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File: 1360094662290.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

http://houseanddominion.wikia.com/wiki/HouseAndDominion_Wiki

You are Sonia Reynard, Attack Wing Leader and Knight of the House of Jerik-Dremine! You command the Third Attack Wing, a mixed unit of fast hard hitting Cruisers, Frigates and Corvettes.
Last time elements of your Wing assisted allied Houses in the initial invasion of an independent colony world. After helping with search and rescue operations you made a deal with the former captain of a mercenary battleship. He and some of his crew would assist in training some of your boarding teams in return for being put under house arrest and receiving an early parole. Most of the other crew members are still being checked over by intel and could be some time before they're cleared for work.

The refugee situation is being brought under control and the station will soon be cleared allowing more Marines to be assigned to your ships again. Once that's out of the way the station core module will be swapped out you hope. The Commander has also approved your plan to relocate the station in its entirety to another system, though the current one has better options for mining and may retain a more basic setup. Performing the relocation in a short period of will with only minimal disruption of operations will require the giant asteroid tug. Escorting it back will need to be done sooner rather than later.
>>
hello?
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http://www.youtube.com/watch?v=7uXaPALw6v8

Training your potential Knights to the point where you would be confident they were ready is taking some time. Deciding to kill two birds with one stone you assigned second squadron along with elements of first to protect a mining operation while the Knight trainees among them work on the basics. Given the lack of activity nearby and the front lines shifting they should be relatively safe.

Everyone else took some time for R&R before you gathered them for an outing to Tourta. The once abandoned colony world has been smuggler haven for decades and while the richest among the smugglers own most of the establishments you have little doubt they'd leave nearly everything to get off world in a hurry. The starship grade launch repulsors would make it difficult even for your unit to intercept all of the smuggler ships before they could jump out.

Arriving at the edges of the system you're contacted by a Rovinar scout ship. They've been in system for the past eighteen hours monitoring traffic while under cloak. Some of the local smugglers have already departed while others seem to have disappeared without trace. Then again enough submarines have been observed near the ports that its not impossible the missing ships are underwater and obscuring their sensor signatures somehow. They've held off dropping sonar buoys as it would give away their presence.

The colony doesn't seem to be aware of your units arrival but that will change eventually. How do you wish to approach?
>>
>>22994606
Can we block the most likely escape routes before being detected?
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>>22994786
There are thirty launch repulsors on the planet at the various spaceports. You have enough ships to assign one to each prospective escape route but if multiple ships launch from each site its doubtful you'd be able to stop them all. You would be detected as soon as you enter the inner system but if they were direct jumps to the edge of the gravity well you could be in place before any of them could launch.
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>>22994913
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>>22994913
Jump to inner system Launch all fighters and start demanding surrender
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>>22995174
Well, the basic plan sounds good, although I would prefer it if we'd ask for their cooperation instead.
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>>22995245
I prefer looting
>>
Spreading out your ships you have the Wing jump into the system, dropping out at the edge of the gravity well. Starfighters launch immediately and fan out to cut down on the number of escape routes. Still it's not fool proof means of preventing smuggler ships from escaping. You begin broadcasting for the surrender of the colony and all ships even fore the last fighters are away.

Planetary shields around the spaceports and their surrounding cities go up and the level of com traffic skyrockets but only a few ships launch. A group of light transports all take off from the same port where your net is weakest. One of the rookie corvette pilots and a few starfighters in that sector wont be able to stop all of them.

[ ] Have them intercept what the can (Roll 1d100)
[ ] Send additional fighters to assist, weakening the rest of the net (Roll 2d100)
>>
Rolled 90

>>22995507
>[x] Have them intercept what the can (Roll 1d100)
Just make sure they don't get themselves killed.
>>
Rolled 22

>>22995507
[x] Have them intercept what they can

It's a target rich environment, not a huge deal if some get away.
>>
Rolled 88, 83 = 171

>>22995507
Send additional fighters. We still have rookies?
>>
>>22995507

Intercept what they can.

"Just like in training, rookie!"
>>
>We still have rookies?
Well technically they're just less experienced.

The lone Attack Corvette and fighters split up, attempting to herd the smaller starships into a closer group where they'll be easier to go after. Twin linked phase cannon fire rocks the shields of the smuggler ships but your pilot is being careful not to line up shots directly at the hull due to the risk of shield penetration. Dropping lower into the gravity well the pilot flips the corvette end for end then waits a few more seconds for the transports to flash past him. The first to do so takes a direct hit to the engines. Throttling up to full burn the rookie manages to disable two more despite their evasive maneuvers. Fighters cripple a fourth while a retrofitted Delta manages to jump out despite shield damage.

"Why do they always have to run?" you ask.
"Wouldn't things be too easy then?" says Kavos.
You shrug. "I suppose. Good shooting rookie!"

>4th squadron rookie increased to Ace ranking!

"Sir we're being contacted by the colony administrator's office on the same channel as last time." says coms.

"At my station, lets hear if they'll be sitting on their asses until we have to call in an assault force."

You expect Administrator Ban'lah to appear like last time but instead its someone different. A familiar looking Kavarian Female is sitting in the administrators office. There are a few burns from pulse pistols on the wall behind her.

"Greeting Crazy Has-Ann, or should I call you Knight Lieutenant Reynard? Welcome back to Tourta. I am Kyriss Valo. You may remember I assisted in finding some of your pilots."
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>>22995978
didn't she end up helping us locate Terrans, not our people?
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>>22995978
I am interested, what do our crew members find more dreadful.

Being under PsychoSonia's Command, or the prospect of being under Crazy Has-Ann's used Torpedo seller(tm) command.
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>>22995978
Thanks for that by the way.
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>>22996054
She gave you info on the locations of both and offered to look into the available data in greater detail for an increased fee. Had you done so you would have found just your people and not the Terrans.

The Information broker you recall. Looks like she's moved up in the world, or just on one of them.
"I take it you're now the administrator?"

"That's correct. I knew from the cloaked ship arriving in the area that one of the Houses would be attempting to claim the planet soon. I would like to offer my assistance."

This should be good, you think to yourself.

"I can give your House control of all strategic assets on the planet with minimal difficulty. No riots destruction or other chaos caused by a planetary assault. The merchants will listen and not flee the planet as though abandoning a sinking craft if I tell them not to."

"An in return?" You ask her, getting an idea of where this might be headed.

"Your House will put me in charge of regulating trade into and out of the ports on Tourta. The planet will remain a free port but under your control and will generate income for your House. I'm certain I could also offer your intelligence agency information at a generous rate as well."

>What say?

>Also AFK for dinner
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>>22996282
sounds good.

How many planets have we claimed thus far?

A full fledged planet should do fine, considering until this campaign we only hat a grand total of two if I recall correctly, and only after Lan'tham we have two well developed worlds for our house (biowar and hemp producers) with this a third feather in our cap.


My issue is how the aristocratic system will deal with this huge influx of new territory and populous, and how will they manage to bind them into the aristocratic scheme so we dont deflate just as easily.
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>>22996282
Is the Dominion cool with un/self-regulated ports? Sounds like pretty a good deal for us and our House though, we should kick it up the chain with our recommendation and stick around in case another House shows up to assault the planet.
>>
>>22996282

This sounds like something that only the Knight Commander can actually approve...

To: Knight Commander Abigale Winifred Holtby
From: Knight Lt. Sonia Bethany Reynard

"It is happening again."
>>
>>22996629
Agreed.

Why do we keep doing this?
>>
>How many planets have we claimed thus far?
In this relay?
-The Grow Op world which is still awaiting a proper name
-Plateau, the former smuggler base
-Frostback, which requires Terra forming and has a logistics base in orbit
-Surakeh, where bio weapons were used which is still somewhat disputed

>>22996629
>To: Knight Commander Abigale Winifred Holtby
>Divorced end of last year
You sure you want the name "Holtby" to appear in that message?

>>22996406
A planetary governor would still be installed to actually run the bureaucracy and see to things like planetary defense and the populace. In this case the Governor just wouldn't have much say in regards to how the ports worked.
The Commander is immediately concerned with how security will be maintained with a so called free port where ships from almost anywhere could get clearance to land.

Acting Administrator Valo claims that with such a set up information networks will have greater access to data from smugglers and other alternate sources. The Commander wants better security for the ports that would cut off access to potential insurgents and terrorists but would also disrupt information trade.

Which will you recommend, or will you suggest an alternative?
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>>22997352

I've been compiling a list of notable characters/ships we've run into, currently just reaching the smuggler's run.

The Commander introduced herself as Holtby...
""Ship Captains and Pilots of House Jarik-Dremine, I am Knight Commander Abigale Winifred Holtby."

Have I missed something that means we shouldn't know her by that name?
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>>22997352
>To: Knight Commander Abigale Winifred

Yeah, let's go with that.

Also potential insurgents and terrorists are going to be far less numerous if we can take control without violence.

How about private/third-party contracted security or screeners instead of Dominion personnel?
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>>22997352
>>22997480

ahh... I see now, my bad. Remove "Holtby"

for the purposes of my list, she is now "Abigale Winifred" once more, then?
>>
>>22997352
A free port will naturally be more attractive to unsavory elements because it will be safer for them. I recommend going with Valo's idea, because the information she can gather (which might lead us to pirate bases, terrorist leaders, and such) seems more valuable than a more secure port.

Essentially, turning the system into a honeypot makes sense to me.
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>>22997480
Last week's thread. Was mention she divorced Lord Holtby at the end of last year. (4023)
Hence why she wasn't referred to with Holtby in her name through the entire Smugglers Run campaign. (Nobody seemed to notice, and nobody asked.)
>>
>>22997641
What is the current stardate?
>>
What about making it a no questions asked port, but being strict about stuff like slave trading and the like. We don't care who you are, but don't bring too hot stuff to our planet
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>>22997568
1 for an alternate solution.
>>22997599
1 for free port

Survey link for those by phone.
http://www.surveymonkey.com/s/857VLS3

>>22998012
Noted. As slavery is a touchy issue Kyriss Valo had already planned to outlaw moving slaves, though narcotics and other contraband are not off the table unless otherwise stated.

>>22997677
May 30, 4024
I don't think I've updated the listed date on the pastebin in a bit.
I'm going to put up a dramatis personae page on the wiki at some point (soon.) If you could add your list to it that would help me out considerably. Even though I do have lists of everyone's names they're not always where I thought I'd saved them.
>>
To anyone wondering I am working on a history of the Factions for on the wiki. Doing one up for the Dominion is taking longer than I thought it would. The Silmarillion it aint but there is a lot to cover. Finally into the dawn of the 10th Dynasty and the early "modern" era.

>7/10 for a free port, 2 for private security, 1 for increased port security

You tell the Commander you put your recommendation behind keeping the world as a free port. The potential for information to be gained cant be ignored and with so small a population compared to many settled planets it should be easy to maintain order within the few cities. Valo has to know that stabbing a House in the back, even a minor House, would have serious repercussions.

"What you're telling me is that she's too greedy to let an opportunity like this fail." Sums up the Knight Commander.

"Essentially? I don't necessarily trust her but I trust she'll do what gives her the best odds for self preservation with some cash on the side."

Winifred nods. "I'll divert a few newly arriving ships and transports to your location. They should reach you within six hours. Help Valo in preventing an exodus until your relief arrives. Once they're on station return to base."

After the conversation with your CO you check the scans of the surface. Transports are being told to stand down until being cleared for their regular launch schedules. Valo's people seem to be getting things under control. Within the hour you're informed that all normal departures and arrivals have been scrubbed for the day to allow for the safe arrival of House forces.

[ ] Remain vigilant while waiting
[ ] Allow shuttles down to a remote area for impromptu beach party by crew
[ ] other
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>>22998654
[x] Remain vigilant while waiting

We don't really have that much time, and allowing leave at this point just seems irresponsible.
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>>22998654
>[X] Remain vigilant while waiting
Don't want anybody captured by pirates with a submarine.
>>
>>22998654
[x] Remain vigilant

"Unspecified reward for anyone that catches runners."
>>
Let Alex or any other subordinate to check this out and do something else.
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>>22998755
>>22998870
>>22998877
Just wanted to see if you guys would go for it.

Right on time your relief arrives. A modified Carrier that must have been rebuilt following the fighting in Lat'tham space is escorted by a squadron of Light Cruisers, two frigate squadrons and a mixed group of attack corvettes and standard corvettes. You check their secure IFF data that only those within the House would have access to. As you suspected the corvette units are training squadrons.

The lead corvette hails you and a minute later you're talking to Karem Isod, one of the pilots from your original training squadron.

"What are you doing out here, I thought you stayed in flight school?" You tell him jokingly.

"More like stayed behind to help run the flight school. We are moving more people out here so that we can complete the last sets of training missions and not have people spend a month in transit afterwards. The plan is to bring two training Wings out here and if necessary act as reserves."

You have mixed feelings about putting a bunch of rookies so close to the front lines.
"Do you have any new pilots for me?"

"I do not, but some were detached from the other wing. They should have arrived at your main base for the area by now."

>Any topics of conversation before heading back to base?
>>
>>22999228
Ask him how things are going back outside GLORIOUS PIRATE REGION. I assume things are a lot quieter.

Also, mental note: Check on correspondence with family. I don't think we've written a letter in a while.
>>
>>22999228
>Just wanted to see if you guys would go for it.
No, we will have a party and let our perimeter be more permeable than Swiss cheese. our former CO Sylvian was such a great example of professionalism we aim to imitate the monkey. Its not like we are a suffering from incipient PTSD and a tinge of OCD, and forgetting that fun for Sonia means putting holes in something. The larger the better.
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>>22999335
>putting
Punching.
>>
Ask if our house has got a better position inside the dominion as a consequence of the recent events.

¿How are things going home?
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>>22999228
Catch up on our trainer and former colleagues. State of the flight school. Plant the idea of perhaps forming a more solidified class/school unity. Something along the lines of, well thanks fore the new manpower. If you think you need some cruiser support dont hesitate to call me, classmate.


Just in case we need some political backing we might start here. Something like a Fraternity/Sonority. Call it a Blood Pact or duelling society , whatever. Forming even a tiny political influence block is beneficial in allowing us a launch platform for our initiatives if we require it.
>>
>>22999228

"Did they recover any of our squadron's MIA at Loran 2?"


Other than that, we're getting what we have of our old training squadron together and having some damned drinks for the ones we lost.
>>
>>22999301
>Check on correspondence with family
Things at home seem fine, almost routine. Your father was redeployed again after a few weeks working at a logistics base in the Run, but none of you know where yet. Your sister got that present. The one that I totally haven't forgotten what it is you got her. Yes that one. It was a holographic sword wasn't it?
Mom isn't letting on knowing anything about it. The same as when one of your toys would disappear because you did stupid shit with it and it would show up a few years later. As she'll neither confirm nor deny your little sister was suspended again you're certain she brought the damn thing to school. Shit. You're a good part responsible for that.
You make a note to not buy things as presents that are primarily based off real weapons.

>I assume things are a lot quieter.
Quieter over all but there's still tension between the Factions. The Terran have informed the others that elements of their home fleet will be conducting exercises in Kavarian territory. That they're taking place within a days travel of the only super heavy grade shipyard left has more than a few Houses wondering if they're there in place to block a preemptive strike should a group make a run at the yard. The Houses that haven't committed ships to the expeditionary force would be the most likely aggressors in such an event.

The old flight school is continuing to operate at full capacity. The pilots from your training squadron that stayed behind are each in charge of getting one or more squadrons ready. With the lack of real front line experience that classes such as yours went through its taking longer to make sure tricks that will keep pilots alive stick. There are suggestions that memory imprinting be used to provide more advanced training to increase speed but Human and Dro'all can only work through so much so fast. On the upside less of them are getting killed before graduation.
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>>22999851
> It was a holographic sword wasn't it?
Pretty sure it was.
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>>22999393
>Ask if our house has got a better position inside the dominion as a consequence of the recent events.
Jerik-Dremine is moving up the ladder in terms of Minor Houses. Still way the hell off from being a mid level house but give it a few decades. Relations with House Erid have continued to improve. The Gesuar ship production line is churning out equal levels of hate and pandering from other Houses that want access to the assault corvette prototypes.
Pic related.
The ruling House is supervising operation of a test squadron in system. There is a rumor that a Krath recon ship was sighted nearby during one of the test flights.

>"Did they recover any of our squadron's MIA at Loran 2?"
No other pilots from your unit were found and the last survivors to be pulled alive from the wreckage was only a couple weeks after the battle. Most of the large debris has long been cleared, though sweeps are still done with tractor beams to remove remaining particle sized remains. The defense platforms and hab stations have all been repaired except for some cosmetic work.

>Other than that, we're getting what we have of our old training squadron together and having some damned drinks for the ones we lost.
"I'll see you in a few days then. We'll be here until things have calmed down." says Isod.
>>
>>23000011
Okay, rtb and rest and rearm. Then go off to get that tug.
>>
>>22999426
You make a note to talk about this with the other training squadron leaders when you meet up next.


Returning to base you find that the last batch of refugees are being loaded onto the transports. It will still be another three or four hours before they're ready for departure. Elements of the wing are still off on their little mining expedition but you do have 4 new pilots! At first glance there isn't anything in their records to indicate they're not ready. Given the new training regimen it makes sense but it does say they were passed over for admission into the new Assault Corvette unit.

"Kavos they're giving us rejects from Second Wing."
Your XO skims over the manifests. "It says they need more training with advanced reverse thrust flight characteristics and derivative techniques... they need practice flying backwards?"

>What say?
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>>23000308
I guess Second Wing is looking for pilots skilled in retreating. Luckily that isn't as much of a factor for our unit.
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>>23000351
Seconded.
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>>23000308
We should find out exactly what they would need that training for, besides backing out of a fight.

For now, we can put them in corvettes right away. We certainly have enough in reserve.
>>
Well, we cant blame them. We aren't also pros with thrust vectoring.
>>
>>23000308

this isn't one of those things where they can't actually say anything bad about the pilots due to some legal thing, is it?

like when you think a guy might be an axe murderer and he asks for a letter of recommendation and you put "he showed up to work every day wearing shirt, pants, tie, shoes and socks" so that the guy reading it goes "what the fuck?" and calls you about something completely unrelated and you get a beer to talk about things -completely- unrelated to the possible psychopath's job application that you can't say anything bad about him when asked about.

yes, that happens. Don't be a douche to employers, especially if they know other people that you hope to be employed by.
>>
>>23000308
Well we should run some drills with them or have someone do it to see their... issues.
>>
>We should find out exactly what they would need that training for, besides backing out of a fight.
The fusion drives on assault corvettes are noticely more powerful than on most corvettes. This is offset somewhat by their increased mass but not much. Repusor based thruster accelerators work not just when applying forward thrust but with the new thrust reversers system as well. Quick bursts of opposing thrust with one engine or the other allow them to pull quick 180 maneuvers much faster than any other vessels. In combination with emergency thruster usage this can make them incredibly hard to hit if a pilot knows what they're doing.
Good pilots can strafe a target without changing direction of movement, continuing to apply reverse thrust while shooting back at ships they've passed before turning to engage the next. This tactic is best used when fighting at close range with spinal mount heavy pulse cannon.

>>23000528
>Well, we cant blame them. We aren't also pros with thrust vectoring.
Sonia Reynard
Trained Skills:
-Killing people (weapon: any, 85%)
-non lethal hand to hand
-(Various)
-Advanced fighter/shuttle thrust vectoring
Phobias:
-Getting stabbed in the back
-Advanced fighter/shuttle thrust vectoring

>>23000677
No its not, they just lack experience in a particular field.
>>
>>23000811
>-Killing people (weapon: any, 85%)

Now, little ones, let Grandmother Sonia tell you about the time she took over a ship with nothing but a potato peeler and psychological instability.
>>
Deciding to get some air you suit up and head over to the station for an hour or two. Sitting down at a table outside one of the coffee shops on board you pull out a pair of treaty proposals you need to think about before the rest of the Wing gets back.

South Reach Autonomous Region

You crumple up the proposal you initially wrote in your spare time while waiting for the invasion fleet to arrive at the independent colony. This is one thing you're convinced will never fly. The other hard copy you have is of a significantly watered down version of a similar plan.

"What are you working on?" Asks Linda as she sits down in a nearby chair.

You hold up the remaining paper.

"Inter-House Treaty for Economic Stability of South Reach. A long winded way of saying that if you piss off the civilian populace they're just going to rebel in a few years."

"Isn't that fairly obvious?"

"You'd think so but apparently it isn't that simple. I was hoping to so something -anything- with this but now I'm starting to wonder if I should even get involved. I should probably just stay the hell out of politics."

"Have you talked to the Commander about this?" Asks your navigator.

"No... not really anyway."

Linda swipes the undamaged hard copy you were holding and looks it over. "Then just remove your name from it. The Commander's subordinates will either treat it like spam and it'll get lost in all the other paperwork or they'll pass it along to their superiors."

>what say?
>>
>>23000908
Worst/best part?
We could actually fucking do this.
>>
>>23000811

>phobias: getting stabbed in the back

Damn, it seems I missed that thread originally, but I just got to that part while working on my list. I laughed at the doctor asking where we got the custom tat, though.
>>
>>23001058
That might actually be a good idea, though the possibility that an anonymous suggestion would disappear in a pile of worthless forms is annoying.

We could just pass it directly to the Commander when we see her next, and not tell her we wrote it.
>>
>>23001058

"Why not put your name on it, instead?"

>innocent smile
>>
>>23001222

even better, we could put Sylvan's name on the one that will undoubtedly get rejected.
>>
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>>23001283
Did you want to use the already crumpled one and sign it with crayon too?
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>>23001344
Dunno, would the knight commander believe it possible Sylvan didn't eat his crayon before signing?
>>
>>23001344
This man commands battlecruisers.

BATTLECRUISERS.
>>
>>23001385
Is that a 'no' then?
>>
>>23001426
That's me wondering how he is allowed to throw around huge amounts of tonnage and firepower when pretty much everyone seems to regard him as a paint-huffing idiot.
>>
>>23001448
Probably excellent family connections, or somebody hopes he'll get himself killed ramming something even larger.
>>
>>23001344
No we want to act like an adult and stand behind our own bad ideas.

Leave our name on it.
>>
The final vote for the inter House treaty was 1 vote higher for "stay the hell out of politics" than for the other.
Since its so close there's no way for the thing to just disappear. Likewise the other half of the crowd will flip their shit if the treaty paper was handed in with Sonia's name on it.
This is the only reasonable compromise I can find. Anyone (on either side) are more than welcome to discuss the problem and find a solution because I've tried my hardest to find one and its beyond my ability.

"Why not put your name on it, instead?" You ask.

"Navigator. I'm basicly a civilian contractor in the grand scheme of things. Sorry."

You pull the paper out of her hand, fold it then give it back.
"You can still drop off a copy with the Commanders office for me."

Linda rolls her eyes. "Fine, but you're buying me coffee."
>>
>>23001769
Seems fair.
>>
>>23001620

I think if we're going to leave our name on it, we need to consult Commander Winnifred.

First, I'm still worried this idea could cause trouble for us and everyone associated with us.

Second, I really, really dislike the idea of sending what is essentially a torpedo of radical change into the super heavy of entrenched noble policy. Hell, we were at Gesaur and heard the rebel leader's words. Whispers that we may have been influenced by his ideas would probably never go away if they were to start due to this proposal.
>>
Okay. Lets give our newbs attack corvettes, rotate newly repaired top units into the front line and go retrieve the tug.
>>
Linda heads off after finishing her coffee, paper in hand. Well that's out of the way, now to get back to things. You head past the training centers, stopping to watch the marines battling each other in a newer boarding mission sim. Smaller agressor teams are equipped with power cell armor to act in the role of enemy elites while regular enemies are computer generated. The regular equipped marines tend to do well until they run into the elite squad then hit a brick wall unless they're carrying special weapons. Well they're learning.

You pass a squad now fully outfitted with new armor on your way to the central core. Reaching the ramps one of the Knights from the cruiser squadrons you met back in the Run waves to you.
"Knight Reynard, our squadron was just put back into active duty. That fighting in the Yineput system really-"
You miss the rest as an explosion rocks the station staggering you both.
Emergency lighting kicks in even though the normal lighting is still on. Automated warnings begin to blare over the intercom.
"EMERGENCY. EVACUATE UPPER DOCKING MODULES. FUEL STORES COMPROMISED. EMERGENCY. EVACU-" "Damage control teams to the upper pylon! We have a fuel cell rupture!" "-LES. FUEL STORES COMPROMISED."

You're only a short distance from the doors leading into the upper pylon.

[ ] Get back to the ship
[ ] See if anyone needs help
[ ] other
>>
>>23002365
[x] See if anyone needs help
[x] Contact our people and get them moving/get information about what the hell's happening to the station
[x] Get back to the ship

This order's good, I think.
>>
>>23002365
use our com to contact our ships, find out what is going on. This sabotage might presage an enemy attack.
>>
>>23002365
"Never a dull day, Knight! Is your ship in the Upper Module?"

[x] Back to the ship (assuming WE weren't docked in the evac zone!)
[x] Other: Render assistance if wounded are located on way to our ship
[x] Other: Prepare squadron to scramble

Do we know who was docked in the upper modules? Shit Linda didn't go toward there, did she?
>>
>1 to go help, 1 go to the ship, 1 hold up for more intel

"Is your ship in the Upper Module?" You ask Kim if you remembered his name right.
"No, south pylon!" He shouts to be heard over the alarms.

You pull out your communicator while on the move to see if you can spot any wounded. There are a few people climbing to their feet down the hall but smoke is starting to billow into the area near the doors. Kim runs towards the doors to help a few of the nearby officers and crew.

>Do we know who was docked in the upper modules?
The command ship at the far end, some of the older corvettes and a few transports.
>Shit Linda didn't go toward there, did she?
Uh, actually she did. That wasnt planned for.

"Kavos what's going on?"

"There was an explosion in the upper pylon and a nearby docked corvette has declared an emergency. I'm recalling all crews to their ships. Where are you?"

"Station core. Prep all ships for launch and have emergency personnel standing by to render assistance. Be ready for a surprise attack by enemy ships."

After helping a pair of people into the core section Kim runs and grabs a mask from an emergency kit on the wall before heading back in.
>>
How long would it take for us to return to ship and return here with our recon armor?

Or possibly for any of our marines aboard ship to get HERE in cell armor?
>>
>>23003268
Well, assuming you head for the lifts in the east arm maybe 3-5 minutes to get to the ship then a few minutes to reach the armory and get suited up. After that getting back by shuttle or on foot could take longer.

>Or possibly for any of our marines aboard ship to get HERE in cell armor?
Less than five minutes since there are always a few suited up on your LST.
>>
>>23003393
Let's head for the ship. Have our marines drop in to render assistance, if necessary.
>>
>>23003018
go save Linda
>>
>>23003018
Clearly someone or something doesn't want that piece of paper getting into the Commander's hands.
>>23003533
This man has my support
>>
I'm thinking we call whatever power cell marines we have available right now to our position, and they bring some armored vac suits. I don't think they can easily transport our recon armor...

When they arrive, we put on an armored vac suit and get Kim into one as well and RESCUE MISSION.

While I'm very tempted to run back and get into recon armor, I'm worried that if we're going to help people we need to do it immediately.

Then again, this isn't our job.
I'm very much imagining the NBSG "vent the compartment Chief" scene right now.
>>
Rolled 42

"Kavos, send the heavy strike team to my position now! And tell them to bring vacsuits!"

"Copy, launching LST. Recovery shuttles prepping for deployment."

You run and grab a mask from the same emergency kit Kim did and make sure its secured. Exposure to vacuum wont kill you instantly and while your jumpsuit isn't designed for it, it should reduce pressure swelling. If something goes really wrong you've got at least half a minute you figure.

Heading into the upper module you see civilians and crew trying to escape that are being overwhelmed by the smoke. It must be blinding them too but your HUD is able to put outlines showing locations of bodies. "Reynard to damage control, why aren't the extinguishers putting out the fires?" Hopefully it doesn't mean they're waiting as long as possible to evacuate before venting the whole module. There are supposed to be intermediate systems on stations so that venting is a last resort. You and Kim haul several out to safety before a few damage control team members arrive to assist.

"One of my crew are in there." Tell Kim before rushing back in.

A faint rumbling travels through the floor shorty before a shockwave hits you, throwing you across the module's promenade area until a railing halts your progress rather abruptly.

Roll 1d20
>>
Rolled 1

>>23003994
Rolling 1's
>>
Rolled 12

>>23004028
no u!
>>
Rolled 20

rollin>>23003994
>>
>>23004111
Saved by the Roll!
>>
http://www.youtube.com/watch?v=nqOcxxA8UCo

Gravity is out. That little tumble into the railing was at full running speed and nothing like friction with the floor to slow you down. You may have cracked a rib its hard to tell with everything else hurting and the general burning sensation but the important thing is your mask stayed on. Wait, burning?
Everything nearby made of flammable material is on fire for the most part with parts of the walls and floor buckled in places. Ripping off your duty uniform top before it ignites does little to help and you have to hang onto the railing to keep from being thrown into a spin.

As you try to get moving again you hear the pinging of metal from the heat. Through the smoke your HUD picks up someone in Power Cell Armor walking towards you. Were you actually knocked out by the blast for a minute or two? About the time the trooper raises a mass driver rifle and begins to take aim you realise its not one of yours. Reaching for your pistol hurts more than you expect causing you to flail about and the first shot to miss you. Not by much though.
Firing wildly with your pulse pistol lights up the smoke making it difficult to see and you use the momentary distraction push off. A few more shots miss you but others don't. One penetrates and breaks your upper left collarbone while another cuts a gash in your leg even with the armored jumpsuit.

Coming in for a hard landing on the ceiling you holster your pistol long enough to pull out a small magnetic grapple used by crews in Zero G so that you don't bounce off again. Hitting with a dull thud you just avoid a section of torn metal. Mind you the jumpsuit might have actually protected against that.
>>
>>23004617
Another trooper appears, walking through the hole in the wall. Detaching you fire the grapple at the man's rifle yanking it most of the way out of his hands. With your free hand you fire your pistol as fast as it will cycle until your opponent lets go of the rifle sending it flying towards you. A quick push off adds just a bit more to your momentum and sends you floating back into the smoke.

The small pistol isnt very effective against their armor but a mass driver rifle should just be able to punch through the weak spots. Holstering your sidearm you hook the grapple to the underside of the rifle. You're now drifting in the general direction of the station core through the smoke where you hope friendlies are located. Then again the enemy might already be headed there. You've lost your communicator either in the blast or when you were shot at.

Your orders?
>>
>>23004656
Eliminate troopers with Mass Driver rifle. If more keep comming fall back, otherwise attempt to salvage a communicator from their bodies.
>>
>>23004656
Acquire enemy coms. We need to decapitate or at least dehelment one of them, then we can cycle through to the frequency or backup we use, after we listen in a bit on the enemy conversations.
>>
>>23004722
>>23004728
I'm only going to say this once. Are you sure you want to do this?
>>
>>23004793
>DM ask if we want to do this
No
>>
>>23004793
Fall back to closest intercom and sound the alarm. Then try to link up with allies. If people insist to fight the troopers set up an ambush before hand.
>>
Wow, I did not realise the time. I'll pick this up first thing in the morning.
>>
Bump
>>
>In a fight without our armor or power weapons again

We need to link up with friendlies ASAP
>>
>>23004656
>>23004617
Oh my, and that happened with a 20. Don't want to know what would have happened if we had rolled worse.
>>
>>23007865
I think the 1 counted too, so we got wounded and set on fire but also got a rifle and a chance to escape.
>>
>>23007715

we also need to get an alert out, and make sure our marines take at least 1 alive.

These fuckers likely got here aboard a ship. We need to make sure it can't get away if it hasn't already.

... and when we find out who sent these guys, we're going to kill them all.
>>
Bump.
>>
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-offensive
-limited offensive (helmet coms)

-head for intercom
-ambush?
-head for friendlies
-get alert out (wait for marines?)

So these are the basic ideas people are going for. It still doesn't answer which direction we're going while trying to look after them. You're currently floating towards the station core module. You have no way of knowing where enemies are located through the smoke until you get within a dozen feet or a little under 4m from them.

[ ] Keep headed for station core
[ ] Double back, head for upper pylon
[ ] Stay inside the damaged area while trying to contact friendlies
[ ] Other
>>
>>23009679
>[X] Keep headed for station core

We're badly wounded. As much as I'd like to get Linda, it doesn't do her any good if we manage to reach her and immediately die/pass_out from the injuries we've sustained. We need to get some medical attention, and back in contact with our focres.
>>
>>23009743
agreed
>>
>>23009679
If I were the badguys, I'd be headed for the core.
If I were our marines, I'd already be at the core.

So let's head to the core and hopefully get there before the badguys.
>>
"Where's a blasted public terminal when you really need one?"

Encountering an object that wasn't secured to the floor you use it to push off of while headed for the core module. You think. Its getting increasingly difficult to find your way in here and your hands wont be able to take the heat much longer. Neither will the rest of you for that matter. You make a mental note to invest in the creation of a vacuum rated multi-function jumpsuit.

As you get closer to the doors a sound fills the air, one that people working in space are trained to pay attention to.
http://www.youtube.com/watch?v=YJ9zSkA2WM0

Okay, time to leave.
The station structure must be compromised you decide, but the noise doesn't distract you from the sharp cracks of mass driver fire. There are troops to either side of the door firing through it. You fire your grapple through the opening and only once it's reached the far wall do you open up with the rifle, letting the tiny winch counteract the recoil of your gun.
Eight shots to the back of the head proves to be enough to drop one of them. Even if the armor was thick enough and the kinetic transfer didn't kill him a couple of them must have gone low enough to penetrate the more flexible neck area.
Setting the grapple to retract at maximum speed you go hurtling through the opening even as a couple of the other troopers on the floor and ceiling turn to fire at you. The gravity is out in the core at well or you might be flying fast enough to break your neck. Setting the small magnet to detach just before impact you flail your arms and legs as much as possible to hit the curved ramps so that you wont be landing on your face. Its still a hard hit but isn't straight on, the curve of the ramp letting you keep moving as though on a slide. A stray shot rips open the jumpsuit armor on your right arm and more punches holes in the floor nearby before you're out of sight.
>>
"Friendly!" you shout through the mask, raising the rifle above your head as you reach the base of the ramp where gravity hasn't completely failed. Damage control team members along with a few marines and Knights keep weapons trained on you for a second. Others are back up the ramp a bit trading fire with the enemy troops from positions of better cover.

"Kim!" You shout, recognising one of the Knights.
"Reynard thank goodness, we thought you were dead after that corvette exploded."

He holsters his sidearm and helps you up with his good hand. His other arm has been amputated above the elbow, a tourniquet tied off just above it. Likely hit by a mass driver shot.

"There are enemy troops in powercell armor. I saw at least nine."

"Tell us something we don't know." Grumbles an engineer. A sot ricochets off a wall and everyone scrambles for cover. A second later your heavy strike team arrives through a side hatch and moves up. You quickly relate how many enemies they're looking at along with the weapons.

"We'll take care of it sir, you need to get back to the ship." Says Ecord hefting a fusion gun. "We'll do a sweep for any survivors once they're down."

Vibrations from a few more explosions rumble through the floor and the primary lighting fails. Then you realise the sound of metal buckling under stress didn't disappear when you left the upper pylon.

"EMERGENC-. EVACUATE CEN--AL MODU--. STRU-TURAL COLLAPSE."

[ ] Head for the LST (roll 1d20)
[ ] Head for the east module, use the lifts to reach the ship (roll 1d20)
[ ] Stop and put on your vac suit, then one of the above (add 1d20)
[ ] Other
>>
>>23010645

first rule of OHSHIT on a spacestation:

When in doubt, vac suit.

[x] Put on Vac suit, head to LST
[x] Once we've got our suit on, assist anyone that is struggling with their's
>>
Rolled 4, 7 = 11

>>23010851
forgot dice
>>
Rolled 11, 14 = 25

>>23010851
sounds good
>>
>>23010645
Third set of rolls for vac suit+LST
>>
Rolled 2, 3 = 5

>>23010851
>>
>>23011015
>>23011017
Wish I hadn't forgotten to actually roll
>>
Rolled 3, 17 = 20

>>23011027
yeah, me too
>>
"Not good!" Shouts a DC crewman before running off in a panic.

"Everyone get out of here, we'll cover you." Says the Sergeant, the rest of the team moving up. The last strike team member give you one of the suits they brought with them and you drop your rifle and begin putting it on. Gravity is becoming intermittent making it harder to put on but then so is your broken clavicle. Breathing hard you force your left arm into the sleeve then the right before sealing the suit and swapping the mask for the helmet.

By the time you're sealed up the heavy strike team has begun to retreat. Initially a fighting withdrawal soon everyone begins sprinting as a wall section rips free and the severs the ramps into the upper pylon. You rush through the hatch leading to the LST as a largely solid bulkhead punches up through the floor and impacts one of the walls the others have just abandoned.

"Gogogo!" Shouts one of the Marines towards the back. The corridor you're running down begins to flex enough for thin wall panels to pop off adding to the obstacles to avoid. Gravity in this area at last cuts out slowing progress until one marine parks himself with magnetized boots and begins to throw passing team members for a speed boost. Ecord takes up rear guard, sending the last few flying before using busts from his jump jets to catch up.

Twenty meters back the corridor disappears and a second later the atmosphere vents, the sudden wind stalling your flight.
"Come on!" Yells one of your team over coms from the hatchway to the LST. The walls continue shaking, seeming that much more eerie in the silence of vacuum. Each person is hauled aboard in turn with you being number six or seven from the end. As soon as Ecord is aboard he contacts the bridge and tells them to detach and head to a safe distance. An impact throws everyone against the wall but its the last one for the moment.
>>
You have the coms officer link you to the EX-K.
"Kavos are we under attack by starships yet?"

"No it- wait, incoming missiles and SP Torpedoes! A ship just decloaked and fired them from maximum range. They'll strike the other station modules."

[ ] Don't let them hit your ships
[ ] Use some of your ships to block the incoming fire
[ ] Other

>I will be back in a bit. Have to run an errand.
>>
>>23011591

[x] Use ships as shields for the station

"Intercept those warheads!"
>>
>>23011591
[x] Use some of your ships to block the incoming fire
[x] Contact all available ships and have them do the same if possible.
[x] Use point defense and nukes as well if practical
>>
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>>23011591
Any debris in the area they can try to interpose between the torpedoes and the station?

If not we're gonna have to use our ships, there are too many civilians on the station to do nothing.
>>
Use battlecruisers to tank the shots.
>>
>>23011591
What kind of ship? Is it likely they have modernised torpedoes which will negate our armour?

Otherwise, it seems we'll have to take these hits. Make sure to position our ships in such a way that we can cycle them out if they get damaged too much.
>>
"Tell all ships to block those missiles and torpedoes. Our armor can take those hits but the station cant."
"Understood."

Out in space the Command ship and your Blackbird both begin directing ECM towards the incoming warheads. Ships from Third and Fourth squadrons move out and away form the confused jumble surrounding the collapsing station structure and put themselves in the path of the torpedoes. Point defense attempts to shoot down some of the missiles causing a few of the nukes to detonate early. Arthur adds fire from his own launchers in an attempt to blind their targeting systems. Missiles lose their locks but the torpedoes seem unaffected. One of your Clarent class ships and a Norune blockade runner each block one while Light Cruisers from other units intercept the remainder. Remaining missiles that arent stopped by your ships are detonated by some of the still active shield modules on the station arms. Good thing you got that upgrade.

By this point the Commander's ship is clear of the station arms and opens fire with heavy phase cannons attempting to target the enemy ship. The Rovinar Silent Hunter, the same one that escaped the area when you first took this base, runs for it.

Kavos sends you an update as the LST docks with your ship.
"All missiles and torpedoes successfully intercepted. Unfortunately the attacking ship escaped."

You groan from equal parts pain and annoyance. "Remain on alert and keep scanning for them. I have to get to a medbay."

Who will command the wing while you're out of action?
Also, do you have any other standing orders beyond help with search and rescue?
>>
>>23012801
Senior officer. Ensure that there is an adequate CSP.
>>
>>23012801
>medbay
uh, would it be possible to just have a medic do some basic patching for us on the bridge? I'm not comfortable leaving command this soon after an attack. Field dressing until things calm down would be a preferable alternative.
>>
>>23012842
Arthur and Verilis were both promoted at the same time and hold the same rank. I've been meaning to ask for some time who is next in command after you.

>CSP
Close Ship Patrol?
>>
>>23012801
>Who will command the wing while you're out of action?
Whoever is next in line.

>Also, do you have any other standing orders beyond help with search and rescue?
Have some of our ships continue the escort missions for the mining vessels. Inform those currently away of the cloaked ship our enemy possesses.
>>
>>23012926
Combat Space patrol, like a Combat Air Patrol IN SPACE!
Anyway, I'd go for Verilis
>>
>>23012925
You have a deep gash in your thigh which is loosely bandaged. Blood loss isn't severe but it should be looked after soon. A medic could take care of this.

Your left collarbone was broken by a mass driver round resulting in a fracture that needs to be treated in a medical bay. You can have the injury sealed but this will mean work will take longer. No the portable repair system can not fix this as a larger system to move the pieces of the bone and keep them steady through rebuilding is needed.

>>23012936
The mining mission will be completed soon. After being informed of the cloaked ship Daska asks if you want them to divert to Surakeh.

>>23012952
Close enough.

>Anyway, I'd go for Verilis
Everyone else ok with this?
>>
>>23013076
Verilis sounds like a goo choice to me.
>>
>>23013076
Yeah let's put our upgraded medbay to use.

Verilis has the wing, Kavos can supervise our SAR effort, and someone needs to put together a report on how exactly they got aboard our station without us noticing.
>>
>>23013076
Let's do this right. Contact the commander, see if there's anything that requires our immediate physical presence, make sure Linda is okay, then get some proper medical attention and rest.

If possible, try to spend the time by construction additional anti-boarding defences like we did last time we ended up hospitalised.

>Everyone else ok with this?
Hmm, sure. Make sure to tell the other candidate he'll get put in charge next time.

>After being informed of the cloaked ship Daska asks if you want them to divert to Surakeh.
I doubt the cloaked vessel will do anything soon, so it's probably best if they keep their position. They should keep an eye open, though.
>>
>>23013185
>>23013213
>Yeah let's put our upgraded medbay to use.
That's actually the station's medbay, though yours is good enough.
>>23013239
The commander doesn't need your immediate presence.
>If possible, try to spend the time by construction additional anti-boarding defences like we did last time we ended up hospitalised.
You'll be knocked out for it. Sorry.

>make sure Linda is okay
Roll 1d100
>>
Rolled 42

>>23013295
>Roll 1d100

Keeping my fingers crossed.
>>
Rolled 63

>>23013295
Rolling thunder.
>>
Rolled 81

>>23013295
Oh man here goes
>>
>>23013346
Hooray! 81% intact Linda.
>>
... don't Rovinar ships only fire their special SP torps?

like the ones that have the tracking devices in them that we sold to pirates?

We should get in contact with the Rovinar about this Silent Hunter they'd probably love to have back. Perhaps it carries one of those SP torps, or will have to buy some new ones.
>>
>>23013495
should also probably do a system sweep to make sure they're not just sitting here with a supply cache somewhere.
>>
You put Verilis in charge of the Wing while you're out then head down to the medbay.

You're just about to ask if anything has been heard from your navigator when the doctor knocks you out. Its four hours later when you're revived.
"Aaand you're awake. Good. I'll need you to come in for a follow up treatment or have one done at a station medical may in the next day or two. Its just to make sure everything set properly and that there isn't any more damage to the rest of the bone and tissue. The leg was a fairly minor wound but there was some muscle damage so give it a couple days."

You give the doc a thumbs up and head to the bridge.

"Any news about survivors, the enemy boarders or the cloaked ship?" you ask as soon as you make it through the doors.

"Linda is alive. She's been treated on the command ship for minor burns and smoke inhalation. She should be transferred back soon. They have finished recovery operations from the inner modules and are doing final sweep for bodies. Between the corvette that exploded and those on the station there may have been two hundred killed including three Knights. One of our mercenary pilots is still in medical but should be out soon."

You take a seat and turn to face Kavos for the rest.

"We found three bodies in power cell armor not belonging to us but with our markings painted on. There is no sign of the others, no left over weapons, and no sign of how they got on or off of the station. Any equipment was either taken with them or was wiped of data."

"Not good then."

"No." Agrees Kavos. "Three Rovinar warships arrived in the system an hour ago. They send someone to speak with the Commander."

"Maybe they can scan down the torpedoes the ship is carrying if they bought those ones we sold in January."

Kavos shrugs. "Maybe."
>>
>>23013798
Is there a place to see descriptions of factions? Like what is Rovinar and Terrans?
>>
>>23013937
I've been working on them for the wiki but they're incomplete. The Dominion Faction is the closest to being ready for upload.


After a few more hours of waiting a shuttle returns to the Rovinar warships, a battleship and two light cruisers, who then pull back to half a million km and begin scanning the system. The Commander contacts you shorty after.
"Lieutenant, it's good to see that you're still alive."

"It's good to be alive sir."

"The station is in ruins and we're using tractor beams and a few cruisers to keep the seperate arms from drifting away. We need to relocate the station structure to Surakeh immediately. I'm having the new central hub moved there as we speak. Unless you have anything that could be useful to our investigation of this incident and want the Third Wing to collect the Asteroid Tug and move it here ASAP."

>Do you have anything that could be added to the investigation?
>Alternately, what say?
>>
>>23014030
"Tanks for keeping my navigator alive."

>>Do you have anything that could be added to the investigation?

Suggest using that tracking device. We managed to take one of the enemy's rifles. Maybe this could help?
>>
>>23014030
Extinguishers didn't go off, boarders were shooting indiscriminately, not sure what they were after.

No indication of how they came aboard or how long they were there before anything went wrong.

Also got one of their rifles.
>>
>>23014030
Ask that merc captain we recently shot down/saved for input on this.
>>
>>23014030

"Pirates and suicide missions don't add up, Commander. Have we checked their dead for slave chips?"
>>
>Waiting for page to update. Start typing some other stuff up. Surprised there hasnt been more posts.
Damn auto refresh check box froze at 1 second.

>Suggest using that tracking device
"The Rovinar are looking into it now but we'll remain on alert."
>We managed to take one of the enemy's rifles. Maybe this could help?
>Also got one of their rifles.
"Yes. I'll send someone over immediately, try to handle it as little as possible."

>Extinguishers didn't go off,
"Yes, they put a virus into the station systems that knocked out some of the emergency systems and communications."

>>23014152
"We'll look into it."

>>23014164
"We've only been able to confirm the three dead and there are no remains of the others. I suspect they were mercenaries or other professionals."

BRB dinner
>>
Once the rest of the Wing has returned from mining and a few Battlecruisers have arrived from the logistics base you head out to grab the asteroid tug.
The Commander has given you clearance to take the entire Wing if you believe it's absolutely necessary to get the tug back here in one piece.

What all are you taking as an escort?
>>
>>23014885
Squads 1-3 plus ecm and carrier detachments. Squad 4 trains the newly acquired rookies
>>
>>23014922
Sounds like a good amount.
>>
>>23014922
Sounds like a plan.
>>
>>23014922
While working on this they also serve as impromptu CAP/ station guard, just in case the enemy thinks of pulling a second pass on the crippled station.

And with this we see the need for upgrades on shields and weapons of the station as well as perhaps proxy orbiting stations. Think of them like satellites moved by tractor beams. They can inspect, direct and interdict incoming traffic, while keeping the main hub of the station safe from such things like outbreaks or terrorist plots by serving as a buffer.
>>
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>>23014922
>>23014939
First, second and third squadrons along with both Escort Carriers and your command squad head out for the nav station. After the first jump you get a message from Arthur. It isn't urgent but you take a look anyways. Arthur would like to take time to do more training with his pilots when there's time as a couple from the previous batch of recruits, while capable, still need a bit more work. You'll have to think about it.

Arriving at the station you see that most though not all of the remaining rocks in the area have been moved closer to the station. They're not dangerously close or in the way of traffic in their current position. A few ships are dumping smaller debris near them or alternatively, cutting pieces off and towing them to the station.

"Arron, where's the big tug?"

He puts a marker on sensors showing its location. Its now being used to move large numbers of smaller asteroids instead of single gigantic ones. Given the number of smaller craft around they should be able to handle the rest without the big boy.
"Coms let them know we've come to relieve them from asteroid work once they're done their next load."

"Yes sir."
>>
You and Linda share some small talk about the attack on the station after she switches out with her backup.
"Next time I'm asking for more than just a cup of coffee as payment when you want documents delivered." she tells you.

"The tug has dropped off their load of asteroids. We're being hailed by a Knight from House Ceres."
"They've been providing some of the crews to help operate the Tug." Add Kavos.

"Fine. my station."

"This is Knight Commander Bernhard Ferdinand of House Ceres, greetings. I understand you're here to enforce your salvage claim on the asteroid tug?"

"That's right." You tell him, "We disabled it in the initial fighting preventing its escape and placed a salvage claim on it. It's needed to help relocate some of our base structures rather immediately."

"That's understandable, its quite handy in that regard. Our engineers have experience with ships of this type and have provided training to those of your people that are onboard as well as overseeing the repair work despite initial material shortages. While it may not provide us with anything close to a majority claim we do have funds invested in the ship."

Oh good, red tape.

"While we wouldn't dream of attempting to hinder the strategic operations of a fellow House in wartime we're still interested in acquiring the ship from you after your more immediate concerns are taken care of. Rest assured your House would be offered a fair price for your claim on the ship."
>What say?
>>
>>23015777
"Our House would be glad to enter negotiations with your House on this matter as soon as we have addressed our immediate need."

I for one have no intention of letting go of the tug unless they are willing to pay $Absurd for it, but we're in a hurry so we'll play along.
>>
>>23015777
"I'll leave that to the higher ups. My concern is now to get the craft and haul my station. You can deal with House Aquisitions to your hears content afterwards as far as I am concerned."
We could add:
" In the interest of your claim however, you should present the documents to sign over said monetary investments, should you want them to be on record though."

If we want to buy t from them and not outright steal it, by making it disappear in some accident and then buy a new used thug from somewhere else.
>>
>>23015777
"While not disputing, or acknowledging your potential minority claim, I'm afraid I have to inform you that you are talking to the wrong person. My orders from the Knight Commander involve relocating the ship to serve our immediate needs. I'm afraid I do not have authorization to sell the ship at this time. Should you wish to enter negotiations with my House, I am willing to refer you to my commander, and your crews assistance in relocating our base will be reflected in my recommendation."
TDLR: Talk to my boss, don't cause trouble and I'll put in a good word for you.
>>
>>23015970
It will handicap its usage for us some time though, and we will have to find a way to make a tug and seller appear out of nowhere and seem legitimate, to pull it off with a modicum of success.

And lets not forget the rather obvious animosity toward said house Ceres.

We could hower ask them for the documents regrading their monetary commitment to the tug, and them simply state that we will reimburse their expenses, as collateral. They can then enter negotiations for a acquisition of the tug, if the house approves it. Of course by them we should buy the tug ourselves and then rent it to our house., to late for Ceres to do anything about it.

This of course needs some financial analysis in regards to tug costs.
>>
>>23016040
>>23015970
Or we could simply tell them to talk to our boss. If they get finicky, we can use our position on the armoring company or the attack cruiser yard as leverage, since I think there is a waiting list for both.
>>
>>23016040
Question:
Are there laws against insider trading in the Dominion or our House. Not that it would matter much if we follow strict salvage claim letter of law and protocol regarding its solvency, but it may be something that can be initiated against us later down the line, once this whole mess is finished. Property and claim lawsuits can be really drawn out.
>>
>>23015777

"My apologies, Commander Ferdinand. I'm afraid my current mission is extremely time sensitive and delaying for any meetings at this time is not possible. If you'd like, I can inform Commander Winnifred that you'd like a word over the tug, or return myself to accept your offer in her place."
>>
We could probably just arrange for the tug to do some jobs for free/cheap for House Ceres.

Since we have a refinery and a space station to move, I don't like the idea of wholly giving up such an asset.
>>
>>23016180
I think we should just delay and punt upstairs
>>
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"By all means certainly. We'll also be bringing along an additional escort to help protect our investment. Please transmit FTL data once you're prepared to move out."

>>23016040
While waiting for the tug to pack in its grappling arms and move far enough away from the gravel pile to jump the Knight fills you in on a few other options as he feels its better for you to be legally informed just in case. Joy. You're certain the Commander will just love having to deal with this later.

"There is still the alternate issue of payment for repairs if your House decides to keep the ship. We would of course need to be compensated in such an event. Both the sublight and faster than light drive systems are a bit complicated and again there was a serious supply shortage at the time the repairs took place. Obviously it needed to be fixed to clear the lane and make way for logistics so objections to the reasons for the repair price increase are entirely legitimate. Normally the materials and training of personnel required to get the ship operational would have cost us 80 million but the inflated price is now closer to 125 million. Subtracted from the base sale price of 400 million-"

You cough at the figure, glad that you weren't taking a drink or it might now be coating your instrument displays.
"I'm sorry, Sir, but that tug is worth 400 million?"

"Yes, its because of the abnormally large drive field required for larger objects and the field shaping system that can be scaled for different payloads."

You offer your assurance that he'll be put in contact with your superior once this is all taken care of. Anything so that you don't have to listen to any more financial balancing acts.
>>
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Over the next day the transport is escorted back and the station modules are decrewed, sealed and loaded aboard. First Squadron makes a couple of quick runs with smaller transports to relocate the last of the refugees. Rovinar ships continue scanning, detecting one blip before a ship jumps out of the system at high speed.

The day after that is spent escorting the tug to the Surakeh system and standing guard while the modules are assembled. With the new station core it looks much sturdier and more importantly has better defenses. Engineers are planning to plate the core module with torpedo resistant armor, but it would be too expensive to cover the entire station.

A forensics team aboard the command ship is able to analyse some dust in the casing of the rifle you captured. It isn't just dust though, included are the remains of long dead microfauna known to originate from a planet nearby. A world where you trapped a group of scavengers on the ground. Another House has already begun re-establishing outposts on the world with plans to colonise it again. They haven't reported anything unusual in the area but then again they haven't been looking that hard.
>>
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Some of your ships have finished being repaired! You now have a second Centurion that's been retrofitted with more powerful engines, along with the fixed bulk cruiser and six frigates of various types.
The new rookies are for the moment assigned to 4th squadron using a pair of attack corvettes and two dagger corvettes.

It will be 2 more days until the other two Escort Carriers have finished their conversion.

NOTE: modification to WRP and starfighters since it was a bit broken before. Each Escort Carrier has 2 markers for starfighters.

Did you want to investigate the planet where the attackers may have based out of, attack one of the other locations or hold off and get a bit more training done?
>>
>>23016951
I'd like to investigate the planet where the attack may have originated from.

Any chance we can get our damaged ships repaired?
>>
>>23016951
Rotate in firgates and cruisers. Priority for upgrades goes as follows Vets, rookies then Mercs.
>>
>>23017053
>Any chance we can get our damaged ships repaired?
Right. those were from the torpedo hits.

>>23017106
Any preference for which squadrons?


>I'd like to investigate the planet where the attack may have originated from.
Taking a small force you head out along with a few members of the forensics team and one of the LSTs better suited to planetary operations. The locals have no idea what to be looking for and honestly you're not too sure yourself.

Roll 1d100 for scanning. What do you want Arron to look for?
>>
Rolled 13

>>23017302
Signs of recent landings or base structures? They most have done something on the surface.

Has anybody or anything gone missing lately?

Check the computers of the colony for any signs of malware.
>>
Rolled 55

>>23017106
I think we can replace all but one of the vets' corvettes with frigates, so I guess 4th squadron gets the short stick there.
We look for things like buildings, especially concealed ones. Also anything they think is weird.
>>
Rolled 30

>>23017302
1d100. To seek disturbances in atmosphere, and in ambient gas, as well as ion trails. The drive from the engine should still leave a trail, and if it coincides with our timetable we know they are hear. Then we can just blockade the planet and cut off their support
>>
Rolled 50

>>23017302
I'd say evenly distribute the frigates across all squadrons. Put one cruiser each in third and fourth.

If possible, take samples of microfauna and try to narrow down the area the rifle might have come from. I don't know if it's very practical.

Scan for bases, refuse that might have been left behind, tracks in secluded areas, anything that indicates activity where people would be unlikely to notice it.
>>
>>23017302

can Silent Hunters land on planets or are they a space-only hull?
>>
>>23016951
Asked our marines for advice. I'm sure at least on will be able to provide some input on covert operations that might give us a hint what we want to be looking for.
>>
>>23017460
Signs of recent landings or base structures? They most have done something on the surfac
>>23017482
>We look for things like buildings, especially concealed ones. Also anything they think is weird.
>>23017497
>1d100. To seek disturbances in atmosphere, and in ambient gas, as well as ion trails. The drive from the engine should still leave a trail, and if it coincides with our timetable we know they are hear. Then we can just blockade the planet and cut off their support
>>23017502
>Scan for bases, refuse that might have been left behind, tracks in secluded areas, anything that indicates activity where people would be unlikely to notice it.
>>23017510
They should be able to enter atmosphere well enough, they're rather aerodynamic.

You ask Arron to scan first for signs of buildings that may have been in recent use, signs a ship may have landed things of that nature.
"Oh, and check for atmospheric disturbances too while you're at it."

He shrugs and gets to work, requesting help from the other ships in the unit to look for things he might have missed.

Next you contact the colony admin and see if there have been any signs of sabotage of their systems, people missing, things of that sort.
"Our sensor arrays don't have full coverage yet I'm afraid. We can watch for ships approaching the planet but we don't have a dedicated monitoring system in place yet. The navigation, weather and ground monitoring satellites are supposed to arrive next week."

It's entirely possible a ship may have entered the atmosphere without them realising it if the location was remote enough.
"I've got nothing on atmospheric disturbances that could have been caused by a ship within the past five hours. If they were cloaked and lifted off with repulsors only there wouldn't be anything left. I'll keep looking."
>>
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After a long wait you stand behind Arron as he continues his scans. Eventually the presence of a superior looking over his shoulder gets to him.
"I'm not seeing it sir."
"But?" you prompt.

"But I've narrowed it down to two very likely locations. These areas seem to match up with some of the old bio records the colony team sent up. And there are signs of landing gear markings across several, the problem is the wind patterns. Some weather systems can stall resulting in very little wind in some areas or a whole lot of it in others. I cant tell just how old they are. If some shuttles with atmospheric engines flew patterns over them it could easily age them enough."

"What about abandoned buildings?"

"Sir the whole colony was abandoned and looters were constantly visiting to rip stuff out. I'm certain this is the right place though."

>If possible, take samples of microfauna and try to narrow down the area the rifle might have come from. I don't know if it's very practical.
Send shuttles down to attempt this? It could take awhile to check everything in those areas but who knows, it could be worth it.

If so roll 2d20 for hours spent
>>
Rolled 14, 18 = 32

>>23018197
rolling
>>
Rolled 10

>>23018197
Are we needed anywhere else? Do we really need the full wing right here, or are there enough friendlies around so that one squadron could manage to do this while still remaining safe?

>First roll.
>>
Rolled 18

>>23018243
>Second one.
>>
Rolled 5, 13 = 18

>>23018197
rolling
>>
>>23018243
Since no one specified who and how much to bring I gave you a little over one squadron and an Escort Carrier.
>one squadron could manage to do this while still remaining safe?
Yes. Probably.
Roll 1d100 for enemy raiding party No, not really.

Using shuttles and teams with bio sample gear you have the most recently used landing sites checked. Checks around the smaller sea take six hours to complete while the smaller number of viable sites near the larger southern ocean only take 2.

After the shuttles return the teams on the other ships send the data to the head of the forensics team on board.
"How long is things going to take?" you ask.

"It would be considerably faster if distractions were to be kept to a minimum." the tech responds.

An hour later you have a result and Arron checks the site again in more detail. Its one of those along the southern ocean.

"Tell me you have something."

"I have something... the indentations from the landing struts have been dusted off by a shuttle. There's another indentation over here that didn't match with anything at first but now I know what it is. Teleport capsule from a corvette."

"That answers how they got off the station without leaving any remains."

You have the forensics team get ready to go again and send them down to search the site in detail along with Marines as backup. They manage to find some left over medkits and request more time to do a more thorough search.
How long are you willing to give them? Be aware that you can hand the investigation off to someone else if you wanted to get back to shooting things in the more immediate future.
>>
>>23018738
Well, this is the chance to widen our horizon. See if we can learn something from the guys conducting the investigation.

I'm sure Sonia can survive without shooting stuff for a few days..... right?
>>
>>23018738
For now I'd say give them as long as they need. This investigation is pretty important right now, since it's our only real lead so far.
>>
>>23018738
This is sort of a personal matter. They did shoot us after all, we should try to return the favor.
>>
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Twelve hours in the team on the ground has scoured the area and searched the few remaining buildings nearby.

"By my estimates they were here for most of a day before being picked up, maybe more." Says the team leader.

"That fits with our timeline doesn't it?" You respond.

"It does. There was more than one wounded as well and I can tell you right now one of them was Hune. There can only be so many groups of Hune mercenaries operating in this area. Perhaps you should talk to intelligence?"

Requesting a secure uplink with command you request intel on remaining Hune merc operations. After knocking off the Logistics base in that big fight a couple weeks ago most of the remaining operations are small time. One name comes up that you've seen before. Marson Edect disappeared after escaping from his battleship when you first captured the station. A few other ships that had fled were encountered in that last colony fight but not all of them.

Intel doesn't have any recent information on his whereabouts but they have a few locations that need to be checked out. None of them look very good, all of them are shipyards. It's suggested he may be trying to find replacements for the ones you blew up or captured.

Marson Edect, Pirate aligned mercenary commander
Suspected assets
1x Silent Hunter (unspecified munitions)
2-5x Republic Frigates
1-3x Standard Frigate
50-100x Power cell armor
>>
>>23019463
At least this gives us an excuse for more assaults, as if we needed one.
>>
Recurring Missions

-R&R
-Knights of House Jerik-Dremine
-Weapon trajectory analysis program
-Mining Op
-Recon

-Fleet support
The main taskforce needs fast strike elements in the larger battles they're fighting. Attack Corvette units from numerous Houses are being rotated out to keep them fresh. Your fast ships would be a welcome addition, even if only for a short while.
The Commander has requested you consider sending one or more of your squadrons out to assist the taskforce but is not ordering you to do so. Your squadron leaders could do with some time commanding their units without you looking over their shoulder as it were.

Regular missions

-Sensor Array
Threat ?
Rovinar Scouts have detected a sensor array scattered around the edges of a nebula. A control station may be somewhere in the interior. The 4 largest arrays are heavily guarded. Destroy either the arrays or the control station to reduce its effectiveness.

-Battlecruiser Yard
Threat ?? (Presumed High)
A Battlecruiser grade shipyard you detected on your earlier recon of the region is producing Razors as quickly as possible with all other production winding down. There are a minimum of four custom Razors upgraded to fast battleships. Its almost certainly the shipyard where they were built.
Captain Sylvan has speculated that they're trying to produce ships with longer ranged guns specifically to support their Razors which use shorter ranged pulse weaponry.

Special missions

-Yard Recon (x3)
Threat ?? (Presumed High)
Marson Edect and his mercenary outfit may have it out for you after capturing several of his ships. Track down his remaining ships before he can find another way to strike at your forces.

-Boxing Match
>>
>>23019701
How soon will the units currently guarding the tug be free?
>>
Ask the Commander how many house forces we could scrounge up for a raid on the battle cruiser yard. Also if the tug could tow it back to us.
>>
>>23019701
Gonna want to hold off on boxing match until our leg and collarbone are cleared.

Battlecruiser yard is a serious ongoing threat and should probably be dealt with ASAP if we can round up the necessary supporting forces.
>>
>>23019701
We'll have to inform the commander and the mechanic they'll get their respective rematches a bit later.
>>
>>23019750
>>23019754
>>23019756
>>23019823
An operations officer informs you the Commander is unavailable due to ongoing negotiations with House Ceres. She's not happy the House is going to get screwed out of an additional 45 million either way.

The station defenses in concert with the orbital defenses around Surakeh should be able to protect tug as well which means you can request a Light Cruiser squadron in another day. For the moment there aren't many carriers available, all available forces are currently rebasing, stuck on guard duty or rotating out of fighting with the main taskforce. The good news is that one of the super heavies were destroyed and the other is running out of options given most of the shipyards in their area have been captured.
Your only options for more fighters would be to wait another 48 hours for the other 2 escort carriers to finish their conversion.
>>
>>23019999
>She's not happy the House is going to get screwed out of an additional 45 million either way.
Well, I guess that depends entirely on her skills as a negotiator.
>>
>>23020053
And her willingness to use preferential treatment (aka line cutting) at either the armor facility we have a stake in, the attack cruiser yard or the assault corvette facility.
>>
>>23019999
Looks like we'll be doing Yard Recon. The sooner, the better.
>>
>>23020053
>>23020127
In this case getting the ship repaired was a necessity and House Ceres are rock movers so they were the best candidate to get it fixed fast. They also have more pull than we do so they could just complain to their allies that we're not compensating them fairly and things could become unpleasant very rapidly.

Doesn't look like there's going to be time for a battle tonight and I have work in the morning. I'll post once in the morning then I'll be back around 5pm? I'm not sure.
>>
>>23020285
See you then. Hopefully it won't fall off page 10 this time.
>>
>>23020285
No, I meant using our control of the armor facility, attack cruiser yard or our assault corvettes as leverage. Essentially, they cut the price and in return they get to have additional attack cruisers in under 6 months (assuming we have 1/2 Ares last reported backorder). Same with armor and assault corvettes, except being added to the list of approved buyers for the corvettes is probably a bargaining chip of its own.
>>
>>23020356
The armor alone could shave some serious cash off their demands. You do have enough shares at the moment to push for your House and House Posat to sell to Ceres. A few bribes would go a long way in that regard. While demand for armor has been through the roof since the Coup attempt only a few additional Houses have been accepted as potential buyers due to production taking time to scale up.

Do you want to do this? It could irk some people in your House that you're meddling but impress others if it works to save cash.
>>
>>23020519
Depends of which people are in either of the two groups.
>>
>>23020519
Go for it.

They are going to have to get used to us meddling eventually anyway.
>>
>>23020519
Route the option to the Knight Commander. If she wants us to use it we will. If not, or if she can't get a good enough deal then she doesn't have to. Just giving our superior a weapon in negotiations.
>>
>>23020539
The former would be Military industrial planners in the House that want to reduce the speed at which rival Houses might get their hands on the armor.
The latter would be the House nobles that are taking hits to their pocket books every day of the week and want to cut down on it.
>>
>>23020664
Our house's planners do know the armour will be severely reduced in efficiency within a few months, right?
>>
http://www.surveymonkey.com/s/QPVBQJ6


>>23020692
While they may believe that you believe this they still think its worth investigating in a serious way. With some modifications it may be possible to defeat any new programming. The Kavarians believed armor like this could win them the war and for good reason. It has a proven track record against Terran SP weapons.
>>
>>23020692

Only against the Rovinar SP torps, and possibly limited to new production ones.

all the old Terran ones kicking around in the universe? should still work against them.
>>
What is up with people wanting to upset the status quo so badly. Couldnt participate in last weeks thread but damn.

We are in the military, not politicians or churchill, we do not make policy nor do we just arbitrarily draw borders. Doing so would be a very bad example to other disenfranchised planets and would quickly be noticed by the ruling house. Decisions like that are a career killer and would only lead to making powerful and numerous enemies. Im glad many of you voted against it, I would have added my vote against it aswell if I had known last week.

Regarding the armor thing. We really shouldnt be handing out valuable house assets willynilly. If House Ceres is an ally than they should already be up there on the list of distribution, if they are not than we are giving out military resources to potential hostile houses.

We should also consider our future, do we remain loyal to our house or start looking for alternative houses that could better use our services. Cause from what im seeing we are making more decisions that may ultimately hurt our houses relationship with ourselves or other houses.

This is fine if we are going to jump ship but otherwise we should consider slowing down and doing more training, offer several wing on wing exercises and combined arms maneuvers. We are the house elite and probably the most effective unit under her command. We need the rest of our house to quite literally get on our level. We need to turn our house into an effective combat force that is less reliant on individual wings. We need to become the fighting elite in the dominion. We need to restore the glory of a house that once owned a quarter of a galaxy, now reduced to a handful of planets.

Gun for the commanders job, but do so without getting our noses into situations like last week where we were willing to anger three houses that field an active space force just to get a discount on, starfighters? Really.
>>
>>23024637

I wish I could participate more actively but unfortunately the quest runs while im working and typing on the phone is a hassle and frowned upon at my job. That said I appreciate the surveys on important decisions.

I hope what i typed up makes sense or atleast got the point across, editing is a hassle on the phone.

/end rant
>>
>>23024637
>>23024659
First off, being a house knight is also a political position. Second, I don't want to meddle, I want to let the commander know it is an option and then SHE can meddle if she wants to. Third, we aren't jumping ship.
>>
>>23024637
>>23024659
my thoughts too
>>
>>23024914
Being a house knight is an honorary title.
>>
Be aware that you are both a knight and a (somewhat) wealthy landholder. You are a noble which means you do have some political power, though not nearly as much as say a Baron.

>Gun for the commanders job
That's OK and entirely expected. She's trying to become a Baron.
>>
>>23025384
Being a noble in a feudal society is pretty political mate, all the big players we've run into are Knight Commanders or Barons or Dukes. If you don't play the game, other people will just use you as a pawn to their own ends. At some point we have to demonstrate that we have the initiative to do things that might not make everyone happy.
>>
>>23025553
I'm not really sold on the Commander's job. We already have so many more interesting things going on outside the military, I doubt they'll be able to make us an offer interesting enough to stay. Commanding the forces of a tiny house just seems to lacking compared to what we should be able to do with our growing wealth on the free galactoc market.
>>
>>23025679
>>23025384
>>23025565
Once the campaign and war is done i see no reason to quit the military. Once we go garrison there is little reason not to loiter around in our station, direct our wing or wings and focus on the economic and politic.

A feudal title is basically both military politic and economic, and renouncing the military title is basically renouncing the fast track avenue on the military and political ascension, not to mention renouncing a bit of our status when talking to outsiders as well as people inside our house and dominion.
>>
>>23025752
>implying there won't be another war

Still, I agree that the fastest way to move up in the world is to stick with our House for the foreseeable future.
>>
>>23025768
What is to say we wont be relegated as garrison and patrol units of the newly acquired lands?

Especially if we angle a bit for that...
>>
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Once we are done with the war we perhaps should see about designing some cruisers. Coupled with the new attack corvettes, some highly survivable fast cruisers to make us the fastest house millitary there is.

Perhaps push for a similarly very survivable attack corvette, so that we allays have a large pool of experienced pilots and crews to promote to bigger ships when we can build them.
>>
>>23027648
Way later down the road though. Doctrine change is relevant once we are prosperous enough to build our own military without wasting to much money and ensuring at the same time that our house economy is strong enough to support it in peace as well as in war.

Until then , our businesses and money making machine should be expanded to ludicrous scales to make us one of the richest and influential persons in the house and our house one of the richest and influential houses in the dominion.
>>
bump
>>
So, back. As usual for such surveys lately there is a 1 vote difference between not wanting to annoy people, and wanting to save the House money. Saw that coming.


Anyways, the few people that mentioned our next course of action militarily suggested attacking the battlecruiser yard and/or attempting to find the mercs that might be there to buy ships.

Will you be waiting for your escort carriers to be ready for a larger attack, or going now in an attempt to locate the mercs?
Or would people like to check out one of the other locations?
>>
>>23030834
recon on some of the possible pirate locations for now. then we can go for the shipyard, when carriers will be ready.
>>
>>23030834
How about the mentioned compromise, which is let the knight commander know that if she asks for our help we will provide it. That makes the decision hers, and should shield us from the downside.
>>
>>23030938
Fine by me. I want to move in overwhelming force against that base, with as many additional house detachments as we can get.
>>
>>23031060
However if we rush it we may prevent it from finishing the battleships in its berths.

Thus lower combatants for us. Making our smaller available force relatively better represented in the proportion
>>23031026
I'd say we should at least try to tell her what we want to do. This way she can say no, and at the same time not say yes, so she does not compromise her ascent to Baronhood.
>>
>>23031395
I still want to bring along as many other ships as possible. At least knight Sylvan's unit, and a cruiser squadron.
>>
>>23031026
And yet if she did decide to use that option you would still be the one that actually presses the company to add Ceres to the approved buyers list. There isn't a "just following orders" option in this case. You have to give something to get something.

>>23031454
The battlecruisers are not available at the moment, the Commander had the available ones off doing some support work and wont be free for most of the week.

>>23030938
>>23031060
Your recon data is a few days old now. You want to recon all 3 shipyards?
What forces will you deploy with? A smaller faster unit to check each in turn, send a squadron to check each of them, or take the entire wing out in which case you'll face higher chances of detection.

Unless there are objections roll 1d100 for each one you'd like to check.
>>
>>23031548
>What do regarding survey
If you really can't think of a way to make this work, I'd like to suggest the following:
-Go to anydice.coim
-Roll a d_number_of_votes
If it's a 1 to votes-for-option-a, option a wins, if it's votes_for_option_a+1 to number_of_votes, it's option b.
>>
>>23031548
I would recommend a small unit of our stealthiest ships with the best sensors.
>>
Rolled 39, 94, 10 = 143

>>23031548
smaller faster unit to check each in turn. of course if they can do it in a reasonable time. how long will it take to check each in turn?
>>
Rolled 90

>>23031548
Let's do all three then.

>1
>>
Rolled 82, 60, 89 = 231

rolling
>>
Rolled 22

>>23031870
>2
>>
Rolled 75

>>23031949
>3
>>
>>23031821
Shouldn't take long for the one that's already been checked previously, the other two will take longer. Say seven hours total with any luck.

Your ECM specialist would like to request upgrading the Blackbird with afterburners at some point, but not right away as the ship would need to be taken out o action for a couple of days.
Speaking of ECM, it might be possible to find some non standard gear for your Journeyman class ships at Tourta. Even if it isn't on planet they might know where to get some.

Will post the results of the recon mission after dinner.
>>
>>23032046

is ECM gear limited to purpose-built hulls?

I was wondering if perhaps our escort carriers would benefit from having advanced sensors and ECM equipment, or if they could even mount them.
>>
>>23032169
No, but its bulky meaning you'd need to remove a bunch of weapons on some/most ships to make it fit.

A group of your fastest ships along with the Blackbird head out to conduct the planned recon mission. While that's going on you start looking into the starfighter squadrons that will man your new escort carriers. Both the ship captains are experienced bridge officers from one of the Carriers the House lost in the Yineput system. Likewise many of the fighter pilots are veterans, though a good chunk are rookies. You ask some of the pilots from your current carriers to help the new guys get some training in. Kavos sends you a quick note to be aware that some of the fighter pilots are clones should you have any reservations given what happened back in April.

Data comes in from the recon team after a few hours of checking out the first sector.

Threat level 5
Scans have detected a medium cruiser yard and assembly lines for corvettes. A dozen Lance class medium cruisers are being finished and prepared for launch, though a few are missing weapons. Hab stations, materials processing and industrial platforms are located nearby. A trio of Kilo medium cruisers are in position to protect the yard in addition to an Aries fast battleship, a mix of frigates and several attack corvette squadrons.
>>
>>23033312
>some of the fighter pilots are clones

That's some cool shit, especially with the memory implanting and all. Get to fly starfighters and even when you explode you've literally got extra lives. Losing all rights of inheritance sucks if you're a noble but for a lot of people it isn't much of a hit.

Aside from the painfully dying part of course.
>>
>>23033312
The clones were a means to a end for house La'tham, and at the same time antagonised a lot of people towards clone rights and usage.

I'd rather not fall in that category.
They still can amass their own wealth, can they not? And advance through the ranks?
>>
>>23033312
>Kavos sends you a quick note to be aware that some of the fighter pilots are clones should you have any reservations given what happened back in April.

I would expect Sonia not to have any problems with that, but what about the other fighter pilots? Is there a way we can help the new arrivals to fit in?
>>
>>23033420
Nobles are the ones to use them most i suspect. Since everyone else does not have the money or the usual amount of status or opportunity to become indispensable enough to warrant supporting the funding for it.
>>
>>23033312
Did we ever find out if the guy we had the pleasant chat with at the ball before things went south has managed to survive?
>>
>>23033312

they're Jerak-Dremine clones, right?

I don't think anyone can blame starfighter pilots and marines for signing up to be cloned. They do kind of draw the short end of the stick.

As for that shipyard...

Fuck. We probably need to get a force assembled to take that thing out before 12 more Lance class mediums get completed.
>>
The second location is the Battlecruiser yard your people had previously checked out.
Threat level 4-5

There are four of the new Fast Battleship design guarding the station in addition to more than a squadron of normal Razors. The slipways have seven new razors nearing completion. They'll be ready to launch in five to ten days depending on how fast the yard crews keep working. There may be a fifth fast battleship nearing completion as well, the scans were having trouble getting a reading on one.

There are two frigates or corvettes for each of the battlecruiser in addition to a pair of light Cruisers and a Carrier hanging nearby. The station is protected by a dozen heavy phase cannon turrets and has some limited shields.


>>23033469
No, you never heard anything.
>>
>>23033448
What about like, really good fighter pilots?
>>
>>23033531
>No, you never heard anything.
If we have any spare time in the near future, we should try to find out. He seemed genuinely nice.
>>
Rolled 39

>94
Going back over the scans of the battlecruiser yard you're able to ID a pair of Frigates belonging to Marson Edect present. If the Silent Hunter is located in system they're still cloaked.

>>23033425
>They still can amass their own wealth, can they not? And advance through the ranks?
Somewhat. Straight military ranks yes, and the pay that goes with them but they can't be a member of the nobility or own land within Dominion territory.

>>23033448
Training an ace pilot is expensive and time consuming. Finding people with a combination of skill and intuition can be hard. Likewise morale can sometimes take a hit within a unit when a long serving team member is killed.

>>23033523
>they're Jerak-Dremine clones, right?
Yes.
>>
>>23033715
>Somewhat. Straight military ranks yes, and the pay that goes with them but they can't be a member of the nobility or own land within Dominion territory.

So, I'd guess most of them leave the dominion once they retire?
>>
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>>23033523
>>23033531
>>23033531
>>23033312
If we could take these, Damn, It'll be our biggest heist yet.

What can we marshal?
>>
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>>23033699
We concur. We could use a distraction somewhere to get them to loose a few cruisers. Then we could avalanche the yards. All of them. Get to one, kill all ships, have LSTs dump marines, secure the place from major sabotage and set demolishion charges all over. Rinse and repeat with the rest of the yards. If they come to reclaim them, the yards can be held hostage till reinforcements come back or denied to the enemy. If we are lucky we can take them all and not get surprise counter-attacks on them until House units are dispatched to guard our new shiny space construction yards and almost completed space cruisers and space battleships..

We should submit this to the Knight Commander. We will be needing more Marines. Or anyone and anything that can be used as such and is trustworthy enough for the job.
>>
>>23033802
Fucking 4-chan being a fucking dick.
>>
>>23033715
Well they cant be nobles in essence, but they can be middle class, right? And they can own a company and proxy out the land used in its assets, should one be lucky enough or savy enough for it.
>>
>>23033531
Ask command how much they can spare for the attack on the battle-cruiser yard. We're gonna need some backup on this one.
>>
>>23033861
There's still a third location, I think. Let's wait until OP makes a post about that one.
>>
>>23033890
Indeed. But capturing the Silent hunter would be awesome.

for get our scans on one of them. We have one that can be secreted away in a very dark place to be disassembled and replicated piece by piece.
>>
>>23033743
Not necessarily. Teaching positions or aids to members of the nobility are popular options too. Despite the stigma attached to being a clone there can be a good level of respect depending on their job.

The third sector takes only a little bit longer than the first to scan down.

Threat level 5-6
According to Dominion records this system was once a fleet marshalling yard used by five different Houses. The shipyard was based on a small moon orbiting a volcanically active planet with a toxic atmosphere. The gravity was low enough to easily allow mining and the few gas planets in system were also of relatively small mass making fuel refining easy. When the Pirate Warlords carried out their final push to remove House forces from the region they captured one of the hazardous rogue asteroids in system and used it as a kinetic kill vehicle to all but destroy the moon.

There is significant debris ring in orbit of the planet and the pirates seem to have rebuilt the surviving infrastructure into the largest fragment of the moon. A Heavy Carrier along with an escorting pair of mediums are present. The shipyard seems to be producing variations of the Vengeance type cruisers. Numerous medium transports are also being assembled using the hulls from the smaller ships as tugs or drive sections.

While your scans were good there was too much debris to get any more info. The team left sensor proves on a course in system.
>>
>>23034090
Ask knight commander how many house forces we can assemble to attack the battle-cruiser yard.
>>
>>23034158
Beyond the additional Cruiser Squadron there are no other forces available even from other Houses for the next few days because of fleet actions.
However, she can deploy with her Command ship and personal guard if you think you really need the help.

3rd Attack wing + Escort Carriers (You)
12x Light Cruisers
House Command Squad

This is all that you've got atm. You can either wait 4 or more days for the battlecruisers and ships from other Houses to be available or just go once the Escort Carriers are ready.
>>
>>23034290
Can we stock up on SP torpedoes by trading in some salvage claims before we attempt any of these operations?
>>
>>23034290
What does the command squad consist of?
>>
The Command squad includes 1 Battleship with ECM, 2 Royal Guard Cruisers and a modified J-type Transport.

>>23034406
That would depend on if there were any available to buy. Roll 1d100

You do have a rather large favour with the Rovinar saved up. Just saying, you don't have to spend it all in one place.
>>
Rolled 46

>>23034486
Come on, Has-Ann needs a few pairs of new torpedoes.
>>
Rolled 45

>>23034486
>>
Rolled 47

>>23034486
trying to save it
>>
>>23034535
Wasn't meant to be, I guess.
>>
>>23034535
You talk to logistics and see if they can find anyone willing to trade SP torps for some slightly used starship hulls. Unfortunately no. What you are told is that the House is trying to build up a stockpile of torpedoes in reserve should things go badly after the war.

Congratulations, you owe the House 3x SP torps whenever you get some!
>>
>>23034596
> you owe the House 3x SP torps whenever you get some!
Let's do what the commander did and have the first person who comes asking killed. They should get that message.
>>
http://www.surveymonkey.com/s/FYWJPQC
Survey for how you plan to go about this whole thing.
>>
>>23034640
Escort Carriers are the fastest option right.

Lets keep this a pure house operation. In case we can capture even a wreck of the silent hunter its a great win that has to be hidden.

Plus we should have these yards for the house, thus, doing it only with house resources.
>>
>>23034090
Threat level 5-6
Moon Base

Threat level 5
MC yards

Threat level 4-5
BC yards


The first target should be the BC yards. However we should perhaps do a sneak attack on the MC yards, to keep them from arming the dozen Lance classes. We really dont want them to finish arming 3 fucking squadrons. That is more than our entire fucking wing.

the main idea would be to do a major distraction. Something to lure the defenders of the two or one of these to yards out, than sneak attack one and plant it full of bombs, and keep the ships inside, and then fight the other guards and do the same. then prepare to react to the returning defenders.
>>
>>23034640

Are any Terran or Rovinar forces available or willing to gather for a combined attack on that yard with 12 Lance Mediums under construction?

Both of those groups should be willing to commit some forces to deny the enemy 12 additional medium cruisers.
>>
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Most people have voted for taking the cruisers and asking the Commander for help. She will keep her ships at range and provide fire support and additional ECM. If you weaken a heavier target enough she will hit it with everything her unit has to finish it off.

What is your plan of attack?
>>
>>23035233
Does anyone else support this plan?

>>23035319
They would probably be very interested but their forces are in combat and will need time to recover once they've disengaged.
>>
>>23035432

Regarding the Lance Mediums, they likely won't be completed for at least a week?

or can we get a more accurate estimate?
>>
>>23035233
I think we can't afford to split our forces. The lance class ships should need at least a few more days before becoming operational.
>>
>>23035432
I don't support the plan. Anyway, I want to get in fast and target the carrier with all four of our attack squadrons. Take it out of play before it can launch fighters. Then bring in the rest of our force and use our fighter advantage to beat them down.
>>
>>23035471
>Regarding the Lance Mediums, they likely won't be completed for at least a week?
Unknown. All of the shipyards seem to be racing to make their ships ready to fly rather than fight. It could be days or more than a week. Worst case scenario the finished mediums tow the incomplete ones up to speed so they can jump.
>>
>>23035332
I would suggest advancing all available forces as a unit, under cover of heavy ECM, to face the least-maneuverable enemy ships, from well outside their weapons range. All of the carriers will deploy their fighters and keep them as close to the ECM-generating units as possible.

Following this, provided the enemy ships haven't altered their positions much, all friendly forces will advance until the Commander's forces reach their standoff range. The remaining ships will continue on, with the fighters staying well behind us, clustered around the Blackbird.

Everything above fighter size will launch an attack on nearby enemy forces and then immediately retreat. We may have to do this multiple times, but the objective is to draw them into pursuit, so that we can split up, reverse direction, and form a ring around the fighters as they fire all of their missiles and torpedoes straight at the enemy. Then our ships regroup and cover the fighters as they retreat to rearm.

Hopefully we can manage all of this so that the Commander's ships can assist when we pull the fighter surprise.
>>
4x Fast Battleship (+1)
13x Razor (+7)
1x Carrier
2x Light Cruiser
14x Frigates
12x Corvettes

>I would suggest advancing all available forces as a unit, under cover of heavy ECM, to face the least-maneuverable enemy ships, from well outside their weapons range
You are aware that they'll be able to see you right? The launch of the fighters could be shielded with a nuclear barrage but they're going to see your ships if you maneuver as a group. Just something to keep in mind.

Vastly simplified breakdown.

Plan 1) Initial high speed attack, knock out the Carrier. Brawl while using fighter superiority.

Plan 2) Long range slugging match. Attack ship hit and fade. Attempt to draw out enemy ships to be hit by (surprise) massed starfighter attacks.

Any others or will be be choosing between these two?
>>
>>23035916
I figured they would be able to see them, but not be able to pin down exactly how many fighters there were or what their formations were, due to ECM.

Man, cloaking devices open up so many tactical options. I hope we roll well when it comes time to attack the Silent Hunter.
>>
>>23035916
I vote Plan 1

We've got surprise and the initiative, a knifefight is more to our advantage than a slugging match
>>
>>23036197
>>23036197
I would have to agree and lend my support to Plan 1.
>>
>>23035967
>Man, cloaking devices open up so many tactical options. I hope we roll well when it comes time to attack the Silent Hunter.
http://www.youtube.com/watch?v=A8I9pYCl9AQ

>>23036243
>>23036197
And here I was getting another survey ready for those by phone.

http://www.surveymonkey.com/s/FXZ27R9
>>
>>23036315
>http://www.youtube.com/watch?v=A8I9pYCl9AQ

Eventually, every attack ship will be cloaked, armed with dozens of SP torpedoes, and dragging a tractored drone with a Veckron weapon. And then a new cold war will consume all the galaxies.
>>
Rolled 5, 20, 13 = 38

Alright. Well hopefully we can get this done before the thread dies. Lets get some rolls!
>4 escort carriers
Fuck that's a lot of dice.

Roll 6d20
>>
Rolled 11

>>23036809
Let's get the rolling done before the cursed hour.

>1
>>
Rolled 6, 18, 8, 13, 3, 9 = 57

rolling
>>
Rolled 8, 8, 14, 6, 4, 19 = 59

>>23036809
/tg/ gods, bless these dice, you fuckers.
>>
Rolled 16

>>23036854
>2
>>
>>23036876
So Tsundere.
>>
Rolled 20

>>23036891
>3
>>
Rolled 2

>>23036939
>4
>>
Rolled 6

>>23036953
>5
>>
Rolled 17

>>23036962
>6
>>
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Rolled 6, 2, 5, 7, 20, 20 = 60

>>23036809

>dice+6d20
That is a lot of dice.
>>
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>>23036854
yer dice are the best and first, one dice roller.
>>
>Single dice
Rolled 11,16,20,2,6,17=72
>>
>>23037059
>Still say that thing looks like a Core Fighter upgraded with B-Wing body sections.


"At it again people. Rookies just follow your wingmen's lead and it'll be just like training, only with more emergency thrusters use. Escort Carriers, drop your fighters light usual and get to a safe distance."

"Copy that Lieutenant." Responds one of the newer Carrier captains. "Be advised, we'll need a bit more time for recovery operations

Third Wing jumps in from far beyond the edges of the system headed straight for the base. The Commander and the rest of the ships drop out just a few seconds after you do and begin jamming. Your Carriers split off while the Blackbird falls back slightly to avoid the inevitable incoming fire.
"The Carrier is still just above the station." Arron tells you.
"Got it."

All ships open up with phase cannons and begin to launch missiles and torpedoes. The concentrated phase cannon fire wears down the ships shields in a few seconds. Even with its escorts quickly moving to soak off some of the fire its too little too late. Day hits the ship with a plasma cannon shot between the sublight drives and the launch bays. While the impact causes plenty of damage of its own the secondary explosions are responsible for breaking it in two. As the forward sections begin to disappear under the sustained fire you order everyone to change targets and break by flights.

The enemy return fire is almost as staggering as your own. Its only as you begin to evade that you notice one of the escort carriers has taken a hit. One of the station guns managed to land a lucky hit while they were deploying fighters but before the missiles had begun to shield it from view. It's now retreating well beyond what you'd considered to be a safe range.
>>
"Concentrate on the battleships."

3rd squadron manages to weaken one of the battleships with combined fire from 2nd enough for the Commander to take a shot. A pair of heavy phase cannon beams punch through the primary and secondary shields and makes a hole for 3rd's new Centurion to land a plasma cannon hit on its midline. After a short delay a fireball erupts from the new hole in the central hull and the ship loses control.

The other fast battleships, are not nearly as easy to take down. Especially apparent are which ones survived your last battle. Each are taking full advantage of the other Battlecruisers and their escorts for cover and causing serious damage with their main weapons. The Razors are also being a problem as they've been outfitted with additional missile racks. 1st and 4th squadrons are doing well enough but are taking damage slightly faster than the rest. A few of the corvettes have had to break off due to damage as your ships reach the station, half going above and the rest below the structure, using it to help block fire from the enemy ships.

It only lasts a fraction of a second until everyone is into a confused close range brawl. Your smaller ships and experienced crews should be able to do well here against the less maneuverable battlecruisers. Still its not going to be easy the way those fast battleships throw out fire.

Winifred and the Cruiser squadron moving up behind you take out all four of the station guns by concentrating fire, punching through the weaker station shields protecting them.

"Sir, some of the incomplete ships are preparing for launch!"

[ ] Leave them for the others we have enough to do
[ ] Have a few ships try to deal with them
[ ] other
>>
>>23038286
Fighters deal with them. No way those things have point defense
>>
>>23038286

Well, who's in the better position to disable them?
>>
>>23038286

Can't the Commander's medium wipe out most of the incomplete ships due to no shields while launching?

Surely a medium cruiser can't put all of it's guns onto a single target.

[x] Commander's spare guns
[x] Damaged ships using station for cover

should be enough to pop at least half of the incomplete ships before they can raise shields...
>>
>>23038489
She doesn't have her medium back yet. She's commanding an ECM equipped Battleship.
>>
>>23038516

oh, derp.

does the battleship not have guns that fit the same category?
>>
>>23038286
Not if we can help it.

In case they dont have forward facing weapons in place somone could simply park in front of them and shield bump/ram them out of place. It may do some damage to the docking and fuelling gear, but we dont care much for superficial damage. It can be easily repaired afterwards.

Even if they do, a cruiser with some momentum should be able to pull it off and survive the trip without hull damage.
>>
>>23038541
2x heavy phase cannon array... Or did it get upgraded to four? I need to check the mission where you fought it.
4x torpedo launcher (2 forward, 2 aft)
2x Heavy pulse cannon (spinal)
Various phase cannon turrets
>>
>>23038628
That spoiler didnt work right.

The brawl is too confused to keep an eye on the entire situation. At least not while flying through it. You do notice Daska's lead flight trading fire with a Razor at a bad angle but still managing to come out of it alright.

"Tell some of the fighters to take care of it if they can. Send any wounded ships we can spare their way. At least they can use the station for cover."
Hitting the thrusters you turn the ship sideways and fire up into the belly of a passing Razor. Stray fire from one of the other battlecruisers and its escorts grazes your shield but you roll out well enough.
The Battlecruisers might be slower to maneuver but their fast firing shorter ranged pulse weapons are causing a lot of damage when they connect. In a target rich environment like this even your people can only evade so much. One of the Clarent class ships has its shield knocked down for a second and the entire port side drive plate mount tore off. You bet Verilis is glad she's not in a bulk cruiser right now because as sturdy as they are the ones in fourth squadron are taking a beating.

A Dagger in 1st explodes and the Attack cruiser with them takes a bad hit losing some torpedo launchers before ducking behind the station for cover.

"I think they've been upgrading their shields."
"No shit!" Yells
"Cut the Chatter!" You order.

The torpedo salvo from the fighters arrives a second later turning things back in your favour. The Cruisers are right behind them, blazing away. The pair of battleship elites swing down behind the station for cover from the cruisers and the command ship, one reversing between a pair of struts from the yard.
>>
"Watch it, he's in cover." You warn but there are only so many places for your people to go. One of the Light cruisers takes a torpedo and heavy phase cannon salvo to the engines as it passes. That's ones going to be hard to get out of there. You also notice launch bays doors opening on the back side of the station. Particle beam fire pours out of the gap, hitting a few of your fighters and clearing a path as gunships begin to fly out of the bay.

You're lined up well enough to hit either the launch bay or the battleship.

[ ] Battleship
[ ] Launch Bay
Roll 1d20
>>
Rolled 9

[ ] Battleship
>>
Rolled 10

>>23039223
>[X] Battleship
I think that's the bigger problem right now.
>>
>>23039277
If nobody else rolls within the next 10 minutes, I'll roll a second time to get our third try so TSTG can start writing.
>>
Rolled 10

>>23039223
Battleship
>>
welp
>>
Rolled 14

>>23039223
Launch bay people. We can end this threat in a matter of seconds and ensure we keep our strike craft superiority.
>>
Anyway, I have to be up in 4 hours, so thanks for the thread OP. Hope you don't get us killed before we reach page 10, guys.
>>
"LST stand by to detach." you order and pulse the afterburners, flying in above the back edge of the station. You launch torpedoes as fast as the launchers will cycle and single fire the phase cannons as the battleship begins to pull away slightly.
"All hands brace!" Orders Kavos over the coms as she see what you're doing. Shields connect with a sharp crack as you ram the aft section of the larger ship and struggle to keep from ricocheting off and into the station.

"Kavos!" your shout, while applying partial reverse thrust and using thrusters to bring your tail around.
"Tractor beams. They're on, there's too much movement!"
Turning hard with the bow shields still pressed into the larger vessel's you crank up the throttle again as the starboard heavy ball turret swivels to face you. Rolling to protect the LST you take the beam hit to the starboard bow. losing a launcher and one cannon. Somehow your manage to match movement as it begins to turn away and the EX-K falls through both of your sputtering shields.

Not waiting for a better opportunity the LST detaches and zipps across your portside and onto the larger ship's wing. Meanwhile despite the sound of metal on metal you turn the ship towards the starboard side and unload the remaining launchers into the turret as it fires again, burning a U shaped gap in the bow of your ship.

Alarms blaring you hit the reverse thrusters once you're sure the LST is clear. By this point the Battleship has it engines at full power, and blasts it way though 4th squadron's Journeyman in an attempt to escape. The three heavy phase cannon were nearly enough to cut your pilot's ship in two and being rammed by the still intact shields of a battleship finish the job.
>>
A second battleship and a few of the battlecruisers and escorts soon disengage as well. One of them explodes under the fire of the Command squad which have closed to range. A few other ships are still fighting but they're in no shape to flee the system, only to serve as a distraction.

"We still have ships trying to get out of the yard." Warns Mike as he swings his cruiser around to block one long enough to disable it. "Could use some help here."

"Our bow deflectors are damaged. Do not recommend pursuit." Warns Kavos.

You see that Verilis and Kat have both joined the pursuit with their new if somewhat broken in cruisers. A good number of the starfighters are getting reorganized and some are headed off as well, while others keep an eye on the station.

"Lets not allow that other Battleship they were working on to escape." You decide, moving over to help Mike.

When you get over there you find that the slipway at the far end is empty.
"What the- Arron, where did it go?"

"I didn't detect a launch from this one." He claims and begins calling up sensor data from the other ships and reviewing it.

"There. Some nukes went off a minute or two ago and when the blasts faded it wasn't there anymore. We should have seen it launch."

>What do?

See you next week Tuesday!
>>
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Shortly before deploying...

"Sir, there's a package for you." Says one of the junior crewmen as you you approach the bridge.
Checking the postage codes in your office you find that its from one of the nobles that escaped from the party with you.

"To Knight Lieutenant Sonia Reynard
House Jerik-Dremine Expeditionary Force

I hope this package finds you well. I was reminded our our escape the other day when seeing to salvage operations at the space port. Clearing out the small vehicles parking of wreckage was less of a priority than getting shuttle pads, cargo bays and roads fixed. We finally were able to get a spare repair team specialising in walkers down here to to do an estimate on the Skull you used. In the process one of the techs decided to take a rather interesting picture with it..."



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