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File: 1369771500805.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 (Hasn't been updated)

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, one of the elite units of the House, composed of fast hard hitting Cruisers, Frigates and Corvettes. You and your Wing have gained a reputation for capturing enemy hardware be it through battle or negotiation.

After the first three days of fighting in Operation Typhoon you again lived up to that reputation, capturing dozens of crippled starships and transports with the aid of your allies. Seven and Cruisers and five Frigates have been added to the wing, replacing several that had been crippled or destroyed.
Each of your attack squadrons now have 5 cruisers with the exception of 6th squadron which is an all cruiser force.

Your own ship the EX-K was hit by plasma cannon fire and crippled while convoy raiding. You've since replaced it with a less badly damage Royal Guard cruiser you recovered. So far the new ship hasn't been named, you've been far too preoccupied with getting the Wing ready to return to combat and contemplating what to do about the hot tub in your new quarters.
>>
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The opening wave of Operation Typhoon has been largely successful, with local enemy infrastructure damaged or disabled. With the pirates now on the run preparations are being made for the Faction fleets to drive ever deeper into heart of Warlord territory. Fleets are already launching for the next stage of attacks.
Still, there are enemies elsewhere that yet remain. Given the choice of three assignments you decided it would be best if you avoided the deep strike missions and concentrated on chasing down convoys and fleets leaving other areas. You're now on route to one of the three larger galaxies in the local group which is being attacked by thousands of Faction ships.

Given the speed with which attack units like yours crippled resistance in the surrounding areas Intel is anticipating a mass exodus. 3rd Wing will arrive at the target area in less than twelve hours.

"Linda! What am I supposed to do with all this space?" You exclaim showing off your quarters now that the remains of the smoke grenade from yesterday has been cleared out.

Linda shrugs. "Well, you're rich aren't you? Live a little."

"Being rich usually doesn't mean I have to screw over the rest of the crew for bunk space though."

"True, and I won't lie, I want to see about upgrading my quarters a bit at some point if that's okay." Your navigator starts to look around and steps into the washroom.
"They are rebuilding the EX-K ri... i-is that a hot tub in here?!"

"Yeah it is. I need to talk to the crew quartered in the surrounding sections about modifying the bulkheads. Either to give them more room or maybe even to make the hot tub general access."

"Have you tested it yet?" Asks Linda.

>What say?
>>
In the future, please use the word "quest" somewhere in your OP so that my filter works. <3
>>
>>25094603
"...No. Maybe I should whilst I still can?"
>>
>>25094603
"...no. Should we give it a try before we risk our lives again?"
>>
>>25094603
"Are you suggesting a bridge-crew evening hot-tub get together?"
>>
>>25094603

obligatory hot tub episode?
>>
>>25094871
>hey, Kavos, are you a boy or a girl this time of the year? because girls are planning to have a hot tub tonight.
>>
>>25094651
>>25094693
"Uh, okay! It'll give me a chance to try on that bathing suit I bought on Tourta but never got a chance to wear."

>>25094705
>>25094977
"Fine, but Arron and Kaz aren't invited. They'll just start a splash fight."

"Arron I expected as much but Kaz?"
"He's having a practical joke war with one of the gunners in 4th squadron. That should be proof enough."

>>25094871
>obligatory hot tub episode?
Seems that way.

You break out your spare clothing and change while Linda runs back to her quarters to do the same. She returns wearing a garment that wraps around the body in a spiral pattern, somehow managing to stay in place and flex with her movements.
"This is brand new, or it was new when It was stolen I don't know which."
"Would pirates even bother stealing swim wear?"

"Well it's expensive so I would. And if we happen to rescue some expensive supplies the military
doesnt have any use for I think the sellers on Tourta would be able to unload it."

You shake you head. With all of the salvaging going on the rest of the crew seems to be picking up in inclination towards legal piracy.
You're wearing an older two piece that you bought before attempting to sneak in some swimming on Concordance. It's nothing special. Kavos is -thankfully- wearing a bathing suit with a bit more coverage.

"No, I have not put on any additional weight since entering female phase." Your XO says without either of you asking.

"I swear if those mechanics sabotaged this thing or put hidden camers in here a medic will be needed." You mutter as you all sit down.

"And I will control the airlock settings." Adds Kavos.

Roll 1d100 for water jet mishap!
Oh wait, you had the mechanics actually look at it.
>>
Rolled 19

>>25095378
I STILL WISH TO ROLL
>>
The three of you manage to have a nice relaxing few hours in the hot tub and test out the water jets occasionally. Most of the time is spent gossiping about things going on outside of combat and funny stories.

After awhile you and Linda have to call it quits as you're starting to wrinkle. Kavos asks if it's okay to stay a little longer, Dro'all can handle water a fair bit better than Humans can. You tell her just to make sure not to be late reaching the bridge on time.

"Well this was nice. I'm sure if you give the crew access to the hot tub after the renovation there'll be a lineup from here to engineering to use it."

Before she leaves you ask Linda if she's heard about any suggestions for a ship name.

"Arron suggested the "Dominionator," there was also "The Serial Peacemaker" "The Continuation Of Diplomacy By Other Means" "Distinctly Unreliable" and I'm not sure who suggested "The Oberstein."

You make a face of mock horror at the last one. Really it's not that bad though.

"I heard Mike suggest you name the ship after the Royal Guard Captain who helped you escape the Coup attempt as well but he didn't catch his name."
>>
>>25095537
Since we didn't catch his name what about "The unnamed guard"
>>
>>25095537
We could try to find out his name and name our custom designed cruiser after him.
>>
>>25095611
That might actually be a good idea since we won't be getting it until after we deal with these pirates and it would give us time to find out his name.
>>
>>25095537
That'd be a good homage. If we can't find his name, go with >>25095591
>>
>>25095709
>>25095591
I would have to agree, if we don't know his name this seems appropriate and it works since we are on a Royal Guard cruiser at the moment.
>>
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>>25095695
You can make an information request from the Ruling House but it would need to be over a secure channel. This means it will have to wait until later.

Any other suggestions? I'll add them to a survey later on.


A few hours later you're suited up and ready for combat. All ships report ready for reversion. Given the speed of your approach you'll need ten minutes for your drives to recharge and cool down before actually going after convoys.

The convoy launch zone consists of the most likely region ships will prepare to make a long range jump to the other galaxy. Any other areas suffer too much gravitational warping and would take more power and in flight course corrections. Not something you want an entire convoy doing. Some lrger starships, especially super heavy cruisers, have difficulty making that sort of correction in flight.

Where in the approach corridor do you want to drop out?
>>
>>25095991
>Where in the approach corridor do you want to drop out?

A bit outside the approach corridor, I'd suggest. Just in case we're unfortunate enough to meet some hostiles during our 10 minute recharge time.
>>
>>25096165
Second.
>>
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>>25096165
Your unit entering the area within the approach corridor due to flight planning restrictions. If you want you can drop out early, outside the convoy launch zone then move out and around to other areas.
>>
>>25095537
There is potential for some next level shit here where instead of naming the ship after the guy we don't name the ship after the guy and when people ask us why our ship doesn't have a name we say its because neither does the guy we named it after.
>>
>>25095991
I want to drop out on that single green pixel out past the pointy part of the end of the corridor.
>>
>>25096423
I like it, but still think we should unofficially name it 'Captain'. It was good enough for him, it should be perfect for our ship.
>>
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>>25096417
>Your unit [is] entering the area within the approach corridor due to flight planning restrictions.

>>25096465
>I want to drop out on that single green pixel out past the pointy part of the end of the corridor.
That wouldn't have even show up if AutoCAD created circles instead of these things.

[ ] Drop out early (Left, right, middle?)
[ ] Farthest possible insertion point
>>
>>25096716
I'm sticking with furthest possible, my reasoning is that if there is going to be an ambush it'll be at the most likely reversion points, which are the 'safe' ones in the middle of the approach. The enemy is less likely to expect us to double down on crazy aggressiveness.
>>
>>25096716
>[ ] Farthest possible insertion point
Why not.


#yolo
>>
>>25096716
[X] Farthest possible insertion point
>>
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The wing draws closer to the rim of the galaxy, the light of stars growing brighter by the minute. Nebula and star clusters become increasingly difficult to differentiate as more clouds make it harder to see deeper inside the disk of the galaxy. There are also other moving points of light, bright ones beginning to head away in the direction of the Warlord homeworlds. Because of their brightness it's hard to tell they're passing a few thousand light years distance below you.

In the last fifteen minutes the launch points from the convoys grow increasingly closer to your flight path. Some of those that have jumped up above the plane of the galaxy before beginning the long range jump are only a few hundred or dozen light years above you.

"Picking up plenty of traffic, mostly outbound but the occasional House fleet or ones from other Factions. Known trade lanes are still packed but they're trying to clear out. Looking like a beautiful morning for convoy hunting." Says Arron. "Now if only I had weather reports for a dozen major spaceports to go along with it."

By the time you're approaching the coordinates to drop out you're a little worried some of your people might be pulled out of FTL prematurely by passing stars. Popping back into real space it seems that all of you have made it, though some of those that had been at the edges arrive most of a minute late.

You request local intel while the drives are recharging.

"Eight of the convoys are believed to be on the verge of jumping." Says Lt Metharom "We won't have much time to attempt to raid them. Estimated threat level of the escorts are listed. We don't need to attack the escorts, just hit the transports. Still it's up to you."
>>
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>>25097538
>Looking like a beautiful morning for convoy hunting."
Excellent. Put on our uboot hat and convoy hunting beard.
>>
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>>25097637
Would this be close enough?
>>
>>25097870
Oh, definitely.
>>
>>25097538
Shall we start off by attacking the closest threat 4 convoy to us? Might be able to take out most of them before they jump.
>>
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You can ask for assistance from one other allied group at a time. If a particular group is driven from the field you will no longer have access to it.

Rovinar battle squadrons like those you fought along side before are available.
Dominion Corvette Wings and Carrier Groups are also present.
Kavarians have sent Attack squadrons and Battlecruiser squadrons.
Terran Lance class medium cruisers are operating in pairs. They can provide heavy fire support but won't hold up long against concentrated fire.
Republic units are not yet available.

Which convoys will you be going after?

>>25098032
There's 1 for the Threat 4. Anyone else?
>>
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>>25097538
We should split the Wing so that we can attack the nearest convoys quickly. A couple squadrons can head south while the rest of us go north.

I'd like to have some allied units deal with that level 9 off to the side for us, if we won't be able to get to it in time.
>>
>>25098140
>Merchant raiding
Truly the noblest of pursuits.

Seconding the threat 4
>>
>>25098199
>I'd like to have some allied units deal with that level 9 off to the side for us, if we won't be able to get to it in time.
Only one unit can be spared at any given time. They'll provide assistance, but won't do your job for you.

Plenty of votes for the threat 4. Do you want to send the entire unit, or send part of it and the other half goes off to attack some of the other convoys like
>>25098199
>>
>>25098464
We have 6 squadrons + escort carriers, so lets hit that threat 4 convoy like an angry fist of god.

Unless an allied force requests support, lets hit this first one angry fist of god mode.

can we get our updated wing info?
>>
>>25098464
Send the entire unit and once we are done with this first group we can look to either split up and attack multiple targets or try to go for the larger convoys.
>>
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Rolled 42

>>25098754
>>25098786

>can we get our updated wing info?
Here you go.

roll 2d20
>>
Rolled 12, 18 = 30

>>25098838
>>
>>25098838
Also this current wing org is great. Nice even numbers and distributions all around.

Gotta enjoy it while it lasts
>>
Rolled 17, 18 = 35

>>25098838
>>
Rolled 9

>>25098838
>1
>>
Rolled 1

>>25098999
>2
>>
Convoy raiding? This is less of a raid and more of a massacer.
When you jump in it immediately becomes evident that there are too many transports for the number of escorts present. Phase cannon fire from the opening barrage does damages not just the escort but more than half the transports.

Your fire combined with some from 6th squadron knocks down the shields of a pair of light cruisers before they can even respond. Pulling up after the strafing run you at last get a feel for how much heavier this ship is compared to the EX-K. The power to weight ratio is still comparable to the Bittenfeld before you upgraded her engines but holy hell do you need to pull back hard to get the same maneuvers. Its a good thing this ship has plenty of turrets.

By the time you've come around for another pass most of the ships are either breaking formation or surrendering. Good thing you requested more marines if you want to capture a ship or two. Alex disables one of the warships before it can jump out, though some corvettes still get away.

"These were light weights." Says Daska. "I doubt the next bunch will be so easy."

"We're well ahead of schedule." Kavos reports. "We can call for recovery ships but what do you want to do about those that still have functional engines and drives?"

[ ] Put marines aboard them
[ ] Leave a few ships to guard them, meet up later (Who?)
[ ] Other
>>
>>25099567
>[ ] Other
Can we scan them for their cargo?
If so, have our marines board those with important stuff, request the other ships eject their driveplates.
>>
>>25099567
are there any ships with functional drives that stand out as likely to to have something worth capturing for the House? [I assume landing our own marines still nets our wing the salvage rights/priority]

How many ships would we reasonably need to leave on guard duty?
>>
>>25099720
>Can we scan them for their cargo?
>>25099797
>are there any ships with functional drives that stand out as likely to to have something worth capturing for the House?
"Scan those that are undamaged for valuables."

There's 3. One has Drive components, the other a mix of vehicles that are hard to pick out because of their number and the third is carrying unrefined uranium ore.

>How many ships would we reasonably need to leave on guard duty?
Three Frigates minimum.
>>
>>25099720
Sounds like a plan.
>>
>>25099940
How long will it take our recovery ships to there?
>>
>>25099940
I'm thinking we leave 1st and 4th flights from 5th Squadron [Kemp is in one of those, right?] and one of our escort carriers [the one with the fewest fighters left].

We should land marines on those 3 transports and get them under our control quickly.
>>
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>>25100104
Could be hours.

"I want marines on those 3 transports. Have them made ready to jump out of the area if additional enemy ships arrive. Have the remaining undamaged ships eject their drive plates and await salvage teams."

>Are you leaving any ships to guard them? Y/N

NEW INTEL: One of the convoys has begun to jump out and has been removed. Another has been moved up in priority, a threat 4.

How will you be deploying your Wing?
>>
>>25100172
>>Are you leaving any ships to guard them? Y
2 frigates. I'm sure we'll find some volunteers.
>>
>>25100172
I recommend moving most of the Wing up to the threat 7, with support from the Kavarian squadrons. That way they'll already be with us if we go on to attack the threat 10 near there.

6th squadron can head down and attack the new threat 4, then the threat 2 next to it.
>>
>>25100172
N

For our next target I say lets hit that Threat 7 convoy up top and request aid from a Kavarians Attack squadron.
>>
>>25100216
>I'm sure we'll find some volunteers.
As a matter of fact some of your Mercenaries are looking for good excuses to avoid combat before you hurl the unit at some overpowered target.

>>25100327
>>25100383
Everyone else okay with this?

>6th squadron can head down and attack the new threat 4, then the threat 2 next to it.
Reminder: 6th Squadron is no longer equipped with afterburners.
>>
>>25100417
>Reminder: 6th Squadron is no longer equipped with afterburners.

One of the Dominion Corvette Wings can tag along for support, or for covering 6th squadron's retreat if things get heavy.
>>
>>25100327
>6th squadron can head down and attack the new threat 4, then the threat 2 next to it.
Erm, I doesn't threat 4 mean it would take 4 squadrons to to defeat the enemy without any significant losses?
Sending only 1 squadron to deal with them, even if they're only going after the transports, seems a tad... unwise.
>>
>>25100417
>merc volunteers
Sounds good to me, let them guard. If anything escapes they'll regret it.

Additional vote for hitting the threat 7 with Kavarian support.

Don't split the wing. Stick together for this attack.
>>
>>25100541
Oh they could still raid the convoy and shoot up transports with one squadron but they're still only 6 ships, even if they are cruisers.

>>25100508
You can request the aid of the Kavarians with your larger group, or you can request that a Dominion unit to assist 6th. You allies can only spare 1 of their units from other duties at any given time.

>>25098140
>>25098464
>Only one unit can be spared at any given time. They'll provide assistance, but won't do your job for you.
>>
>>25100685
In that case, I'd suggest sending 6th squad to the threat 2 convoy. The threat 4 one has just arrived, so we should have some more time to deal with it, compared to the other one.
>>
>>25100998

That is sending 6 ships at a target rated as a relatively fair fight for 24 ships.

let us just keep the wing together for this big attack.
>>
>>25100685
I say we take everyone and hit that threat 7 with a little help from the Kavarians.
>>
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>>25101128
"Get set up, we're going after the Threat 7 convoy. Escort carriers, there might actually be time for you to deploy starfighters this time. Do your thing."

Next you have one Mercenary Frigate each split off from 2nd and 3rd squadrons. They'll remain behind with the transports here.
"It's been fun Knight Captain. Wishing you luck!"

Lastly you request assistance from one of the Kavarian units operating nearby. An attack squadron would certainly help out.

"They'll meet us at the threat seven target sir. Most of their unit are newer K-types but they're using Firestorm Frigates to fill in the gaps where they've lost ships."

You idly wonder what the Rovinar are doing with those slightly used K-Types you allocated to them as part of the salvage the other day, then move out.
>MFW you gave the Rovinar some of the best Attack Cruisers available from your salvage. After unlocking Iratar equipment access.

Roll 4d20
>>
Rolled 4, 11, 11, 7 = 33

>>25101499
>>
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Rolled 13, 11, 11, 14 = 49

>>25101499
Rollo
>>
Rolled 15

>>25101499
1
>>
Rolled 5

>>25101624
>2
>>
>>25101499

as the person that wrote up that list, I'm kicking myself for not having a clue that K-types were that high-end.

At least the Rovinar love us for it, right?
>>
Rolled 12

>>25101634
>3
>>
Rolled 1

>>25101646
>4
>>
>>25101637
It laughing at our expense.
>>
>>25101637
Combine that with the fact we are apparently getting metals and what not from the other factions at some point for all the help he have done.
>>
>>25101637
Eh, don't worry. I can never remember which stuff is good, I even manage to confuse the ship categories at times. E.g.
>Battleships worth less than some kind of cruisers. Super heavies are cruisers as well...
Next time we'll just have to ask TSTG to attach a price tag to every piece of salvage.
>>
>>25101712
I wonder if the royal guard (or whatever agency constitutes Dominion internal affairs) has an open file on us yet?
>>
>>25101785
I'm pretty sure they have had a file on us ever since we found the missing "Ghost" ship.
>>
>>25101748
>Next time we'll just have to ask TSTG to attach a price tag to every piece of salvage.

If he starts doing that, he's going to need enough spreadsheets to make this into an actual computer simulation.
>>
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>>25101996
Then we'd just be playing EVE Online. But, yeah, we should pay closer attention next time.
>>
>>25101637
The first K-Types were only just being deployed in the last months of the Second Faction War. They were the test bed for the first armor systems designed specifically to resist SP Torpedoes. Not enough were produced to affect the outcome of the war. When the Iratar government was installed they did everything possible to gather the various technological breakthrough the Union had pushed through. This was easier as some of the top researchers had been former Iratar personnel.
K-Types are now the Kavarian Imperium's main line cruiser. Older models are routinely scrapped as their fleet size is limited by treaty, meaning most are quite new and up to date.

On the bright side you didn't give them to a rival House.

>>25101748
I've been meaning to make one of those ship size/scale comparison graphs like most settings have for a long time now. Things keep coming up and I put it off.

>>25101814
There was a certain cruise liner that had wealthy nobles aboard it some time before that even.
>>
>>25102227
>Older models are routinely scrapped as their fleet size is limited by treaty, meaning most are quite new and up to date.
Not complaining about the choice we made, but how am I supposed to know that?
>>
>>25102252
You're not, but K-types as a whole are better than say, the C and E-types you tend to have salvaged in the Smugglers Run.
Moving on.

This convoy is a bit more organised than the last. The fact they they have a good deal more ships might have something to do with that. in many ways its much like the two larger ones you fought back in the last dwarf galaxy.
Your first three squadrons jump in and begin to strafe the formation. They're quite effective and while the fleet doesnt completely panic a few do and are soon crippled. Escorts have to reposition. The rest of the Wing jumps in an begins a follow up attack, then the Kavarian Unit makes its run.

Your second wave and the Kavaraians weren't quite as effective. The defenders had time to prepare for additional waves.
"You know the drill, pull back to a safe distance by flights if your shields take too many hits."

All of the fighting has bought time for your Escort Carriers to deploy starfighters. With seven attack squadrons the escort ships are steadily being worn down. Tightening the noose your people start to disable more ships towards the front of the convoy, slowing the rest down as they try to deal with broken starships littering the field. Your starfighters fall on the remainder, torpedoing the starships and using cannon fire to disable the transports.

"This is Knight Captain Sonia Reynard to all remaining ships, stand down and surrender."

"There's a few ships still trying to make a break for it, using the crippled ones for cover." Warns Arron.

Roll 1d20 for intercepting the last bunch.
>>
Rolled 13

>>25102340
Why do they always try to run?
>>
>>25102340
>You're not, but K-types as a whole are better than say, the C and E-types you tend to have salvaged in the Smugglers Run.

Higher letter classification means better cruiser, got you.
>>
Rolled 17

>>25102340
rollan
>>
>>25102227
>certain cruise liner
That damned Kobayashi Maru
>>
Rolled 9

>>25102340
Gotta catch 'em all.
>>
>>25102394
If this quest runs long enough, we may get this line:

"By treaty, the Kavarians are only allowed one Z-type Cruiser in their entire military. Now you know why."
>>
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>>25102626
Fortunately, they only made it to the S-type.
>>
>>25102386
>Why do they always try to run?
"Everybody Runs" even when cops have jetpacks apparently.

A few of the tougher ships are able to quickly blast through and jump but your extra cruisers make sure that the number is much smaller than it otherwise would have been.

While starfighters begin assisting in mop up another transport jumps in at a distance. It's not broadcasting an IFF at first.

"Arthur, you're the fastest ship now. Think you can reach it before it jumps?"

"Sir we're being hailed by the transport."

"Hold that thought Arthur. Put me through."

An enormous Dro'all appears on screen, easily the largest and most overweight one you've ever encountered. You didn't even know it was possible for Dro'all to have actual rolls of fat. Ugh.

"Hello House Jerik-Dremine ships! I was just in the area, passing though on my way to the various business opportunities available here, when I realised a good number of House and allied ships had converged on it. With so many ship both theirs and ours I suspected someone was determined to stop them, and it seems that someone is you!
I doubt you could salvage all of these spoils yourselves with your busy schedule. So much to do, so little time as they say. Perhaps I could avail myself and lighten your burden. My salvage and transport ships could easily handle a convoy such as this now that their escort has been disabled."

You blink. "And you are?"

The Dro'all starts, in what you belatedly realise is a fit of laughter.
"Good heavens I didn't realise we hadn't been formally introduced. You may call me Lord Ferrigold. I'm something of a neutral trader, with contacts in every House of the Dominion."
>>
>>25102824
Can somebody make a quick call to Command and find out if there's a file on Lord Ferrigold?
>>
>>25102824
Thanks but no thanks guy, I think we can manage on our own here.
>>
>>25102824
"So let us get to the point! You need vessels salvaged and I require transports for my ever expanding "trade empire" as people call it." He says while gesturing quotations with his hands. "Well, they call it many other things but those are NOT fit for polite conversation I'm afraid. If you're concerned don't worry, I can offer reduced special rates to your House as added incentive.
Most have been quite happy with the service I'm providing. These Pirates have been a menace long enough and too many honest traders have lost ships to them or been forced into moving goods for them. I'm putting these vessels back into the hands of honest traders once again for only a modest fee.
So, what say you?"
>>
>>25102989
Definitely a tempting offer, but we'll have to call our boss first.
>>
>>25102824

Credentials? Who does he know in JD?

When was he last in contact with Commander Abigale Winifred Holtby? [we knowingly supply him her old name]

Who in theater will vouch for him?
>>
make a note to ask dad about this guy

he is so shady, but I'd be for inquiring into his price/time estimates and MO
>>
>>25102989
The answer is no. We don't need to verify his credentials or see more testimonials from his previous customers. We've got our own recovery vessels inbound and he can rest assured that they are plenty numerous and well guarded and that we therefore have no need of his services.

Engaging with the scammers makes you a mark and they will never leave you alone
>>
>>25102946
>Can somebody make a quick call to Command and find out if there's a file on Lord Ferrigold?
Kavos sends it to your terminal.

Lord Ferrigold
Alias "Ferrigold the Fat"
Profession: Free Trader
House Allegiance: None

Ferrigold the fat is one of the largest shipping magnates in the Dominion, in every sense of the word. His transports can be found in nearly every major trade hub and within the space of all the Major Houses. If you need cargo to arrive at a destination no matter what Ferrigold is the one you call. Unlike most traders who suffered terrible losses over the years due to pirates Ferrigold's organisation had sufficient resources to established armed convoys and contacts to provide shelter for his ships when that protection was not enough.
It's widely known that he employs blockade runners and smugglers to get supplies to their destination if offered enough money.

He was contracted by The Ruling House to ensure smooth logistics once the Expeditionary fleets were beyond the support of House Lat'tham space. The coup attempt through a wrench into much of that planning but supplies still got through.

>When was he last in contact with Commander Abigale Winifred Holtby? [we knowingly supply him her old name]
"Oh dear goodness me, it has been some time hasn't it, more than a year. I do imagine that rather nasty business with the divorce hasn't cause over much trouble with your chain of command? They were both ones to always keep things professional when it was needed most. Listen to me being such a gossip! I do hope you'll forgive me for that. Now given that other convoys are escaping this very moment I suggest we come up with some sort of arrangement rather quickly. If you don't want me to keep the transports I'll merely bill you the cost of recovering them. Unless you don't even want that!"
He leans back and laughs, which comes out as more of a faint wheezing noise.
>>
>>25103305
Oh wonderful he can probably buy and sell US.

Sure he can help recovery and he can take his payment in the form of a cut of the transports at whatever his 'friends' rate is
>>
As the thread is most likely going to pause in an hour or two, I'll just sleep on it.
>>
>>25103305

... so he is a pirate face.

A shame we can't hire his little fleet and then ambush them, huh?

... or feed them false intel
>>
>>25103410
As long as he's in favor with the Ruling house, I don't see the harm in treating with him.
>>
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After catching his breath he leans forward again.
"Oh, before it slips my mind entirely do be careful; I've deployed a number of Q-ships in the area."

At your look of concern he raises a hands in mock surrender.
"Oh, not here! Goodness no a convoy this size is far too much trouble. You may encounter them going after the smaller convoys. Good people, professionals all. I made them promise to warn anyone from the Factions or Houses coming after them to help save time. You won't know what convoys they're in because even I don't know, operational security. I'm sure you understand, you seem capable enough."

He transmits a data burst with includes ship data on what looks like a Moliminous Class Transport. It's certainly big enough. The cargo containers would each have room for a combat Frigate hidden inside them. Just one of them could carry a squadron.


>>25103410
>... so he is a pirate face.
It's not piracy if you're stealing from criminals.
>>
>>25103607
I'd still like to hear what our commander thinks about his offer, but he seems like somebody we should try to get along with.

We should at least listen to his offer.
>>
>>25103607
I like this guy and I think we can learn to get along with him.

On a side note we should tell him if he should find anything "interesting" on any of the transports that he might think we would find useful.
>>
[ ] Get him to salvage in return for all the transports, House gets trade deals
[ ] Get him to salvage in return for some transports to cover expense
[ ] Pay him to salvage, House gets everything
[ ] Tell him your people will take care of it, be in his way
[ ] Other
>>
>>25103845
[x] Get him to salvage in return for some transports to cover expense

Dad told us we need transports
>>
>>25103845
>[ ] Get him to salvage in return for all the transports, House gets trade deals
>[ ] Get him to salvage in return for some transports to cover expense

I think these are probably the best options. Let him do the salvage, and then command can decide which they'd like more.
>>
I imagine this guy's 'friend' rate involves his people cherrypicking the cargoes and never reporting them, then reporting far more work than they actually do. If they don't just make a few ships vanish completely.

If someone higher up wants to hire this guy, let them. I'm more inclined to ask a friendly House to help us collect some salvage, or even the Terrans/Rovinar. Better to get fucked by someone you know than be fucked by someone you don't.
>>
>>25103845
[X] Get him to salvage in return for all the transports, House gets trade deals
[X] Other
A look at any special items of interest found on said transports.
>>
>>25103908
>>25103901
Well, if we take his deal, he he gets some/all the transports. Doesn't say anything about him getting the cargo.
>>
>>25103845

[x] Tell him your people will take care of it, be on his way.
[x] Other: Talk to friendly Houses/Rovinar/Terran salvage groups. If we end up overwhelming our local salvage teams, they might have a better price/favor cost than this parasite.
[x] Pass it up the Chain: If someone higher than us wants to pay this parasite from their own pocket, fine by me. If they want to pay him with ships, they can cover the losses to the squadron's Requisition themself.
>>
>>25103845
[X] Get him to salvage in return for all the transports, House gets trade deals

I like to think of this as adding someone to our list of contacts for after this pirate business.
>>
>>25103845
Do the deals only apply to the ships we managed to capture here, or to all we manage to disable during this operation?
>>
Why are we considering offering this guy -all- of the transports? Wouldn't a handful of the damned things be worth far more than would be reasonable to pay for a salvage operation?

Let's not get bent over a radiator and taken without lube, if we insist on dealing with this parasite.

I'm also worried that no matter what we pay him, he's going to cherry pick the hell out of any good cargo on the salvaged ships.
>>
http://www.surveymonkey.com/s/9KSNBVH


>I'd still like to hear what our commander thinks about his offer,
You're in a combat zone away from secured extragalactic long range communications. You can get a call or message through but it will take some time before you hear back. 30-60 minutes for messages not directly related to combat operations.

As asking the Commander will take time you don't have right now, having your people and allies dealing with salvage for the moment would be easier for her to fix later if she decides she wants something else.

No matter what you've decided you want the cargo on those ships and want a contact signed stating that before letting him near them.

"We're sorry the number you have entered can not be completed as dialed. For long distance calls please press 1 then dial again. We're sorry the number you have dialed is not currently in service. Press the # key if you wish to be notified if this line becomes free in the next thirty minutes."

>>25104369
Just the ones here.

See you guys for a bit in the morning.
>>
Bump.
>>
>>25104609
>[ ] Get him to salvage in return for some transports to cover expense

We get dibs on any U-hauls, and we+the commander have final say over the transports in general. Apologize for the limitations, however as we are in a combat zone, a situation may arise which could call for a ship under his claim. Reassure him that he will be compensated for his assistance in any scenario, however we must keep any potential asset liquid until after we complete our objectives.

Since we don't have our own recovery unit active yet, we could definitely use his help in salvaging. I say we draw up these terms into a quick contract and then move on. We've got work to do, and with him salvaging for us we can redeploy to the next target.
>>
>>25109404
This sounds very reasonable. Supported.
>>
>Get him to salvage in return for some transports to cover expense
Is the winner by a long margin.

>We get dibs on any U-hauls, and we+the commander have final say over the transports in general. Apologize for the limitations, however as we are in a combat zone, a situation may arise which could call for a ship under his claim.
"I've certainly had worse offers. We can work something out once things have settled down."

>Reassure him that he will be compensated for his assistance in any scenario, however we must keep any potential asset liquid until after we complete our objectives.
"Don't worry, the transports will merely wait in a parking orbit near a Faction controlled station until the payment issue is settled."

>Since we don't have our own recovery unit active yet, we could definitely use his help in salvaging. I say we draw up these terms into a quick contract and then move on. We've got work to do, and with him salvaging for us we can redeploy to the next target.

>What is he going to do about the surviving crews and cargo? shouldn't really do anything different with them, but incase ask. have blackbird take some detailed sensor data to compare with what he actually hands over the details of what transports he receives are to be handled and negotiated by the House

Do you want to have Hafnar stay behind with the Blackbird to keep an eye on things? Meanwhile he and one of his crewmen can help draw up the contract.
Things wanted in the contract are:
>Claim to cargo aboard the ships
>Captured crew get POW status
>House/Commander gets final say on what ships he gets

Is this acceptable? Y/N?

I'll be back in a few hours, need to run to work a bit earlier than planned.
>>
>>25110071
>>Claim to cargo aboard the ships
Claim to 50% of the cargo by value, we get first pick, and then we take turns choosing.
>>
>>25110166
wtf, man, this cargo is ours, he only wants the ships
>>
This guy strikes me as the kind of person/organization you can never truly be friends with and would make for a horrible enemy. Best way to deal with them is to just have as little contact as possible. That isn't to say you can't strike a deal though.

The terms seem fine. Hafnar can stick around since convoy raiding doesn't have much call for jamming or other ecm stuff. His ship is probably the best suited for scanning all of the ships we salvage and making a log of their contents.

>>25110166
Nah, that would just give him an incentive to hide the really good stuff. If we simply pay in ships only then we can determine his share based on effort spent on recovery AND the cargo recovered. This way he has to report everything.
>>
>>25110166

This sounds fair. We have definite need for repair materials, munitions and provisions, however we'd have little use for trade goods like souvenirs or handbags. I'm sure we'll be able to split the cargo in a manner that would satisfy both parties.

We may act like privateers at times, but we've always attempted to pursue a fair deal in good faith.
>>
>>25097538
>>25099567
>>25101499
>>25102340
>>25102824


http://www.youtube.com/watch?v=bxgsvm69EOs
>>
>>25110166
>>25110324
He didn't even asked for cargo, and you want to hand him 50% of it on our own accord? Like to make him even fatter or something?
>>
>>25110307
>>25110166
>>25110324
>>25110594

It seems somebody is misinterpreting this:
>Meanwhile he and one of his crewmen can help draw up the contract.
Things wanted in the contract are:
>Claim to cargo aboard the ships
>>
>>25110594

Going by >>25110071
Things wanted in the contract are:
>Claim to cargo aboard the ships

Made it seem like he added that to the contract. Splitting the cargo so we get things we need is our counter offer.
>>
>>25110669
That means our claim on 100% of cargo, not 100% for trader.
>>
>>25110798

In that case maybe he'd be interested in buying or trading for what we don't need? Would be nice to turn the cargo we don't want into SP torpedoes.
>>
>>25110307
>>25110166


I think the Idea of Anon here is that we give him the cargo so that the equivalent market value in credits is not deduced from transports.

We want transports more than cargo, and with final dibs on cargo we can get the choice bits. The only thing that can fuck us over is since they are the salvage crew is them cooking the books, which is nearly guaranteed in a small and decent measure.

Having some ECM or so ship and some marines providing extra security for this salvage operation might be the things we need to keep them honest.

In any case, two or three more convoys and we are most likely spent since we will have overtaxed our ability to salvage and safeguard that shit, or even proxy it to someone else that can do it in a timely fashion.
>>
Bump.
>>
>>25110798
>That means our claim on 100% of cargo, not 100% for trader.
This. Sorry If I was being unclear again.

These are things you guys wanted in the contract based on discussion both in thread and the survey.
>Claim to cargo aboard the ships
>Captured crew get POW status
>House/Commander gets final say on what ships he gets


If you want you can have some House salvage personnel go through the cargo later after everything is recovered and see what could be sold off to cover some of the costs. He'll still want some of the transports.

Back after 4pm EST
>>
>>25113884
>If you want you can have some House salvage personnel go through the cargo later after everything is recovered and see what could be sold off to cover some of the costs. He'll still want some of the transports.
Yes, please.
>>
>>25113967
Second. He's doing a job for us, he deserves to be compensated one way or another.
>>
>>25114091
He should also be able to get a better price for items we would have little use for. Medicine/supplies for alien species who don't tend to live in the Dominion, for example.
>>
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You tell Hafnar to stay behind with the Blackbird and have a few extra shuttles with marines sent over to help with any boarding actions.

"Keep trying to get a message to the House Salvage teams. I want them to inspect the cargo aboard the transports before trying to sell any to that, that..."

"Understood sir."

"And don't forget the POW status for the prisoners. I half expect him to space them otherwise."

"Or just hire them." mutters Arron. You shoot him a glance before closing the channel.

"We have to get back on the move before the convoys jump."

You call up the map again. Shit, four of the convoys are about to jump out. You'll only have enough time to raid one of them unless you split up.
You still have most of your full unit including the Escort Carriers and an allied attack squadron helping you out.

How will you deploy your Wing?
>>
>>25116471
Do we have some intel on the convoys that are about to move out?
>>
>>25116513
>Do we have some intel on the convoys that are about to move out?
Just their estimated threat levels.
>>
>>25116536
Hmmm, that's unfortunate.

When taking our experiences with the convoys so far into consideration, how would 5 wings with support fare against a level 10 convoy, and how would 1 wing fare against a level 2 convoy.
>>
>>25116693
>wings
Squads, I meant.
>>
>>25116693

If you're suggesting we hit one of those threat 10 convoys, I agree. we should, at the very least, bleed one of the big convoys before they manage to escape.
>>
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>>25116693
>When taking our experiences with the convoys so far into consideration
Well so far you've used overwhelming force to completely smash both the convoy escorts and the entire convoy. You haven't exactly been performing real hit and run raids.

>>25116693
>>25116813
So, what squadron would you like to send off to attack the Threat 2 convoy?
>>
>>25116693
it's not 5, it's 6 + carriers + allies, so like 7-8. I think we can tske out a 10.
>>
>>25116911
>So, what squadron would you like to send off to attack the Threat 2 convoy?
4th, I'd say.
>>
[ ] Full force target the nearest Threat 10
[ ] Split up. Bulk of force targets Threat 10, one of the squadrons hits a threat 2
[ ] Other
>>
>>25117187
[ ] Split up. Bulk of force targets Threat 10, one of the squadrons hits a threat 2

Sic 4th on the threat 2, everything else raid the threat 10
>>
>>25117187
>[X] Split up. Bulk of force targets Threat 10, one of the squadrons hits a threat 2
Just make sure to tell everybody to take no risks. There will be many more convoys to plunder, but we can't replace any losses.
>>
>>25117187
[X] Split up. Bulk of force targets Threat 10, one of the squadrons hits a threat
>>
>>25117510
>>25117322
>>25117278

"Fourth squadron, split off and head for the threat two, best possible speed."
Thall acknowledges and her unit jumps out. It's going to take them a few minutes even at their maximum jump speeds to reach the location.
"The rest of us will be conducting a raid on the threat ten. Try to buy time for the starfighters to launch but remember, don't take any risks. We have many more convoys to plunder today."


Roll 4d20
>>
Rolled 17, 18, 12, 18 = 65

>>25117684
>>
Rolled 11

>>25117684
>1
>>
Rolled 8

>>25117940
>2
>>
>>25117937
I feel bad for the convoy
>>
Rolled 19

>>25117954
>3
>>
Rolled 15

>>25117988
>4
>>
Rolled 17, 3, 11, 11 = 42

>>25117684
>>
>>25117956
>17,18,19,18
Yep, that should hurt.
>>
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On jump in you can see why someone might need ten squadrons to attack this convoy. While there are a few of the normal transports and escort ships nearby, the centerpiece is a super heavy cruiser loaded down with containers and damaged smaller ships.

"It's a Mega but it's been heavily upgraded. The main heavy phase cannon arrays are blocked by the containers but there are additional fusion cannon turrets that have been grafted on. I can't tell how functional the damaged ships hitching a ride on her are."

"Hell." You switch to full wing coms. "This is Reynard to everybody, modify your attack run plans. We'll need to strike from the front or aft only. Avoid coming in on its flanks. Arthur?'

"Yes?"
"Don't get shot this time."
"I make no promises sir."

"Should we cut into our SP torpedo reserve?" Asks Kavos.

[ ] Use SP's (Specify number of Torpedo volleys)
[ ] Hit and run with conventional weapons
[ ] Conventinal raid, SP's on standby, fire SP's at the last second before it can jump
[ ] Other

Also, will you be trying to do as much damage to her cargo as possible or disable the engines?
>>
>>25118274
How much damage can the engines on a ship like that take before it's unable to jump?
>>
>>25118274
I say disable her by using a volley of Sp's.
>>
>>25118274
Disable her engines. This cruiser is OURS

>its venevere
Well captcha thanks for naming our sweet new toy.
>>
>>25118352
They're pretty tough but a solid hit from one SP should knock out each sublight drive. Provided they haven't been upgraded with anti-torpedo armor. There are 32 drives on her flanks which are used either for maneuvering or for acceleration. Then there's the main engine bank at the back of the ship with seven larger drives.
>>
>>25118552
>[ ] Hit and run with conventional weapons
Too much drives to disable. We better take out transports. Killing super heavy is not crucial right now.
>>
>>25118617
At least one person changed their mind. Anyone else?

I've already started but can change it.
>>
>>25118907

give it a volley of SP torps. If we're lucky, we might light off some fusion drives on one of the damaged ships that is under the super-heavy's shields.
>>
>>25118907
I never voted before, i am another guy.
>>
>>25118950
One volley of SP torps for this convoy. Most should keep them for preventing people to jump away, but we should try to snipe away at the Superheavy drives.

Seriously, lowering super heavy count is always a priority. That and salvaging it.
if we can move fast enough, we may secret it away and fake its destruction, so our house can have two of them, all hush hush, of course.
>>
Rolled 53, 42 = 95

You jump in from the front along with 1st and 2nd squadrons and open fire. The rest of the wing will be attacking from the rear once you're out of the way and there's no chance of friendly fire. The Kavarians are still making up their minds how they'll be attacking, but the escort carriers pop in just outside of weapons on a course running parallel.

Fusion cannon turrets turn and fire towards you along with the few phase cannon that can track at this angle. While the old Kavarian design may have plenty of flaws it's hard to attack their engines without getting shot at by most of the weapons on their flanks.

Verilis speaks up. "Sir, I think we can roll out long enough to get a good torpedo lock and fire."

"So, basically just a barrel roll?" Says Daska. "We can change their course mid-flight but I suppose they would be less vulnerable to ECM this way."

"Do it." You tell them.

1st squadron rolls out to the right with one flight at a time. The bright streaks of the torpedoes flying out join the hail of phase cannon and normal torps. Daska does the same with 2nd squadron once the others have formed up again. You join them, making up for the missing frigate.

After completing the launch Arron gives the signal that you're beginning to get too close. Breaking by squadrons, each of your units micro jump out along vectors to either side of the Super.

Your other ships have begun their attack from the rear. Mike's unit targeting the main drives while 3rd and 5th go after the other engine banks on the sides of the ship. Like the first two squadrons most of the ships armed with torpedo launchers try to roll out to the side to help their odds of landing a hit. There are pulses of jamming but nothing serious.

Starfighters are moving in at full speed and will soon be within weapons range.
>>
Rolled 83, 89 = 172

>>25119917
"How much damage have we done?"

"About half our SP torpedo fire was intercepted. They moved some of the damaged ships into the way with tractor beams. A lot of them got through though."

As you get set up for another attack run you check the damage you've inflicted. Most of the sublight drives on the mega are venting plasma from places they're not supposed to.

"Some of the damaged ships are trying to help the super accelerate. I don't know how well it's working. They're not quite there yet."

The Kavarian squadron comes on from the front, their Ffrigates firing quad linked phase cannon while the Attack cruisers use a mix of Torpedo and cannon. The sensor readings you're getting from them show the launch of a few external mounted torpedo weapons but they're a bit larger than the others. All of the larger torps penetrate the shield and impact the sturdy bow armor, doing little damage. They must have had SP torpedo warheads you figure.

The Kavarian Frigates turn back while the cruisers continue to accelerate. They're actually a bit faster than the EX-K now.

The next barrage of conventional torpedoes pass through the super's shield like it's not even there, blasting out sections of armor and the cargo framework that have been added to the outer hull. Splitting up half of them fly above the super and the other half below, torpedo and phase cannon fire continuing to bypass the shields.
Your starfighters, now within range also fire, their SP torpedoes headed for the flank sections with the remaining engines.

You're contacted by the Kavarians. "Captain Reynard, we have their shield frequency for the next twenty seconds, transmitting."

[ ] Everyone get in there! Roll 2d20
[ ] Wait to see if the starfighter fire is enough
[ ] Other
>>
Rolled 3

>>25120301
>[X] Everyone get in there! Roll 2d20
With those rolls,
>[ ] Wait to see if the starfighter fire is enough
seems highly unlikely.
>1
1
>>
Rolled 3

>>25120364
>2
>>
>>25120364
>>25120381
>_>
>>
Rolled 2

>>25120301

Concentrate all firepower on that Super-Heavy Cruiser!

akbar.jpg
>>
>>25120301
Id rather not maul our next super heavy that bad, so we could wait to see how the star-fighter volley did.
That is if we can salvage it. And if we are allowed to keep it for our House at least.

I am more interested in the trick the Kavarians pulled.
>>
Rolled 13, 14 = 27

>>25120301
Lets try not to blow up to much of it so that fixing it is within our house allocated military budget.
>>
Rolled 20, 10 = 30

>>25120301
I hope we got vid footage of that Kavarian maneuver. Teachable moment!

>[ ] Everyone get in there! Roll 2d20
Lets not let this bastard escape! Regardless of its condition when we're done, it'll be one less super heavy the pirates will have. Plus, I doubt we'll be able to entirely destroy it with what we're packing. We'll sure as hell be able to let it know it's been in a fight, and we don't even need to board it to neutralize it.
>>
You order all ships to micro back in as soon as possible and set their phase cannon and torpedoes to the frequencies listed. On reversion your section of the wing isnt in the worst possible position but still not as good as it could have been. You see that Arthur, Alex and Mike are in a slightly better position when they open up.

The entire ship has gone turtle. Wrecks and salvage being towed on the exterior of the Super have been cut free and are being moved around by tractor beams to act as point shields. A few of what had been half destroyed Razor battlecruisers soaked off a lot of the fire from your starfighters. The only thing left of those sacrificial shields are expanding clouds of debris now.

Your phase cannons cuts a long gouge in the larger ship's top side, taking out a string of turrets. Without any shields and so little thrust the weapon emplacements might as well be holding still. Third Wing's pilots are crack shots and in the few second the shields useless they carve through a good chunk of the exposed weapons on the top side. Shield generators must have been hit too. When the pirates get their defenses operational again there are large gaps.

The few remaining Corvettes, some of the frigates and the flatter cruisers in the Wing get under the shields using the gaps and move to target more of the weapons and engines. While tempted to do so as well you're not confident your ship could fit. Instead you deal with a damaged Battlecruiser similar to the Gungnir that's trying to line up a shot with its cannon. rapid fire from eight spinal mounted phase cannon hammers down the shields of the damaged vessel and disables the heavier weapon.
One down, more to go.

"Get those engines, maybe they'll surrender."

"Ramming Frigate!" Warns Arron.
Putting full power to the emergency thrusters for the first time you bring the ship around and blast the smaller incoming with all cannon. You rip open the side of the Frigate, its bow section shaped like an axe.
>>
Rolled 2

>>25121402
It would be nice if we could use our own tractors like the super does, and move free-floating armor plates or debris into the path of incoming fire.

It would certainly help against SP torpedoes.
>>
Rolled 17

>>25121402
>Roll for structural fatigue 1d20
Rolling.
>>
Rolled 19

>>25121402
C'mon baby, you can do it!
>>
Rolled 11

>>25121402

And now the cruiser we was pounding either ran away or is trying to fix itself up.
>>
You thought you heard a noise beyond the usual when the thrusters fired but from the lack of warning indicators going off it must have just been how sound waves travel differently through this hull.
One hand on the throttle, you maneuver through the crowded and fire filled space, blasting anything looking at you the wrong way.

"Some of the damaged ships are hitching rides on the other transports." Arron reports. "They're not waiting to see if the super makes it."

"It's not going to." Says Kavos. "Pilot Atanasij Amjad just crippled last sublight drive. Even with all of the damaged ones pushing together they wouldn't be able to get enough thrust."

Damaged ships from the wing are pulling back towards the aft sections while more and more enemy are fleeing in every other direction. A few of them even manage to jump out, though it can't have been far. Some FTL equipped LST's, Light attack ships and corvettes are disengaging and jumping out.
"I think they're all headed for other convoys."

"There's too many out here for us to stop all of them sir." says Arthur over the unit coms.

"Right, start broadcasting requests for surrender to everybody." you decide.

"We still need troops aboard the Mega class Super Heavy. Sooner is better." Stresses Kavos. "I believe the command crew may have fled already aboard LST's."

[ ] Try to catch as many of the remaining damaged ships as possible
[ ] Offer to let them leave if they cease fire
[ ] Other
>>
>>25121875
Let them go, we've got a seriously enormous fish to fry.
>>
>>25121875
>[ ] Try to catch as many of the remaining damaged ships as possible
If they leave they'll just meet up with the rest of the pirates, and make our lives harder in the future. Make as many of them regret running as possible!
>>
>>25121875
I just realized. Salvage on this thing is going to be awesome. Remember the large amount of SP torps we got for the carrier? That will be chump change, since there are so many fewer claimants.
>>
>>25121875

[x] Cripple/destroy as many of the fleeing ships as possible
[x] Marines onto that super-heavy
[x] More friendly marines for that super-heavy ASAP
>>
"Try to stop as many of them as you can but watch out for the remaining weapons on the Super!"

As though to emphasize that point one of the remaining fusion cannon turrets lobs a ball of plasma at the Bittenfeld as it flies past. Mike, coming in just above the level of the hull and cargo frames, intentionally clips the turret with a wingtip damaging the systems used to rotate it.

While the others are dealing with that you find ships that can safely bring the LST's in from the Escort Carriers and and get them moving. A cruiser each from 2nd and 5th squadrons pick them up and return. Forming up, you escort them until they're close enough for the LST's to dock with the topside hull of the super.

Shuttles from the other ships in the unit also start to bring Marines over.

>More friendly marines for that super-heavy ASAP
"Coms, see if you can get us some more boarding teams. I don't care if you have to call in infantry units, get us something."

The others finish off chasing down and crippling any ships they can. As usual some have managed to escape but not all. There are still weapons emplacements and tractor beams to disable but your starfighters are beginning to put some precision fire on them. If you do manage to salvage this thing the reduced collateral damage will be welcome. Thanks to all of the wreckage previously being towed the debris field in the area is becoming a navigation nightmare.

"Sir, it's going to be a few hours at best before troop ships can get here."

"How long for salvage teams?"

"Uhh... I'm hearing between a day and three days for ships capable of moving a super heavy. A secured super heavy. Sir."

"..."
>>
While making sure another enemy convoy or battlegroup doesn't happen along and recover this ship is important, there are still other groups of enemies leaving the region. The Kavarian squadron are sending several squads of troops over to assist you but their ships will be needed elsewhere soon.

What forces will you assign to protect this ship?

Will you be among those remaining here and if so will you be assisting the boarding teams?
Who do you want to command the rest of the unit should you remain here?
>>
>>25123210
>What forces will you assign to protect this ship?
A squad with lots of PD guns and ammo for them, I'd expect the enemy to try and destroy it with a torpedo strike, if they should actually go for this target.

>Will you be among those remaining here and if so will you be assisting the boarding teams?
As much as I'd like to support our marines, our job is to command the wing.
>>
>>25123210
I'm a bit curious, what are the political ramifications of our house securing a super heavy considering our position in the dominion? IIRC we're a pretty tiny house and super heavies are pretty much limited to great houses.
>>
>>25123210
>Will you be among those remaining here
I am of the opinion we keep moving and hit some of the smaller targets. Hound them a bit more before we consolidate. Leave two squads and the carriers, meet up with 4th, then hit another target or two.

>>25123356
Well, we don't quite know the origins of this ship. Assuming it's a dominion vessel, the polite political thing to do would be to offer it at a ransom to the owning house, assuming that house still exists. That would be my opinion of that scenario, at least.

Also, am I alone in thinking that maybe our "new" guard cruiser isn't quite suited for the usual emergency thruster configuration? We should probably look into a hull stiffening upgrade, so the ship can handle our sort of stress.
>>
>>25123356
You don't have the resources, manpower or industrial base needed to get the ship operational in any reasonable length of time. Support from other Houses and powerful ones will be needed.
It's very likely control of it will ultimately be given to one of your most powerful most trusted allies while Jerik-Dremine would maintain some key positions among the crew and some leverage over its use and deployments.
TL;DR: Politics.

Forbearance back in the Smugglers Run has a major advantage in that it was built with on board manufacturing capacity. While that's mostly being used to produce torpedoes for the House and repair and rebuild salvaged ships, some has been set aside for reconstruction.

>>25123462
>Well, we don't quite know the origins of this ship.
At its core it is a classic Kavarian Mega class super heavy cruiser, identical in most respects to those produced in the late Faction Wars. They are less like actual starships and more like mobile repair, support and bombardment platforms. It's going to be almost impossible to tell if this is an original that went into hiding, a crippled one the Pirates found and rebuilt over the years, or a scratch built copy.
Regardless there has been plenty of crap attached to it to help in moving cargo.

>>25123326
>A squad with lots of PD guns and ammo for them,
>>25123462
>Leave two squads and the carriers, meet up with 4th, then hit another target or two.

1 for leaving a single squadron, another for leaving two + the carriers.

>>25123462
>am I alone in thinking that maybe our "new" guard cruiser isn't quite suited for the usual emergency thruster configuration?
>Rolled 19/20 for structural fatigue
The ship is fine, it took the upgrades well. With the number of starships that have been rebuilt for the unit your mechanics really know their stuff.
>>
http://www.surveymonkey.com/s/SX9ZBXX

A survey to help move things along in the morning and deal with a number of questions regarding this situation.
I'll be running for a bit in the morning and then resuming again after 7pm EST, so hopefully we can get a few bumps through the day.
>>
Does anyone remember which thread was the one where we picked which Guard ship we were going to get from the ruling house? I want to go back and compare the stats but I can't find it.
>>
>>25125722
Should be this one:
http://suptg.thisisnotatrueending.com/archive/21995661

For House and Dominion: Wing Commander 13
>>
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>>25125722
Survey was created December 13
You had the choice of either getting a Guard Cruiser from the Ruling House or an Errant Knight/ Hunter Cruiser from the Seven. Not to be confused with the Rovinar Silent Hunter series and derivative designs.
You chose the latter, not just because it looks like a giant shark but because you could custom design its weapons and features.

"All I ask is a tall ship and a star to steer her by..."

Royal Guard Cruiser [G11-CRS]
8x Spinal mount phase cannon
6x Phase cannon turret
2x Torpedo Launchers (Forward)
16-24x Point defense turrets
2x Shuttles
2x starfighters
Performance equivalent to an attack cruiser. Available within days.
(Came equipped with emergency thrusters unlike your current ship which was not designed for them.)


Proposed Reynard Custom B (Battlecruiser)
Length 1200m
Weapons: 1x Republic Medium plasma cannon
3x phase cannon array (290 degree coverage)
4x Heavy pulse cannon (spinal mount)
4x torpedo launchers (2 forward, 2 aft)
12x point defense turrets
2-4x shuttle
2x starfighter
Performance equivalent to high end battlecruisers.

I'm thinking of asking a drawfag to borrow some design elements from the Aigaion crossed with one of those really wide mouthed sharks. Whale shark?
>>
bump
>>
>>25126134
Guard cruisers are wonderfully tanky but don't fit our usual doctrine very well. The custom looks good.
>>
Bump.
>>
>>25128789
>Guard cruisers are wonderfully tanky but don't fit our usual doctrine very well. The custom looks good.

The custom looks sexy as hell, it's just a shame the pirates won't get to see how the weapons work. As for the guard cruiser, it may not suit or style exactly but we can still find a home for it in the wing. Once we get the custom, the guard cruiser will need to be assigned to a squadron. We've got a fast attack squad and a heavy hitting squad starting to take shape, why not build out one of the squads around the guard cruiser? Outfit the squad with a bunch of other tankier cruisers that compliment the Guard cruiser, and have that squad act as the anvil to the rest of the wings hammer.

The guard cruiser may be a bit heavier than what we'd normally use, but it can still maintain the fast attack profile. We should be able to group her up with comparable ships without compromising the wings mission role.
>>
Rolled 98

>>25119588
>if we can move fast enough, we may secret it away and fake its destruction, so our house can have two of them, all hush hush, of course.
>all hush hush, of course.
>Squadron of Kavarians sitting right next to you

>>25132267
>How is our power suit body double doing?
It seems I'd forgotten about her. Send her over to assist the boarding operation?

>No, we should be out there leading the unit
Is the winner in terms of where you'll be going.

4th squadron is just finishing their raid on the Threat 2.
Roll 1d20
>>
Rolled 18

>>25132456
rolling
>>
Rolled 13

>>25132456
>It seems I'd forgotten about her. Send her over to assist the boarding operation?

Offer her the option at the very least
>>
Rolled 2

>>25132456
Rolling.
>>
>>25132456
Well keeping it is not a option, obviously but there is something we can do, before we deploy.

Offer blanket amnesty, even pay perhaps crew of the superheavy off. Anything to secure it ASAP without other house interveneing fast enough. This way we could transfer enough crews from our own ship to essentially crew it. Even bare bones it would be enough to delay anyone else, and to buy time so that it becomes crewed 95% by JD. Once in that position it is de facto a JD superheavy, and we can simply rent it for say 10 or 25 or 50 years to those who will repair it while we keep it crewed. Heck we could give them a clause that unless they are in breach of contract they can keep it rented indefinitely by giving them the option to constantly renew the contract, provided our house are not at war- something more diplomatically phrased of course, or them trying to sabotage it and the crew composition remains JD .

This means in essence that while we crew and control it the rent for the first term will most likely be its repair, which means no money for us, and the next will be pittance, probably something symbolic like 4000 credits or whatever the current year is, which each rent going up by one credit per year, but will get us a permanent ally of a great house.


They wont be able to take it over due to the obvious fact that every system is basically under our control, and security will be insane, to prevent renter sabotage, while boarding it will most likely mean someone will just jump it out and bring it home.
>>
Rolled 11

>>25132591
we don't have the authority to do any of that.
>>
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>Offer her the option at the very least
She jumps at the chance to use your armor in the field. All that training is finally about to pay off.

Thal contacts you a minute later. "We've struck at the threat two convoy sir. Their escort soaked off most of the damage. We only managed to hit a couple of the transports. We're marking this location for recovery ships to pick up the few warships we took out."
"What did you get?"

"A pair of missile happy Transcendent class. They're armed with fusion cannons so no point claiming them for their plasma cannon."

"Understood. Thal, I'd like you to head for our current position. You'll be guarding a super heavy we've crippled."

"What!? I mean, yes sir! Right away sir! We're on our way."


You continue to send troops over to the Super while waiting for the others to arrive. There won't be enough troops to board anything else today.

One of the other convoys is about to jump. Because of its location you might not reach it in time. What convoys will you be raiding?
>>
>>25132730
the threat 3 with our spare ships.
>>
>>25132615
We have the on site authority to at the very fucking least secure the superheavy, and give it a sceleton crew. Enough to set the first move, and have it basically marked as salvaged. Once that is done there is enough manpower there with a couple of escorts to ensure that it stays run by JD personell.

And then nudge them in that direction, with that ships becoming essentially a JD NCO and crewman enclave, making only officers of the other houses allowed to come aboard.

This becomes basically a fait accompli, and and in any case it is a far better negotiation position than any other option. House Military will love us, House Politicians will love us.
Houses that tried to salvage it probably not so much, but will respect our ability.
>>
>>25132784
We could do that without being present, so that we can focus our attention on the real prize.

Three or so squadrons should be enough, plus allied support.
>>
>>25132816
Mass pardons have gotten us in trouble before, remember.
>>
>>25132730
I'm just looking forward to when the knight commander receives our updated salvage list. Can we see her reaction?
>>
>>25132267
Sounds good. So then we would have:

- Command Ship
- 4 Fast attack squadrons
- Anvil Squadron (not quite AS fast, but tough)
- Afterburner Squadron (GOTTA GO FAST)
- Escort Carriers
- ECM
- Support repair/rearm/salvage/recovery/LOOT barge

Right now what we should focus on is getting more fast cruisers to kit out the wing. Nothing particularly wrong with frigates and corvettes but they lack durability for the kind of fighting we usually get into. For the anvil squadron we should try to find tougher cruisers that can still keep up with the guard cruiser. Particularly ships with arrays/turrets and lots of point defence.

>>25132730
I suppose we will be conducting operations here until we run out of steam or the pirates finish escaping. Exactly how long do we have to work with? The more ships we interdict and disable the more of our ships get tied down claiming our stuff. We need at least one squadron guarding the superheavy at all times for the next couple days.

So until the house salvage teams catch up with us I think we could just buzz around and knock over the lesser threats. If we come across anything particularly valuable like good combat ships we can tow them back to the superheavy site.
>>
>>25132859
Some Trouble vs. Super Heavy.

Guess which one is more important.
Even if we go with mass pardonts for everyone under officer rank it will depopulate that ship very fast.

Fast enough so we don't need help from another house. And this part is critical, since help from another house basically concedes the percentage they secure for said house.
If we are able to secure it before house forces get here, then it is worth a bit of trouble, since we can leave it to a rotation crew of JD afterwards, and get our men back in two or three days. - such a prize meriting getting troops to it with greatest priority through any means.
>>
>>25132924
Our house literally cannot repair the ship. We will be ceding it to someone else.
>>
Vote has shifted. Tie between leaving 1 or 2 squadrons behind to guard the wreck. Please plan accordingly.

>>25132878
>Exactly how long do we have to work with?
Unknown but it's going to take awhile for all of the Pirates to leave.

>The more ships we interdict and disable the more of our ships get tied down claiming our stuff.
You could always just hit targets then run to the next, leaving salvage concerns to others?

>>25132784
>>25132826
You're sending ships to the threat 3?

Please confirm numbers being sent there.
>>
>>25133036
three squads. Is there a dominion corvette wing around here somewhere? We could probably convince them to play guard dog if we offer them a few of our salvaged frigates.
>>
>>25132984
The devil is in the details.
how are we ceding it and what exactly are we ceding. Command of it? sure. Its services, again of course. But it will be JD crewed, making it a permanent hostage ship of JD, in turn making said house a permanent ally of JD, as long as JD manages to keep its crew aboard said ship alive and in control of it.

Similar of how NCOs run the military. Anything below officer rank on that ship will be JD, thus ensuring control over it even if its not under JD command.

See the details? This makes it a long term insurance of relations and not a short term boost of sympathy.
>>
>>25133140
We don't have the manpower to crew it. Leave it to the knight commander
>>
>>25133114
Rather use said allied forces at the threat 3, while we deploy everything and our kitchensink to the superheavy.
>>
>>25133164
Not enough to crew it, yes, but enough to claim to do so, and enough to guard it once we get everyone off board. Once that is done, no other house can get troops on it, making it a completely JD secured asset.

If we don't solve it now, other houses may land troops on it to help us. And you can bet they wont leave, without taking a piece of the superheavy.

Its not something to use. Its a political bargaining chip and the better we secure it and the more exclusive that much more worth it has to JD
>>
>>25132924
I get where your coming from, but our house really can't support a ship that size anyway, and there's no way the larger houses will tolerate us having it. TSTG already said that our House is most likely going to grant it to one of our larger allies in return for a controlling share, which is the smart thing to do politically, militarily, and economically.

Also, we'd forever be the enemy of Logistics if we brought them this ship to repair, crew, and supply. We already dump thousands of tons worth of salvage on them as it is. I wouldn't be surprised if a quartermaster had our photo up on a dart board at this point.
>>
>>25133212
This is what I've been saying. Mind you, I'm still hoping OP will write out the commanders reaction when she reads our report. Subject line will be: I did it again...
>>
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>>25133114
>>25133168
>Rather use said allied forces at the threat 3, while we deploy everything and our kitchensink to the superheavy.
The vote is for 1 or 2 squadrons protecting the super. The remainder of the Wing and the Escort Carriers are being sent back out to raid convoys.

You can request the assistance of one group of your allies while on the attack. Pic related. They won't hang around to guard things for long as otherwise they're needed elsewhere.

So far people have suggested attacking the Threat 3 and nothing else. If no one wants to attack it please state what you're going after.
>>
>>25133253
That set of levels was awesome btw. Best level design I've seen in years. Anyway, hit the 3 and two, split up appropriately with dominion corvettes to fill in the gaps.
>>
>>25133268

Second this. Also leave one squad behind. Let's take out these two targets, regroup at the super heavy, then hit another big target afterwards.

Side note: The super heavy isn't going anywhere, and its critical we protect it. Instead of having separate salvage operations going on, let's designate this area as our staging area and fall back point for ships withdrawing due to damage. Can we contact our new salvaging friend, and ask if he'd be interested in consolidating prizes from the raids here? I'm sure we'll capture more transports before this is over, so he'll have plenty of incentive. A centralized salvage collection point will make our recovery teams lives easier once they get on scene.
>>
>>25133240
>Mind you, I'm still hoping OP will write out the commanders reaction when she reads our report. Subject line will be: I did it again...
Oh don't worry, there will be reactions.

>>25133386
While not a bad idea there aren't any repair facilities out here. A modular base would need to be brought in and the ship itself is not entirely removed as a threat yet. It would be easier for Salvage teams to keep hauling away wreckage from other sites to an existing secured location.
>Can we contact our new salvaging friend, and ask if he'd be interested in consolidating prizes from the raids here?
You'll need the agreement of a few other players.

>>25133268
>>25133386
>hit the 3 and two, split up appropriately with dominion corvettes to fill in the gaps.
You could probably handle a two and three at the same time without assistance provided you're only Leaving 1 squadron on guard duty.
If nobody disagrees with the two locations roll 2d20.
>>
Rolled 19

>>25133454
Rolling.
>1
>>
Rolled 14

>>25133523
>2
>>
Rolled 14, 8 = 22

>>25133454

Convoy beard = on
>>
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See you guys after 7PM EST
>>
>>25133454
>Oh don't worry, there will be reactions.
"Hey, Winifred! We've heard your house had to put most of its corvette units back in storage. Finally giving up, eh?"
>laughing_hostile_knights.jpg4k
"We've replaced them cruisers and bigger stuff."
ಠ_ಠ
>>
>>25133656

Do we have a plan of attack for the remaining convoys? A lot of tonnage is managing to get away. Maybe for these smaller convoys our heavy ships should engage the escorts, while our smaller ships like the corvettes go after transport engines. We don't need to completely disable and board them, like the super heavy we just need to keep them from running.
>>
>>25134943
Sounds like a good idea. Maybe we could offer those crews who surrender their ships reduced sentences?
>>
>>25132267
>>25132878
Actually i think our wing will benefit more from a second afterburner squadron instead of a heavy squadron. We suffer the most losses when we are in a prolonged heavy combat and one heavy squadron won't negate it since all others would still be vulnerable. On the other hand second afterburner squadron will let us capitalize on the fast strike tactic that we are the most experienced. Mike's unit was very very useful, we should work in that direction in development of our wing.
>>
>>25136857
Ideally the entire wing would have afterburners, but there is still some merit in having a squadron of tougher ships. We never "plan" to get stuck in heavy combat, but sometimes we get into situations where frontal assault is unavoidable. In those situations we could use the anvil squadron as a spearhead and a rearguard to minimize the damage we take on a single run.
>>
bump
>>
>>25133454
>While not a bad idea there aren't any repair facilities out here.

For future reference, would we be able to do this once our recovery u-hauls and barges are operational?

>>25136497
We don't even need to do that much. Knocking out their engines will leave them dead in the water, allowing us to collect them at our leisure. Leaving them floating there would free us up to hit another convoy before they all escape.

>>25136857
>Actually i think our wing will benefit more from a second afterburner squadron
No argument here.
>instead of a heavy squadron.
Why does it have to be one or the other? We have six squadrons, and a WIDE variety of ships fit the fast attack profile. I'm not suggesting that we start picking up heavier ships. I'm suggesting that we take the toughest ships that are capable of keeping up with us, and form them into a squadron around the guard cruiser. We already have a number of ships in the wing currently that fit that profile.
>Mike's unit was very very useful
Absolutely agreed, but isn't his squadron currently understrength? Instead of getting a second afterburner squad, we should really give him more ships first.

We should start building out our squadrons to perform specific roles for the Wing as a whole, and the proposed "anvil" squadron give us both a spearhead for fights within our class, and a way to extract ourselves from dangerous situations with minimal losses. Adding on to what >>25137539 said, the Anvil squad would be able to pin the enemy in place, while Mikes squad would provide the hammer.

Side note: I'm still advocating we get a spare blackbird when we get the chance. Having two would give us greater freedom to deploy the wing to different combat zones simultaneously while still providing ECM coverage. Having only one has always made me nervous.

Speaking of, did we ever nominate Hafnar and the BB crew for an accolade? Without them, we wouldn't have been able to find the Vieona.
>>
Back. Give me a few.
>>
>>25134943
>>25136497
>>25140111
>knocking out their engines will leave them dead in the water, allowing us to collect them at our leisure. Leaving them floating there would free us up to hit another convoy before they all escape.

So, everyone's up for more of this?

>>25137539
>Ideally the entire wing would have afterburners
That's going to take a lot of WRP and some of your current ships just don't have room within their superstructures for the equipment needed.

>Instead of getting a second afterburner squad, we should really give [Mike] more ships first.
Vengeance Type C's are the most common ship you've encountered that can fit Afterburners. Aries Attack cruisers are also designed to carry them.
There arent any known frigate or corvette classes that can carry them. However, while the new assault corvettes lack the interior space they do have enough power output to equip them.

>>25140111
>For future reference, would we be able to do this once our recovery u-hauls and barges are operational?
Yes I suppose but progress with repairing ships would be slow as they just wouldn't be able to match the capacity of a station with dozens of repair bays. The Repair Barge could work on 2 cruisers or maybe 6 smaller ships at a time.

>I'm still advocating we get a spare blackbird when we get the chance.
Noted.
>>
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1st and 2nd squadrons head farther out from the edge of the galaxy before turning back and jumping to reach the threat two.
You go with 3rd, 5th and 6th squadrons to go after the threat three.

The escorts around the convoy you're going after are providing plenty of cover. Only about a quarter of your fire is getting through and the ship captains are all quite good at sticking close and overlapping shields. This would have been a great time for 6th squadron to cause havok with it's faster ships you're down to just one that still has afterburners.

Straffing the convoy again you have Arthur pull a shoot and scoot from the opposite side before getting clear. The distration is enough for the starfighters to get into position and fire. Half of the transports make it out but you cripple the engines of all the rest including all but one of the escorts.

"Not quite what we were after, but it'll do. Make sure none of them are capable of repairing their drives before salvage teams arrive on site. Coms try to convince some of them to eject their drive plates, we'll grab them before we leave."

"Should make it harder to repair any one of their ships." agrees Kavos.

Once the damaged ships are taken care of you jump out back to the crippled super heavy. Daska hasnt arrived yet but...

"What the hell am I seeing? We didn't leave that many starfighters here."

You're contacted by Thal a second later. "Sir! Enemy starfighters launched from some of the cargo bays aboard the super heavy a few minutes ago. We're using our point defense to help our fighters but we're having trouble because of the debris."

>Your orders?
>>
>>25143525
close in and help.
>>
>>25143525
I doubt our heavier ships are maneuverable enough to move through that debris field, but what about our corvettes? Can they safely close and engage the enemy starfighters?
>>
>>25143705
Do you want your ships to enter the debris field?
>>25143834
>but what about our corvettes? Can they safely close and engage the enemy starfighters?
Your five remaining corvettes should be small and nimble enough to maneuver through the debris. The Frigates are a maybe.

What do you want your larger ships to do?
>>
>>25143899
Any of the large ships that are capable of fine maneuvering (and have pilots that can handle that), and are in good enough shape to survive some debris hits, can enter the debris field.

All the other big ones can spread out and lob nuclear missiles toward enemy fighter concentrations.
>>
>>25143899
hang out of the field and support
>>
>>25143899
>What do you want your larger ships to do?
Provide cover for vulnerable ships, or damaged areas on the super heavy.
>>
>>25143525
How about we threaten to blow a few more holes in the super heavy if they don't stop with this attempt to harass us.

We might just think it's worth it to keep them alive.
>>
>>25144353
>>25144355
>>25144389

"Corvettes head into the debris field and use point defense to clear out the fighters.

All larger ships provide cover to our landing units. Those LST's still docked on the hull cant take so many hits. If you can find good spots to lob nukes at clusters of enemy fighters without endangering our own people do it. Just make sure to give plenty of warning."

Next you ask for cruiser pilots who think they can maneuver through the debris. Mike, Sam and Atanasij are the only ones with cruisers that have a narrow enough profile to pull anything off.

"Our Escort Carriers are launching fighters configured with missile loadout." Reports Kavos. "They are moving in from the aft sections."

Roll 3d20
>>
Rolled 19, 16, 4 = 39

>>25144730
>>
Rolled 18, 16, 18 = 52

>>25144730
Local space superiority!
>>
Rolled 11

>>25144730
>1
>>
Rolled 2

>>25144924
>2
>>
Rolled 11

>>25144938
>3
>>
The handfull of corvettes available head into the debris field, doing their best to swiftly reach the other ships from the wing already present. The added firepower provided by their particle beams and mass drivers initially catch the enemy forces by surprise, driving them back in several locations.

You join the other cruisers and some frigates in trying to clear a path to the LST's with tractor beams to move damaged ships. A few fighters pop out from cover firing missiles and torpedoes once you've entered the field. Given the number of ships that you're bringing in your shields soak off most of the hits. SP torpedoes impact two of your cruisers. Craters are blasted in their armor but from the way a cloud of fighters boil up to take advantage of what should be a pair of crippled cruisers they don't know who they're dealing with.
With no frieldly fighters in the immediate area you launch a pair of nukes as do a few of the others. The fighter formation scatters but of a few of them are too close to the blasts, even in a vacuum there's a minimum safe distance, its just smaller.

Your starfighters advancing from the aft sections clear out other enemy units in hiding, faster interceptors baiting ambushers out of hiding so that missile armed attack bombers can take them out.
Mike and the others helping the corvettes help track down the the source of the fighter launches. Some of the cargo bays on the port side are being used to launch and recover fighters and shuttles. There's some com traffic checking the location of friendly units aboard then someone fires a torpedo into the bay. There are some minor secondary explosions along with venting from connected cargo bays above and just aft.
Withouth a way to refuel and rearm organized resistance crumbles in a few more minutes. Some surrender while others run and hide in the debris field.
>>
"Sir, the Escort Carriers just reported that a few light transports left the debris field and jumped out while we were finishing off the remaining fighters."

"Heading?"
"For Warlord space. A few of them picked up fighters before jumping."

What countermeasures do you wish to employ to protect the landing teams from more attacks by the remaining fighters hidden in the area?
>>
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Map updated.

1st and 2nd squadron have returned following their raid. It was far more effective at damaging and disabling transports thanks to the escorts caring more about their own lives. Unsurprisingly the escorts escaped.
>>
>>25145862
cool. Leave the corvettes around to help out. Then get a bunch of allies and hit the 7 one.
>>
>>25145733
>What countermeasures do you wish to employ to protect the landing teams from more attacks by the remaining fighters hidden in the area?

Have some of our fighters constantly patrol the area? No idea, to be honest.

>Map updated.
Split up and go for the threat 4 and 6 convoys.
>>
>Leave the corvettes around to help out.
Did you want to have some of the other ships shuffled around to cover the gaps in the squadrons?
>Have some of our fighters constantly patrol the area?
Leave an escort Carrier to help support the fighters?

Really either of these could work.

>>25145938
>Threat 7
>>25145954
>Threat 4 & 6

Any votes for either ?
>>
>>25145733
Leave an escort carrier around? We can bolster it's numbers a bit with some of the fighters that just surrendered.

On an unrelated note, is there an ETA on when the marines from those 3 transports will be relieved and able to be redeployed?
>>
>>25146204
>We can bolster it's numbers a bit with some of the fighters that just surrendered.
Good point. Thanks to recovery shuttles doing their job on your 3 day extravaganza you still have spare pilots without starfighters. One of the carriers is now back up to green fighter levels.

>On an unrelated note, is there an ETA on when the marines from those 3 transports will be relieved and able to be redeployed?
Hit one more set of convoys and they'll be available again.

Anyone else for either the threat 7, or the Threat 4 and 6?
>>
>>25146377
I could pretend to vote again if you want.
>>
>>25146377
I say lets go after the Threat 7
>>
>>25146476
I haven't voted yes. I agree.
>>
If there's no other disagreements roll 3d20!
>>
Rolled 9, 5, 7 = 21

>>25146524
>>
>>25146524
>1
>>
Rolled 4, 15, 5 = 24

>>25146524
Dive Dive Dive!
>>
Rolled 8

>>25146570
This time with dice...
>1>>25146524
>>
Rolled 5

>>25146584
>2
>>
Rolled 15

>>25146595
>3
>>
"Standard raid, this is going to be another good size convoy. If you start to get shot up, pull back to a safe distance or jump out."

On jump in your people change course slightly and open up on the transports. There's the usual mix or cargo ships and thankfully no super heavy cruisers or mediums as part of the escort force. Those that are here can only screen about one third of the convoy at any given time. Cargo ships are taking hits all over the place but the defenders rally, using supporting fire from some of the civilian craft.
The first half of the wing is forced to jump back out early the return fire is so heavy. Fourth, fifth and sixth squadrons micro in on the opposite side of the convoy, doing more damage thanks to most escorts being out of place. It doesnt take long for them to shift back but it's more than enough time for those three of your squadrons to cripple far more transports.

The fighters arrive in a timely manner, though by this point the leading elements of the convoy are beginning their jump. The first half of the Wing jumps back in for a second run while the others loop out and around to attack from the rear.

"Last convoy elements have jumped out." Say Arron.

Kavos informs you that a few of the ships in 1st, 2nd and 3rd squadrons have taken minor armor damage from concentrated phase cannon fire and will need some time for repairs. "We could still ignore the damage at this point, it would only take an hour or two for field repairs."

[ ] Send them back for repairs
[ ] Keep moving
[ ] Other

Roll 2d100 for salvage from damaged escorts.
>>
Rolled 44, 5 = 49

>>25147354
[X] Send them back for repairs
>>
Rolled 38, 74 = 112

>>25147354

[x] Keep Moving, unless the pilot feels the damage is in a location that is too dangerous to ignore.

Salvage time!
>>
Rolled 42, 60 = 102

>>25147641
>>25147354
I like it
>>
>>25147354
>[X] Send them back for repairs
>>
You do a check the damaged escorts for ships that could be of use to you. Better to find them now and make a formal salvage claim on them.

>44
Your search for more afterburners for the unit is partially successful. A pirate or merc decked out a Jenning with an afterburner system. It still did nothing for the lack of serious armor on the ship. The system is damaged but can be repaired.
You can either have the ship repaired and added to the unit or scrap it and have the afterburners installed on one of your cruisers.

>74
You found another Remora that's been upgraded into a Journeyman transport. The flat top did have some equipment but it's also carrying a jamming array that's been damaged. Not by your people either.

You can either have the ship equipped with spinal mount cannons on top or repair and upgrade the jamming array into a full ECM/ECCM suite.

Make your decision, I'll resume in the morning.
>>
>>25148091
Defnitely the ECM/ECCM suite.
>>
>>25148091
Scrap it
and
ECM/ECCM suite.
>>
>>25148208

Seconding. Unless we can find a better hull to mount the ECM/ECCM later, that ship is ours.
>>
Bump.
>>
>>25148091
Put afterburner on a cruiser and ECM/ECCM
>>
>>25148091
>Suggest getting another ECM boat
>We get one in salvage
Thank you based TSTG!

So, can we set the ECM package to spoof ship signatures? If so, we should call our new ECM platform the Mockingbird and use it to create phantom ships on enemy sensors.
>>
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You tag both of the ships for recovery and make sure that the corvette is going to be ripped apart for the engine upgrades. The Jenning is small and light enough that one of the Cruisers is able to pick it up and transport it back to the Super Heavy site.
Repairing the ECM systems on the Journeyman and replacing its engines will take a couple of days.

>>25153095
I'd been meaning to include one in salvage since awhile back.
Btw, you still have 1 Journeyman in 5th squadron, it's just been outfitted by spinal mount cannons since its ECM/ECCM arrays were shot off in the Lat'tham coup. You had another one like it that was destroyed in the fighting.

Map updated.
Select your targets.
>>
>>25153556
4 squadrons, 2 carriesr and Sonia hit threat 5 that is about to leave. 1 squadron and 1 allied unit to threat 2.
>>
>>25153654
This sounds good.
>>
http://www.surveymonkey.com/s/PVNY2ZT
If we get an excessive number of "other" responses that people like I may end up wiping the survey and starting a new one.

>>25153654
Which ally did you want to call up?
Another House or ships from another Faction?

Roll 5d20
>>
Rolled 14, 8, 1, 12, 19 = 54

>>25153822
rolling
>>
Rolled 18, 10, 16, 16, 16 = 76

>>25153822
Let's take another House unit, we already used Kavarians.
>>
Rolled 5, 2, 12, 6, 2 = 27

>>25153869
nice roll
>>
Rolled 17, 14, 20, 20, 7 = 78

>>25153822

House unit, let the Kavarians have a breather.
>>
Your first attack wave against the threat 5 is very effective. The escorts can only protect a fifth of the ships present and many transports take engine damage while they try to reorganize.
The next attack wave faces some more serious opposition but they're still able to do an average amount of damage before breaking off.
The fighters as usual cause plenty of confusion as only a few ships have point defense and the one carrier present doesn't want to launch fighters as it's preparing to jump. It's one of the first to leave, and transports begin to jump soon after. Your squadrons keep making runs until the last of the ships have jumped.

Third and Fifth squadrons took some damage but it is minor.

When you make it back to what's become your rally point of choice you find out that 6th squadron along with a Dominion corvette wing were able to cripple most of the ships in their convoy. As the other unit had the larger number of ships present they understandably want most of the loot.

"They were pretty good." Says Mike "They used the twin linked cannons on their attack corvettes to cut through the shields with focused fire. Didn't take them long at all."

"How much salvage is there for them to claim?"

"The usual mix. I didn't see any attack cruisers but there were some Delta and Scarab light attack ships. You want a claim on them or just a couple of transports? Or we could just let them have all of it. Not like we haven't found plenty of other stuff."
>>
>>25154322
just a couple of transports.
>>
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>>25154349
Everyone/anyone else okay with this?


Intel update. More convoys are trying to make a break for it. Additional allied units have arrived in the area. Some are attacking bases the convoys are using for staging. 1 active enemy convoy will be attacked at random per turn.
>>
>>25154322
If there are some transports we can include in our upcoming salvage unit, try to get those. If not, let our allies have the salvage claims.
>>
>>25154468
Is it possible to coordinate with multiple allied units to engage the threat 11 convoy?
>>
Transports sound good. We pull in so much stuff that we can afford to be picky.
>>
>>25154482
>Is it possible to coordinate with multiple allied units to engage the threat 11 convoy?
Even with the extra ships arriving they're not prepared to send so many groups after one target. Sorry.

Did you still want to conduct a raid against it?
>>
>>25154526
>Did you still want to conduct a raid against it?
Nah, it's not leaving yet, so let's go for something else.
>>
>>25154540
how about the 5? or ally with someone and hit a 3 and a 3 or four.
>>
Autosage is still 300 right?

Anyways, you guys decide on your next target(s) I will be back in hopefully an hour and a half at most.
>>
>>25154557
Two threat fives convoys should be doable.

>>25154590
Yeah, autosage starts at 300 posts.
>>
>>25154322
Politely request a couple of transports, but if the other unit's commander wants to chat with us after this is all over and make a case for his unit keeping them all, he can feel free. Always nice to meet new people that aren't trying to kill us!
>>
>>25154683
>Politely request a couple of transports,

Given that they're claiming salvage rights on nearly the entire convoy plus the escorts they're fine with you taking just a couple of the transports. They have heard over the network that you're camping a crippled Super so they do wonder why you still need more cargo ships. Then again it seems perfectly normal to try and grab as much as possible given the circumstances.
>>25154557
>>25154658
How do you want to split up the Wing and allies when going after either the two 5's or the 3 and 5?

The Dominion corvette unit is not currently available because they're securing salvage. You can still request support from all of the others.
>>
>>25155578
Let's go with the two Threat 5 idea and call up our Rovinar allies for help this time.

Also. when are those Republic types going to show up? It seems they are the only ones not to be on our list of people to call on at the moment.

Also, we should think about using the Terran group when going after that Threat 11.
>>
>>25155731
>Also. when are those Republic types going to show up?
They're likely being used to bombard fortified positions. Centurion and Transcendent classes aren't that fast and they make up the bulk of the Republic war fleets.

You call in the Rovinar. How are you splitting up the Wing?
>>
We're on the top of page 6 and falling as of this post.
>>25155578
"Haven't you heard of my plan to build a transport able to hold the super-heavy out of smaller transports?"
Get the unit commander's information so we can invite them for a drink. We need to enact positive reinforcement on our fellow commanders when they're reasonable fellows!

Let's send 1st, 2nd and 3rd, 6th and 2 escort carriers after the Threat 5.

For the Threat 3, we'll send 5th and 1 escort carrier and call for an allied squadron. Preferably a fellow Dominion or Rovinar attack squadron, but Kavarians will do.
>>
>>25155850
I would say have 1st, 2nd, and 3rd along with a carrier group go after one. Then have 4th, 5th, and 6th along with a carrier group and our allies go after the other.
>>
>>25155850

Agreed. I think we've got time for this last raid before the thread 404s, so lets make it count.
>>
>>25155963
Wait, forgot about us leaving some at the Super.

Then have 1st, 2nd, and 3rd with one carrier and then have the rest go after the other.
>>
>>25155963
4th squadron and 1 of our escort carriers are guarding the super heavy.
>>
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>>25155850
>"Haven't you heard of my plan to build a transport able to hold the super-heavy out of smaller transports?"
"What the hell?" The other knight responds, then a second later bursts out laughing.
"You had me convinced, if only for a little while. Good luck to you."
>Get the unit commander's information so we can invite them for a drink.
Done.


>>25155963
>Then have 4th, 5th, and 6th along with a carrier group and our allies go after the other.
4th squadron is still guarding the Super Heavy unless you want to leave it unprotected.

>>25155850
>>25155963
>>25155969
>>25155989
>>25155995
>Party conflict.jpg

Are you going after the 3 and 5 or both 5's guys?
>>
>>25156014
It just slipped my mind for a moment and 4th should stay right where it is.
>>
>>25156014
My vote is still for double Threat 5
>>
>>25155850
samefag

>>25156014
Let's go with the 5/5 attack.

1st, 2nd, 3rd and 2 Escort Carriers [smaller ones, we have 3 smalls and 1 larger?]

5th, 6th and larger escort carrier + allies at the other
>>
Rolled 7, 7, 15, 7 = 36

>>25156149
[X] 2x Threat 5 (Roll 4d20)
>>
Rolled 4

>>25156149
>[X] 2x Threat 5 (Roll 4d20)
1
>>
>>25156045
>>25156138
Now that I think about it, hitting two 5s instead of a 3 and a 5 would disable more ships. Changing my vote to 5/5
>>
Rolled 4

>>25156170
>2
>>
Rolled 12

>>25156177
>3
>>
Reposting >>25156149

Didn't read >>25156138
quire right and thought it had a different setup.

[ ] 2x Threat 5 (Roll 4d20)
>1st, 2nd, and 3rd + Carriers go after one.
>5th, and 6th + carriers & Rovinar

[ ] Threat 5 + threat 3 (Roll 5d20)
>send 1st, 2nd, 3rd, 6th and 2 escort carriers after Threat 5.
>For Threat 3, send 5th and 1 escort carrier and Rovinar.
>>
Rolled 12

>>25156188
>4
>>
>>25156138
oh, and our lone carrier is cleared to load up fighters with an SP torp volley. I imagine they have to have that clearance before jumping in.
>>
Rolled 2, 16, 1, 9 = 28

>>25156195
[X] 2x Threat 5 (Roll 4d20)

Carrier in group 2 is to have SP torp volley loaded on fighters. They can always decide they don't need to fire all of them.
>>
Rolled 20, 8, 13, 4 = 45

>>25156195
[ ] 2x Threat 5 (Roll 4d20)
>>
>7,16,15,12

Looked like the rolls didn't want to win us this one, at least until the last roll.
>>
I think for the 9+ threats we should only hit them when they are about to leave. That way we can capitalize on the disorganization that results when they are more interested in getting away than protecting each other. Plus if we hit the front of the convoy it creates more and more obstacles for the rest of them.
>>
>>25156138
>Escort Carriers
>smaller ones, we have 3 smalls and 1 larger?
3 of them are physically smaller, but because of the ships they were converted from them they each have around the same capacity.


Sending half the unit to go after one of the convoys, you take command of the two remaining squadrons and meet up with the Rovinar.

Your squadrons go in first, strafing the transports and evading the escorts as usual. Like some of the others this one is lightly defended and you're able to easily pull back out of range of their weapons when things get too intense.
The Rovinar ships go in a bit heavier, their lighter ships making runs much like yours but their Cruisers and Battleships get into a slugging match, their shields taking increasingly heavy hits. The starfighters arrive on scene just in time and you pull back into weapons range to support your allies. Despite the fire they're taking the battleship blast through the engines of several transports before the convoy begins its jump. The Escorts try to buy them a little more time but with your ships and fighters now providing additional distractions they can't bring enough fire to bear on the battleship to take it down.

By the time they jump out the convoy has lost close to half of the transports.

On your return it seems that 1st and 2nd squadrons have taken some damage. Again its not serious but they'll need a few hours for field repairs.
Did you want them to take over guard duty around the Super?
>>
>>25156323
Just like Kolobanov at Krasnogvardeysk, eh? I like it.
>>
>>25156468
>Did you want them to take over guard duty around the Super?
Yeah, put the ships doing repairs on guard duty.
>>
>>25156468

4th Squadron is to go active while 1st and 2nd Squadrons act assume guard duty and enact field repairs.

Are those merc frigates we left behind relieved of their guard duty yet?

I'd like to have those marines that should have been freed up from the 3 captured transports back upon our 3 active [not guarding] Escort Carriers. We might be able to secure additional ships fairly intact that will benefit our force. [say a transport loaded with starfighter parts, starfighters in storage, munitions, or spare ship parts]

Thanks again for running, TSTG. It is always an adventure!
>>
>>25156552
>Are those merc frigates we left behind relieved of their guard duty yet?
Salvage teams have arrived on site and are hauling ships out. They're expected to need another 6-12 hours to clear the ships and debris. They do have their own escort though if you want the Mercs to return.

The Mercenaries could also pick up some of the Marines squads on the way back.


While reorganizing the Wing a Kavarian Assault Transport escorted by a pair of battlecruisers arrives. They're followed soon after by a House carrier group and a Y-Type modified as a HLV carrier.

One of the Dominion Light Cruisers contacts you.
"We're looking for a Captain Reynard. We're here to provide troops to assist in securing a crippled Super Heavy Cruiser. Where do you want us?"

>What say?
>>
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>>25156552
>Thanks again for running, TSTG. It is always an adventure!
You're welcome.
>>
>>25156626
"On the super heavy cruiser."
have them coordinate with whoever is in charge of the boarding op
>>
>>25156626
>The Mercenaries could also pick up some of the Marines squads on the way back.
Sounds good to me.

>What say?
Tell them we're grateful for their assistance, and that we've used the Super Heavy as a fallback location for our ships to conduct repairs. Have them coordinate with the marines fighting aboard the cruiser, those guys should know where they might need additional troops.

>>25156552
>Thanks again for running, TSTG. It is always an adventure!
Seconded. The convoy raids have been awesome so far, I'm already looking forward to next week.
Thanks for having us, TSTG.
>>
>>25156626
>What say?

Not to be paranoid, but double check their authorization codes and house affiliation, then escort them to the super heavy, in the off chance these guys are pirates using captured dominion ships to retake their big toy.
>>
>>25156626

"Speaking. Thank you for your support. Some of my marines have been aboard the target. [Knight Thal, or whoever is coordinating the boarding teams] will direct you to secured areas to land forces. Two of my squadrons will be enacting field repairs, so they'll be staying with you for now. If you don't mind, I'll be returning my carrier to active missions. Good luck and stay alert."

Recall those mercs and put them into 3rd wing for now [creating a flight of 4?], and have them bring our marines back.
>>
>>25156788
>Not to be paranoid, but double check their authorization codes and house affiliation, then escort them to the super heavy, in the off chance these guys are pirates using captured dominion ships to retake their big toy.
They're with a House you don't have the worst relations with but far from the best.

>>25156833
You pass along this information.

Some people wanted to make sure that only your House troops were to take certain sections of the ship. Like the command centers.
Was there any other areas you wanted allied troops to stay out of?
>>
Engine rooms I guess.
>>
>>25157047

Any place that may contain SP torps. I don't want any this ship may be carrying to walk away from us.
>>
>>25157047
I can't think of anywhere critical on a superheavy besides command sections. We'll probably be splitting any captured cargo with them anyway, and only Terran super-heavies would have AI cores?

We should ensure that some of our men help secure any torpedo stockpiles so that no one absconds with a stockpile of SP torps, but we'll split such munitions finds fairly.
>>
>>25157213
>ut we'll split such munitions finds fairly.
Agreed. This is the chance to make some new friends, or at least increase the respect held by other houses for ours.
>>
>>25157213
>>25157295

Keep in mind that the super heavy isn't salvage for our Wing. We're securing it for the House as a whole, and that includes her cargo. I say let's leave the house-level negotiations to the bigwigs, including any offers to split the torp stores.
>>
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History of the Dominion and the Dro'all

The First King (Not to be confused with The First Dynasty)

Dro'all recorded civilization dates back to their first semi-permanent settlements. Before that time nomadic tribes roamed their homeworld, normally staying close to the shallow seas and marshes. Most dwellings made of organic building materials such as wood or sod did not tend to last long in this environment. Because of this nomads would settle in one area for only a short time before moving on, allowing nature to reclaim the land.
The first truly permanent settlements were sturdy constructs farther inland, using stone packed with mud, or carved from fissures in rocks. These were to protect mainly against the elements or animals rather than from other tribes. Farming was slow to develop and most tribes lived off of fishing from the marshes or harvesting non-poisonous plants.

Ancient Dro'all tribes may not have been overly violent towards each other but they did have disputes. When disputes escalated to the point of turning entire tribes against one another an outsider was often sought to find a solution. On occasion this could be an elder from another tribe that was not involved or other individuals considered knowledgeable.

Some races of Dro'all live longer than others. Their biological cycle takes longer resulting in increased life span. The longer lived Dro'all would eventually become the nobility of later civilizations but this would not happen for a very very long time.
A group of nomads of one of these races had traveled far and seen much. Their elder was sought often for arbitration between disputing groups having accumulated a great deal of wisdom over the long years. Eventually the elder settled at a location that would be easy for people from many tribes to reach. In addition to acting as a place of arbitration for many disputes this settlement became a crossroads for trade.
>>
The first such arbitrator to be written of is Dar'sha Hrena, often called "The First King" in later texts. While the disputes Dar'sha arbitrated solutions for may be considered minor by today's standards, they may have made the difference between life or death for entire tribes. Droughts, floods and poisonous plants and animals claimed the lives of more Dro'all than anything else and for tribes to survive it was often necessary to relocate into the lands of others.

The tribe of the First King chose the location of their city well, it was never molested by floods or earthquakes, and primitive aqueducts thwarted serious droughts.
Children of the longer lived clans would venture out into the world, exploring and seeing what was to be found beyond the local settlements. Sometimes they and others founded settlements of their own, other times they returned with knowledge of other peoples and lands. Eventually one who had seen and done much and was the wiser for it was chosen as the successor to the arbitrator. In this way Dro'all civilization grew and matured into nations and flourished. The arbitrators became much as Kings, but their title was not hereditary; only the very wise would be allowed to rule.

When larger nations began to have disputes with each other their arbitrators and Kings again sought out neutral third parties much as they and their ancestors had done within their nations. The Dro'all remained largely peaceful through this period with little violence. Many attribute this to low population growth resulting from the environment, dangerous animals, disease and the primitive state of medicine. As these problems were in turn eliminated over the millennia things changed.

The rise of populations and the pressures placed upon the biosphere were dramatic. Soon there was simply not food enough for all and the Kings and Arbitrators could no longer find solutions. For the first time in its history Dro'all society was faced with a wave of violence.
>>
Thanks for running again yo
>>
Reminder ship name survey here
>>25153822
is still up.

The Unnamed Guard is winning atm.


Re-writing more of the history bit so I'll post more next week.



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