line used to maintain the minefield around Forbearance. No immediate threat meant they just needed to keep a few mines in reserve.

"I deserved that." Says the Knight piloting the Zack.

As the convoy moves out onto the bridge you suddenly realise how vulnerable you are to aircraft now. A few bright pilots get the idea to hover just below and pop up over the the edges to open fire on you. Between them and the oncoming tanks from the other side of the bridge you cant pull the trigger fast enough. As heat levels rise from weapons impacts you're forces to fire off your remaining missiles before they cook off.

A friendly IFV takes a hit and has to be abandoned slowing things down even more.
"Skull pilot keep moving." Orders the senior infantry officer.

A few of the Light recon vehicles catch up and pass you. More are crossing the bay by hovering across the water. "Signal is sent but we have very little time left." Warns one of the Rovinar.

With the Jim and Zack now much farther ahead, the remaining ground vehicles pass you, putting you in the position of rear guard. Thank god for the curve in the bridge offering some cover. Still, a lucky shot by one of the converted shuttles blows off your walkers right arm.
>>
>>20886357
>if you are throwing SP particles, they are not reusable anyway

How so?
>>
>>20886396
Presumably they are little bitty flakes of FTL rare element or something close too it and hence cost out the ass if you are shooting enough of them to do anything.
>>
>>20886449
Possible. I guess it's another question for TSTG.
>>
>>20886363
>collector's vehicle #2 damaged
Only one more for the hat trick!
>>
>>20886481
Except this time the guy we stole it from isn't on our side.

See, we're learning!
>>
>>20886496
And were keeping this one!
>>
>>20886481
does it count if the other walkers also get wrecked? or we only counting the super rares that sonia likes to scuff up?
>>
>>20886510
Personally, I'm only counting the ones that Sonia pilots and gets wrecked toward the pseudo-achievement.

>>20886509
... it would be fairly awesome if we could, but I doubt we'll have time to escape with it.
>>
File: 1348722229680.jpg-(39 KB, 288x320, 1320467743630.jpg)
39 KB
Partly on fire and with an increasing lack of covering fire from allies you're soon down to just your Gauss cannon and anti missile system. A good thing too, as the fighters and gunships have switched to missile fire in an attempt to keep out of reach. Another guncopter attempts to drop mines on the roadway ahead of you but takes a hit from one of the IFVs, scattering flaming wreckage across your path. Before you can thank your support the surviving mines go off inflicting more damage to your armor.

By the time you make it to the edges of the spaceport the others have already shot their way through the security barricades and are engaged in a firefight across one of the runways. The Zack, out of ammo and lacking armor in several areas, is taking down AA turrets on the main spaceport building using an axe shaped melee weapon.

You pick off a fighter with your last round and start looking for a place to bail out. Nothing looks inviting until an shot from an anti-tank gun hits you in the lower torso.
"Warning balance compensator offline, secondary power offline, repulsors offline" The Skull topples over, landing face first in a reserved parking area for personal transports.

Popping the hatch you scramble our and run for your allies position. Two of the IFV's have been hit and a few of the officers are trying to bypass the locks on some of the shuttles parked nearby.

While trading small arms fire you look around for a vehicle you could commandeer yourself.

[ ] Starfighter
[ ] Shuttle
[ ] Other
>>
>>20886557
[x] Shuttle

We got people to move and a fleet to link up with.
>>
>>20886557
>[X] Other
Let's see all options before we decide.
>>
>>20886557
[x] Shuttle

UNLESS we spot a shiny starfighter that just -begs- for us to lovingly caress it's controls as it parts the atmosphere, rocketing towards an eruption into the cold void
>>
>>20886557
A shuttle would be nice, as long as it's armed. If it can't shoot back, don't take it.
>>
There's a GE transport with thrust vectoring systems similar to the one you used back on Loran II. It seems to have avoided the worst of the fighting to far.
An old Tarketta knockoff of the Iratar lander is nearby. It should be tough but its weapons are limited to a pair of 20mm vulcans on either side.
An atmospheric shuttle with a few pulse lasers seems to have been abandoned. It must not have much armor.

>>20886586
>Other
Something you initially mistook for a much closer shuttle; a streamlined LST that seems to have just been stripped of its FTL systems. The weapons are also absent. Perhaps there were plans to modify it more later.
>>
>>20886749
Tarketta knockoff. Using thrust vectoring is a crap shoot and a lack of armor is about the worst defect possible in this situation.

The LST is tempting, but we should leave that to someone else because it's unarmed.
>>
Rolled 2

>>20886749
>here's a GE transport with thrust vectoring systems similar to the one you used back on Loran II.
Yeah, right. Definitely not.

1= Tarketta
2= LST
>>
>>20886749
we are a badass pilot. Take the best armed starfighter and engage air2air and air2surface rampage. Let the other knights pilot the shuttles and worry about the evac. Or should we take control of the spaceport itself and hold the ground position while waiting for support from the fleet?
>>
>>20886782
1 for Tarketta
>>20886810
1 for LST
>>20886844
1 thats late for voting on shuttles or starfighters.
>>
an idea... could some of the remaining Rovinar officers among our group change shuttle IFFs to Rovinar ones? I'm sure THAT will cause some trouble for anyone that tries to fire upon our group.
>>
>>20886879
Ah yes, our old problem. Survey time, and end of thread?

>It's 6:40 am here any way, so I'll thank you and go to bed, regardless of your decision.
>>
>>20886907
Possible. May cause momentary distraction among enemy forces. It would have to be done after launch as there isn't time before hand.

Most of the more technical officers are now trying to patch into the ground lines to send the signal to the shield generator. They'll be done momentarily.
>>
>>20886879
LST, there is a lot of room in a LST.
>>
After managing to get the doors open on a few shuttles everyone begins to board and either mans a console or straps into the jumpseats. Before you can decide which one of them to take an older officer yells at you to move and that they dont have time for battle fatigue.

You follow the others in front of you and before you realise it you're aboard the LST.
"Who has more recent corvette experience?" Yells the infantry officer, while covering the door. The blast from a missile hit nearby shakes the grounded vessel causing you to snap out of it.

Rushing to the cockpit the controls are similar to the LST you borrowed off of the Wayward Treasures. Power systems still seem to be operable and you start up the reactors.

"Can you fly this thing?" Asks one of the others.
"Short answer?" you test the repulsors, they seem to be good. "Yes I can."

"Loading bay to cockpit, all wounded and otherwise are aboard. Mind the other shuttles."

The Tarketta and GE lift off, already beginning to fire weapons. As you move the ship, preparing to launch you remember the other walkers.

"Wait, what about the Zack and Jim pilots?"
A heavy thud indicates you dont have time to wonder and move head out over the bay.

"Careful I'm opening the topside loading hatch." Your copilot warns you. The drag doesn't do much for the maneuverability but you cant throttle up with the doors open.

"Clear, doors are closed." The other knight tells you a few seconds later. You angle to follow of the other shuttles who are doing their best to cover you. The fighters and gunships are hanging back now, trying for hits to disable not outright kill.
>>
"We need to get farther out over the ocean where the anti-aircraft defenses wont be as heavy." Says the Viscount over the channel. "Once we reach twenty kilometers from the city we should be able to climb without too much threat from the AA guns and we'll have a clear shot at the hole in the shield."

"How are you triggering it if they jam all communications?" You ask. "We only have short ranged."

"I set it for a timer before we left the spaceport."

At twenty km out you put the ship on its tail and head skyward.

"I sure hope that message got out." Says your copilot. You're still more worried about the more immediate problem of the shields.

"Ten thousand. Twenty, approaching thirty."

Glancing at the monitors you see a fast moving shock wave emanate from the shield generator you sabotaged. A 300km hole in the planetary shield opens above you. A glowing object is streaking through the upper atmosphere towards it from the south east.

"Ship on atmospheric entry. Medium Cruiser class." Reports the Rovinar now manning sensors. "But those are not atmospheric capable."

You make out the wide winged triangular shape of a Republic Medium cruiser as it changes course. "There aren't any Republic Medium cruisers among the Factions here."
>>
"This is Captain Thebe of the Republic starship Cascading Fury, Rovinar vessels we are here to assist."
You hit the com. "Captain, this is Knight Sonia Reynard, requesting you tractor us as soon as possible. The shield will be back up within a minute."

Pointing the bow of their ship skyward again, the Hune crew must be pushing their systems to the limit to match your course. "They're coming in too fast." Warns the sensor officer.

You know what they're going to pull, having done the same thing with the Bittenfeld when recovering shuttles.
"Brace for collision! Everyone hang on!"

The underside of the larger ship swings in at several hundred meters per second. Their tractor beams lessen the impact enough to be survivable. The shuttles are towed into either of the bays while you're directed to prepare for FTL. Magnetic clamps secure the LST to the bottom of the larger ship and blast shields slam closed to protect against radiation if the shields should fail.

The larger vessel clears the shield and the atmosphere with time to spare then heads out of the gravity well far enough to jump. Two microjumps later you're surrounded by a fleet of Republic starships. All former mercenaries. Parked among them is the EX-K.
>>
>>20887974
nice, looks like our marines did their job. Any signs of the rest of our wing?
>>
>>20888118
gota feeling next times gona be an "elf quest" where we team up with the Hune to rescue the rest of our wing.
>>
It goes without saying, but get mike (and the rest of those in need of medical attention) to a medbay. Did the royal house guard or any of our investors survive?
>>
>>20888484

If they got our superheavies under control this is going to be seriously hard.


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