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File: 1378234774298.jpg-(28 KB, 810x425, House & DominionNWQ.jpg)
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For House and Dominion: Neeran War Quest

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 a few remaining Corvettes.
Together with the Expeditionary fleets of the other Houses and Factions you've relocated to the Pandora Galaxy Cluster to help stave of invasion by the Neeran Empire.

Thought by many to be a break away group from the isolationist Neeran living within Republic Space this has turned out to be false. The Isolationists are in fact the rogue element, having fled the Neeran Empire more than four thousand year ago. Their kin have come in search of them and not for the first time. The two Neeran incursions in the decades after the Faction Wars were little more than reconnaissance in force.

To help beat back this invasion and defend against other external threats, the Factions have taken it upon themselves to revitalise the concept of the Factions Alliance. The new Alliance military will exist to protect signatories from external threats. While the organization is in its infancy they hope to provide the most advanced equipment and weaponry possible to those with the skills to make the best use of it.

You've been extended an invitation to join the Factions Alliance military but are reluctant to do so lest you be stuck fighting on the front lines until your death.

Last week you finished your sweep of one of the Dwarf Galaxies in the Pandora Cluster and found a station which was suspected of harbouring slavers from the area. In preparation for an assault by your Wing and other allied ships you've infiltrated Richter Station to disable key systems. In the process you once again donned the guise of Crazy Has-Ann, eccentric torpedo saleswoman and merchant extraordinaire. You hope that the torpedo sales will serve as both a distraction and a means to pay for Power Cell Armor repairs.
>>
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http://houseanddominion.wikia.com/wiki/HouseAndDominion_Wiki
http://suptg.thisisnotatrueending.com/archive.html?tags=House%20and%20Dominion


After finishing your sales pitch and getting things rolling aboard the station you returned to your ship, activated your holographic camouflage then snuck aboard the station to gather information and conduct sabotage.

The station security zone closest to your ship now has an explosive surprise ready to knock out the defenders if necessary. After that you located one of the ships suspected of belonging to the slaver gang and confirmed that they're transporting and distributing slave chips. By the sounds of things they may not be targeting this station but you cant be certain of that.

>I say we sabotage shields. But not in getting them down, in keeping them up so that no ship can escape the bubble. Once we get a surround, even under weapon fire, they wont be able to escape. And if we can sabotage weapons, sensors or command and control next our ships should be able to pull it off without much problem.

Inverting the shields is possible. It would prevent weapons fire from the ships and the station from striking targets outside. Ships could still escape if they lowered their speed relative to the shield but they'd be sitting ducks for your wing and allies outside.
There is a snag, as you lack the shield operations training to pull this off. You do know enough to realise it could only work from the station's Command Center. You could always take an Operations officer hostage?

Majority wanted to go after the shield generators in come capacity. Any last minute changes to this course of action?

[ ] Go for the Shield Generators themselves
[ ] Change of plans, head for Command Center
>>
>>27005883

Go for the shields.
>>
>>27005883
Shield Generators. KISS and all
>>
>>27005883
[X] Go straight for their shields.
>>
File: 1378237437762.gif-(4 KB, 882x465, Security.gif)
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When the cargo elevator doors open on whichever core section level you're on the workers are greeted by an automated recording over the intercom.

"Welcome to Richter Station! This is a reminder that Luxury apartments in the habitation ring are still available under our low price listing workers program. In system mining crews can apply for as much as a 40% discount. Join over two million satisfied resid-"

You miss the rest as you sneak out of the lift and into one of the other sections. Using maps of the interior from the PCCG archives you follow a few individuals to get through automatic doors, careful to avoid bumping into anyone. Things begin to get more difficult as you leave the public areas and enter mechanical spaces, most of them being blocked off with pressure doors.

Making it to the approximate area of the first shield generator you find the entire section is sealed off with security doors or armored bulkheads. This could take some time to get through.

Spotting one security door you make your way over. There aren't any automated defenses on this side thankfully but you can see a pair of guards through the door's viewport. The door seems to have been secured from the other side.

Do you want to try to cut through the bolts holding the door using your blade, use a breaching charge which may kill or incapacitate the guards, make a noise to get their attention or do something else?

>Will you be killing or trying to stun guards you encounter?
>>
>>27006507
I'd prefer to stun them, but do we even need to take any of them out? Our stealth field should make it easy enough to avoid most confrontations.

Is access to the door automated? Would we just have to steal an access card from somebody.
>>
>>27006627
>do we even need to take any of them out?
That is entirely up to you guys and how you choose to deal with the door(s) and the generator.

>Is access to the door automated? Would we just have to steal an access card from somebody.
You cant tell from this side which has no control options, just the armored window and metal plate. However the door is controlled there's a pair of deadbolts keeping it locked.
You could try to find another way around or even wait for the next guard change to see if they open it then.
>>
>>27006507
I would say try to get the guard's attention to the point where they open the door and try to sneak in without while they check to see what was up. If sneaking in without them noticing us fails I say stun them.

I say stun because if we have to engage them outside of the door their blood would make a mess and signal that something is wrong to anyone who walks by.
>>
>>27006627
I'd rather just make quick, clean, silent kills when it comes to a slaver station.

Unless we need someone alive, that is.

>>27006507
>>27006722
Can we attempt to locate another passage or utility crawlspace?
>>
>>27006854
>Can we attempt to locate another passage or utility crawlspace?
There are bound to be other security doors at the other entrances judging by the looks of things, but if your time on Forbearance taught you anything it's that there are usually crawlspaces around.

Roll 1d100 if you want to try to find a crawlspace.
>>
Rolled 61

>>27006899
Rolling.
>>
So assuming we planned this out beforehand when does the cavalry show up? Or do we need to signal them?

That's going to affect our ability to go loud without compromising the mission.
>>
>>27007025
You can signal your people aboard the station who would in turn call them in, or they'll jump in at the first sign of the station's defenses being catastrophically compromised.

So guys we looking for another way in or throwing dice at the window?
>>
>>27007098
I still think we should look for another way in. It's not like another hour or so of looking around will create many problems for us.
>>
Rolled 36

>>27006899
>>
Rolled 3

>>27006899

Crawlspaces. There are always crawlspaces!
>>
>>27007283
They're pirates. Sonia is a femal protagonist with hax armour.

Let's find them tuuuuuuuubes!
>>
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>>27007283
Apparently none that cut through the bulkheads.

There are two other more heavily defended security doors that look like they can be manually opened from this side. Secondary systems area appears to be closed off from the generator. There is a cargo lift off to one side that connects to another level.
>>
Hmm well I guess we have to go back to plan A then. Put a breaching charge on the door and then try to cut the bolts without making too much noise. If they spot us then just blow it and move as fast as we can.

Gonna be back later.
>>
>>27007454
We should at least check out what's on that level that lift leads to.
>>
>>27007454
You know what they say: Where there is a cargo lift there is a way.

We should try to see if we can find out way to that.
>>
>>27007612
There's some more equipment storage and machine shops where repair crews are working on replacement parts for around the station.

The cargo lift door is closed at the moment and two security guards are keeping an eye on both the control pad and the workers in the room.

http://www.surveymonkey.com/s/JTXFYWN
>>
>>27007454
I suggest following that lift. The bulkheads cannot be a total enclosure in every way. If it was a giant steel box then there would be no in/out for atmosphere or power. Anywhere that there is such interfaces will be weaker than the areas around it.

Essentially, if we can find the flow for ventilation or for power, in the worst case scenario, those areas could be in weaker bulkhead zones that would be easier to blast or in a remote enough place that it'd be a stealthier entrance than blowing a hole in the front door.

We still have other areas we may need to mess with, and I suggest we stay as stealthy as possible until the last minute.
>>
>>27007863
>replacement parts for around the station

Anything involved in that process that could obviously explode in a horrible accident that distracts lots of people?
>>
>>27008266

This is a fantastic idea that I didn't think of!

I like it.
>>
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>>27007863
>I suggest following that lift.
The cargo lift door is closed at the moment and two security guards are keeping an eye on both the control pad and the workers in the room.

>The bulkheads cannot be a total enclosure in every way. If it was a giant steel box then there would be no in/out for atmosphere or power. Anywhere that there is such interfaces will be weaker than the areas around it.
>*check the cargo lift's shaft for power/in and atmos/in crawlspaces. Quite literally, look between the floors for any air vents.
While searching for -and failing to find- crawlspaces into the generator room large enough for you, you note that the station makes use of micro-ventilation systems like those on your starships. They're not large enough to allow passage of anything larger than a strand of hair and can be quickly sealed in the event of a hull breach. Each section then operates on its own life support systems for an extended though far from indefinite period.

There are sealed power conduits that pass through the bulkhead, though they're industrial grade and would be troublesome to move out of the way after severing it. You could use high yield explosives to cut through one of the power conduits and possibly rip it free. This would alert most of the station to your presence.


>We should have a look what the cargolift is actually used for. If they use it to to bring supplies to this shop, try to damage the stuff they have there, so they'll need to have replacements sent via the lift.
The shop is used to produce replacements. Refined metals or unfinished parts are brought in from elsewhere so that they can be worked on in the shops. This is how you've been able to get into the shop itself and look around, security to get into it isn't as heavy.

>>27008266
There are induction heating units, plasma torches, micro lathes and other cutting tools present.

>Cont.
>>
Could have just knocked on the door and punched their faces when they opened it
>>
>>27008766
I know, I figured this would take 5 minutes!

>>27008695
Originally after you made it inside I was going to ask you if you wanted to 1)damaged the generator itself, 2)wipe its programming which would take some time to restore, 3)plant explosives in the generator which you could detonate later or 4) sever or otherwise damage the power conduits.

As you've already spent more than 2 hours sneaking around the area looking for an alternate means of entrance you have now located every major power conduit that feeds the shield generator.
If you wanted you could set up explosives that could be set off later to simultaneously cut all power to this shield generator. You should be able to find more explosives elsewhere on the station.

[ ] Go in through lift
[ ] Plant explosives outside
[ ] other

Roll 2d20
>>
Rolled 7, 10 = 17

>>27008846
[x] other

knock on door, punch faces
>>
>>27008846
[X] Plant explosives outside.
>>
Rolled 19

>>27008846
>[X] Go in through lift
>1
>>
Rolled 3, 9 = 12

Forgot my dice
>>
Rolled 11

>>27008988
>2
>>
While doing one more check of the security doors you notice what appears to be a shift change in progress...

"Hey open up!"
"You're late and I told you to use the other door." Responds a second muffled voice. "This one isnt secure enough."
You round the corner in time to see a rather short blue skinned Shallan on the outside of the one security door trying to get in.
"Man, come on! I was trying to get news on the Shallan homeworlds. Just open up."
"A'right, but if I see you near my sister again I'm breaking all of your fingers."

You're at the end of the corridor and have 11 seconds before the door closes.

[ ] Stun them
[ ] Close the distance, incapacitate with melee
[ ] Other
Roll 1d20
>>
>>27009176
What's this? A chance to sneak in? Might as well try!

If they notice us we can always "incapacitate" them.
>>
>>27009222
1 for
>Other: Sneak in
Still need that roll.
>>
Rolled 20

>>27009222
That sounds good.
>>
Rolled 4

>>27009222
agreed.
>>
>>27009383
;.; perhaps I should stop posting for a while
>>
>>27009264
Looks like our waiting has paid off.
>>
>>27009427
Think we can sell our non-classified infiltration experience to some holo sim company?
We could call it Metal Gear Sonia.
>>
>>27009476

War, ship construction, research investor(maybe), game designer? If we were a corporation, we would be hilariously schizophrenic.

...this might be a good way to generate moar revenue to throw at that corporate medi-stasis project.
>>
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>>27009264
>>27009264
Running as fast as you can towards the door you try to time it just right so that you avoid running into the pint sized security guard entering the generator room.
Turning sideways at the last moment and keeping your arms out wide, you slide through the gap narrowly avoiding the guards.

Your close pass causes a slight draft tussling the Shallan's hair.
"Close the door before the supervisor notices the draft!" Hisses one of the others. "And throw your helmet on, you're supposed to be on shift."

Double checking your silent movement systems you head towards the generator itself.

Everything looks clear for the moment.
Given your current preference for keeping quiet will you try to wipe the programming on the generator or plant explosives to set off later?
>>
>>27009564
I would favour wiping the programming, as it might mean we could actually use more of this station if we manage to take it over.
>>
>>27009776

I agree with this as well, but add, we should seek to shut down/destroy any backups. Wiping the computers would be a great way to preserve things for us later, but only so long as it doesn't take 5 minutes for them to just load the software back up.

If they did that we'd have a puny window of opportunity while the computer makes boot noises.

Maybe steal their physical backups, and wipe digital ones? might add to the confusion.

>"WHERE'S THE BACKUPS?!"
>>"I dunno boss, jimmy had em'
>>
>>27009776
>>27009814

it may be wise to plant explosives on at least a few of the power conduits as a backup plan
>>
>>27009870
Agreed.
>>
>>27009878

let's try to do explosives first, and hide them carefully, then wipe the computers. They'll probably notice REALLY fast when the computers drop. Unless we can do it remotely/on a trigger in a sneaky way?

I feel like this might be adding to the difficulty.
>>
>>27010008
Timer. A notepadish thing that forces a reboot. We can couple that with a thing that will crash the shields and then fry computers or blow up the conduits.
>>
>>27010072

Definitely this.
>>
Slaping a few explosives in difficult to spot locations doesnt take long and gives you time to figure out what areas are most devoid of activity.

"Okay, this should be simple enough." you think to yourself. You did spend some time on the flight from South Reach working on your systems intrusion skills. Making sure that one of the work stations are unoccupied you pull off an access panel and get to work. Uploading a virus to destroy the generator programming is simple, the trick is to make sure the right variables are in place before you plug in the transfer module or it might spread enough to be detected quickly. You target the backups first just to be sure then set a time delay until the big virus bomb wipes out the main programming.

Getting out should be far easier as the cargo lift is unguarded on this side. Hitting the call button you grab a box off a nearby shelf you're sure isn't covered by security cameras then toss it aboard once the doors open. Riding the lift down with it, the doors into the machine shop open and both the security guards turn to see what's going on.

"It's just a box."
"Lazy sonofa-"
The second guard pulls the box off the lift while you make your getaway.

The station should have a gap in their shield coverage now of close to 25%, though they could extend the shields from the other generators at the cost of reducing overall effectiveness.

Will you try to take down another one or call in the assault? Since you're now more or less familiar with the way the station is built taking down other generators should be faster.

[ ] Call in the assault
[ ] Go for the next Generator (Roll 2d20)
[ ] Other
>>
Rolled 4, 17 = 21

>>27010321
[X] Go for the next Generator
>>
>>27010321

I like the idea of stripping its defenses too thoroughly for them to be effective, but what about their weapons? If I remember the description, this thing is covered in heavy naval weapons. Thoughts, other anons?
>>
Rolled 1

>>27010321
Generators, please.
>1
>>
>>27010443
How I see it is if they don't have any shields it won't matter how many guns they have as we can just snipe them off or threaten to blow the whole station if they don't surrender.
>>
Rolled 6

>>27010487
>2
>>
Rolled 14, 2 = 16

>>27010321
>>
Rolled 19, 7 = 26

>>27010490

Makes sense to me.
Generators it is then.
>>
>>27010534
my bad. wrong target post.
>>
Rinse and repeat you hope...

Getting inside the second generator room isn't nearly as time consuming but is a little bit more difficult to get your timing right to avoid running into security team members. Still, nothing you can't handle.

By the time you're done setting explosives you've mostly exhausted your weapon stores except for your stun grenades and a flashbang. Now that you know what you're doing installing the logic bomb that should wipe the generator programming isn't quite as nerve wracking. You were able to do it once after all.

Wait, you don't actually know if the other one worked yet. Not a great confidence booster right now. Reluctantly you pull the same escape trick, hoping that security wont talk to each other much about boxes being moved around. If things get desperate you'll just hide in the box next time.

You've taken down half of the stations shields. Will you try your luck at a third one or call in the fleet? Or barring that see how your Marines are doing. You haven't talked to them in awhile after all.

[ ] Call in the assault
[ ] Just one more Generator, I can quit anytime I want to (Roll 2d20)
[ ] Marines (What say?)
[ ] Other
>>
Rolled 2, 16 = 18

>>27010804
[X] Marines
"Any change to the situation? Also, how are the sales doing?"

[X] Just one more Generator, I can't quit anytime I want to
>>
Rolled 20

>>27010804
Generators~
>1
>>
>>27010804
call in the fleet
>>
Rolled 10

>>27010928
>2
>>
Rolled 1, 2 = 3

>>27010804
Fuck the Generators!
>>
>>27010804
Talk to the Marines. See how the situation has changed. We don't want them to know a fleet action is imminent.

If ships are preparing to leave we might have to call the fleet now. ASAP.
>>
>>27010892
"Good to hear from you sir." responds Valeri. "We were starting to get worried that you hadn't checked in for so long."

You wave of his concern saying that it's a big station.
"Right. We're starting to exhaust the torpedo stocks we brought along. People want to buy the few SP Torpedoes we have at the current black market going rates but we wanted to check with you before final sale. Should we really risk giving them to these people?"

Keep in mind sabotage to the warheads might be detected before you can finish and call in the fleet.

Other than the torpedo situation things seem to have remained normal. The traffic flow to and from the station has remained consistent. One of the slaver gang ships has left the station but it had been in dock here for some time and would have been charged additional docking fees if they hadn't left.
>>
>>27011088
Tell them one of our preferred customers has told us he has an interest in the SP torpedoes, and until he has arrived at the station and talked to us, we can't really do anything about them.
>>
>>27011088
I say the the go ahead with the sales and leave the torps as they are. Tell them we are on a "roll" and that the call will be coming in soon.
>>
>>27011088

"Current rates? Crazy Has-Ann has crazy rates for normal torpedoes, especially not after our last stop had buyers offering 125%."
>>
>>27011141
>>27011149
>>27011198
That should delay anyone wanting the SP's you hope.

Infiltration goes both better and worse than planned. While waiting for the right moment to gain access to the next generator room you end up slightly distracted due to having been stuck in your suit for some time now.
Fuck the Generators! This itchy spot is going to kill you if your suit doesn't shift slightly. Extending your leg you accidentally trip a passing guard who falls and crashes into a female officer.
"Oops."
Thinking fast you grab a section of pipe nearby and roll it slightly as though the other man had just tripped over it.

It turns out to not be necessary as a fight breaks out and soon the female Rovinar is pummeling three Dro'all troopers that have tried to intervene.

Security rushes out of the generator room giving you an opening. Huh, you've never seen a Rovinar flip out like that before.

This time you're even more nervous about uploading the virus, with the chances security might rush back inside and sweep the room. After double checking it looks good and you make your escape.

Call in the fleet Y/N?

If Yes will you be returning to the ship or going somewhere else on the station?
>>
>>27011609
Call in the fleet!

Proceed to try and disrupt any and all weapons systems.
>>
>>27011609
Yes, and let's get back to the ship.
>>
>>27011609

call in the fleet, but be somewhere we can get support.
Cut off with no strong explosives and no cell armor is a great way for us to end our career.
>>
Rolled 82, 58 = 140

>>27011682
>>27011699
>>27011848
You contact the Marines and give the word.

"Copy that sir. We'll have our people pack in the Power Cell Armor and make for the ship."


>disrupt any and all weapons systems
>get back to the ship.
>but be somewhere we can get support

You could potentially disrupt the weapon systems by shooting at them from your ship. Just putting that out there.

You head for the lifts and try to find one headed for the upper docking ring. Most of the fleet should be targeting the weapon systems and telling the station to surrender so you should be relatively safe on the way back.

Roll 4d20
>>
>>27011609
Is she fighting well? If she survives the attack on the station, and hasn't done anything terrible, then we should definitely consider giving her a job.
>>
Rolled 10

>>27012076
>1
>>
Rolled 8, 19, 3, 13 = 43

>>27012076
!!!
>>
Rolled 8

>>27012099
>2
>>
Rolled 13, 13, 13, 7 = 46

>>27012076
>>
Rolled 14, 3, 16, 4 = 37

>>27012076
>>
Rolled 18

>>27012113
>3
>>
Rolled 12

>>27012164
>4
>>
Rolled 56

You manage to catch an express lift to the upper docking ring.

When you begin to feel the distant impact of weapons fire the lift's only occupant goes for the emergency stop.

"I wouldn't do that if I were you." You caution, turning off your camo and leveling your carbine. "Unless you can get us to the top faster that is. The docking ring is probably more heavily defended than the rest of the station right now since the core doesn't have any shields."

"Oh hell no, special forces?!" Responds the kid. "Yeah, lets get to the docking ring faster, that sounds good."
He hits a few of the unmarked buttons and the lift increases speed.

"Your funeral though. There's going to be a TON of ship crews in the docking ring trying to get out."

Checking the emergency storage for the lift you pull out a mask and toss it to the other passenger.

"I thought you said the docking ring would still have shields?"

"I said probably." You correct him. "And those shields are mostly on starships that are docked. Get off the lift, find a place to hide and whatever you do don't point a weapon at any boarding teams unless you want to get shot."

When the lift comes to a stop you turn on your camo and make a run for the ship.

It seems not all of your Marines made it to the ship, the fleet jumped in a bit too soon. They're fighting their way towards the security checkpoint you trapped and doing an admirable job of stunning people whenever possible.

[ ] Set off the mine
[ ] Demand security team surrender (What say?)
[ ] other
>>
>>27012713

[x] Check that marines are clear of blast area
[x] set off the mine

Security for slavers may as well be slavers
>>
>>27012078
>Is she fighting well?
More crazy than with any real skill. Like a Brawler/Berserker almost.

Internet connection is becoming a bit spotty, don't know what's going on there. Hopefully it will hold together.
>>
>>27012859
Sounds like a plan.
>>
>>27012713

[x] Demand security team surrender (What say?)
[x] other

Start punching and stop when they drop their weapons
>>
>>27012713
Demand security team surrender " you have five seconds to drop your weapons or I' blow your checkpoint apart "
>>
>>27012907
>>27012907
We've got a follower of the "Path of Hit" right here.


A series of impacts shake the docking ring. You're convinced that part of the hull and superstructure are going to fail but the station holds together. Most people that would be giving your Marines trouble right now are running for their ships.

"This is Reynard, moving up along the far wall." You warn the Marines. "Stand by, I'm about to set off an explosive inside the security checkpoint."

"Copy that sir." Responds Sgt Alfonso. "We'll toss one more flashbang for distraction."

When your visor polarises from the flash you set off the GP mine you left in the storage bin earlier. Most of the explosives in the bin detonate from the shockwave filling the checkpoint with flame and shrapnel.

You activate your IFF and charge in, ready to punch out anyone still resisting and demanding any survivors surrender.

There's more shaking of the station but its not from direct impacts, a few ships must have been destroyed in close proximity.

Roll 2d20 for policing the injured and securing the remainder of the docks.
>>
Rolled 7

>>27013291
Elite tacticool operators operating during hazardous operations!
>>
Rolled 7, 7 = 14

>>27013291
rolling
>>
Rolled 19

>>27013327
>2

Ouch, too much addon gear weighting down our weapons, it seems.
>>
Rolled 12, 17 = 29

>>27013291
>>
Reaching the checkpoint you see that most of the station security personnel are dead or mortally wounded. One man, lacking body armor and covered in blood, gets out from behind the armored desk that had saved his life and opens fire on your Marines with mass driver weapon. You take some minor armor damage while moving in and knocking him unconscious then go back to checking the others.

Heading farther into the docks you meet up with the rest of your Marines. It seems they decided to get back off the ship when it became obvious they wouldn't be needed in the ship battle outside. Taking point and keeping watch for ambushes your troops sweep the other docks in short order, securing the few ships that remained in their berths. Four more corvettes and a dozen assault shuttles from House Ceres touch down and begin unloading Marines.

"Where are the PCCG troops?" You ask of the ranking Marine officer from the other House.

"They're all putting down in the central sections and Habitat ring. They didn't want Dominion troops in view of the civilian populace or there might be a riot. We don't have the manpower to subdue a couple million civies in close quarters if they get uppity."

"Good thinking."

Republic troops touch down at the South docking ring without too much trouble. The handful of smaller LST's they brought along punch holes that the shuttles and light fighters use to act as close support. It isn't long before both docking rings are completely locked down.

"This is Major Firth calling Captain Reynard, do you read?"

"Go ahead Major." You reply heading back to the ship.

"We've managed to take the station with fairly light casualties on our side. Once the shields went down the central sections largely ceased fire and surrendered. Most of the damage was to the docking rings and ships that tried to flee. It shouldn't take us long to reverse whatever you did to the shields and get the station operational again."
>>
"How many ships were captured?" You ask.

"Five suspected slavers, another fifteen other ships were crippled trying to escape and a few actually jumped out."

"Any of the slavers escape?"

"Doubtful, I recognised one of the ships that made it out, a local bounty hunter team. I'll have to talk to them later. Our medical teams will begin to sweep the survivors and the populace in general for implants. That could take some time. I should have troops ready in a few hours take over occupation of the upper docking ring. Is there anything I should keep an eye out for as compensation for your assistance?"
>>
>>27012886
If Rome/Medieval Total War taught me anything, then it's that nobles need to get as many retainers as possible.
>>
>>27014179
We have a thing for exotic small arms
>>
>>27014179
>Is there anything I should keep an eye out for as compensation for your assistance?

Sharks and shark accessories. On a more serious note, any kind of power armour if there is any to be found, or examples of Neeran technology.
>>
>>27014240
"I'll keep that in mind. I meant something for your forces in general."
>>27014255
>On a more serious note, any kind of power armour if there is any to be found, or examples of Neeran technology.
"If we find any I'll see if its possible to send it your way, but any Neeran technology we find will be considered evidence so it could take some time to get to you.

>Sharks and shark accessories.
"I not entirely familiar with those. Are they those rare hook bladed swords nobody uses because they're so unwieldy? In any event I'll keep in touch."
>>
>>27014440
I guess parts for power cell armour would come in mighty handy as well, but I think these should be covered under power armour.

Ooooh, another personal cloaking device would be neat.
>>
>>27014440
Clearly we must send him a information dump on the nature of "Sharks"
>>
When you return to base following the battle for Richter Station you're contacted by Alliance Commander Vulra.

"Knight Captain, it seems you know how to have an interesting time, unfortunately my people and I are needed elsewhere. I plan to make arrangements with the PCCG to secure an impounded ship and head to the front lines. I've talked to Major Firth, most of the remaining work here belongs to police forces and intelligence. Your ships will be returned within three days, we just need to transport some of our remaining supplies and personnel to another station. Good luck."

>What say?
>>
>>27014949
Which ships do you require, some of the ships may be needed by my pilots
>>
>>27014949
This could be the perfect time to join in and help out the Alliance. We could join the Commander on his trip since we are mostly finished up here. Hell, we might could transport some of his personnel and supplies maybe.
>>
>>27015109
If we are all done assisting here, I would be welcome to the idea of escorting them to the front lines.
>>
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>>27015068
They've been acting as part of your command squad using a pair of Smuggler Frigates. (They've already been returned to your reserve in this pic.)

>>27015109
Possibly. You've just found out that the 4th Attack Wing will be arriving in 1 week's time to take over guard duty in the region. If you left some of your ship reserves in the hands of trusted mercenaries they could protect the station until the 4th arrives.

>>27014949
Wing Maintenance
One of 5th squadron's Vengeance Types is still out of action. A number of structural supports melted together when hit by plasma cannon fire so its taking a bit longer to rip them out. Once that's done repair work should progress much faster.

You have 6 new pilots recently transferred from the training wings. Understandably they've never fought against Neeran before and haven't even had a chance to sim against them yet. Had command known sooner that you'd acquired a previously dead pilot they would have only sent you 5. You can now permanently station someone aboard the wing's Marauder.

While Cristina Pozzi is less experienced than most of your other aces vs Neeran she's still one of your elite ad as such is far ahead of your latest rookies. She is currently assigned to 2nd squadron again.
>>
>>27015213
It would be a pretty good entrance I have to say. Joining up while we escort the Commander who we had helped out get back on his feet.
>>
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>>27015233

You currently have 6 WRP available. More will be available in 6 days time.
>>
>>27015285
All in on starfighters
>>
>>27015285
Will the station even be of use to us once we move?
>>
>>27015233
I would like for the new pilots to be given ships and then we hire mercs to guard the station then we escort the Alliance to the front
>>27015285
4 points to bringing point defense ammo to green and two to star fighters
>>
>>27015285
The next upgrade in structure is the ability to manufacture fighters correct? We could get that to and one in repair with another two to point defense.
>>
>>27015359
To you personally? If you're stationed here. It will eventually be upgraded over time, either by the House or through donations from DHI.

>>27015473
No, it's station facilities to house and deploy a starfighter compliment. Make it possible to use the station as a starfighter training base.

Highest level is industry/manufacturing. They can produce parts on site either for starships or fighters. All of the bases deployed in the homeworlds start off at this level. Most though not all bases in the Smugglers Run have been upgraded to this level.
Level 0 is a normal station arm module that's being used in place of a core block, which is fine if you're just using it as a base for a dozen corvettes.

Suggestions for improved iconography? Or should I just make a note of some kind next to each one?
>>
>>27015699
-1 Repairs
-1 R&R
-1 Training
-3 Structure
>>
>>27015285
3 on star fighters
3 on Point defense
>>
>>27015699
3 on PD
1 on Repairs
1 on training
1 on star fighters on the carrier that is all yellow.
>>
>>27015956
I like this one
>>
>>27016150
Let's get our new pilots into some sims. Run an escort to the front with a chunk of our force. the remainder focuses on defense of station, repairs, and helping bring newbs up to wing par
>>
>>27016207
Sounds like a good idea.
>>
For some reason my wireless stick keeps overheating and turning off.

http://www.surveymonkey.com/s/WQ58WK3

I was going to put in vote options for the WRP but it was just going to get too complicated.

Seeing a lot of support for point defense. Reminder, green equips you with mass driver point defense.

Current division of points.
3 PD
1 Station: Training
1 starfighters

Final point. 3 votes for fighters, 2 for Station: Repair.
Any more votes on that?
>>
>>27016535
>Yes / negotiate terms & conditions of service

Let's see what they're willing to offer.
>>
>>27016535

Just as an aside, we did make sure our little wayward pilot had her debt problems removed, correct?

>>27016600
Agreed
>>
>>27016705
>Just as an aside, we did make sure our little wayward pilot had her debt problems removed, correct?
Yes, she only owed about 700 S, she worked off the rest.

>Yes / negotiate terms & conditions of service
The current plan for Alliance service is 6 months out of a standard year on deployment. As you and by extension your unit has already been in the field for an extended period they're willing to negotiate how long you would spend at the front if you were to join now.
This could be until more reinforcements arrive from the various Factions to allow rotation, until your House decides to rotate your unit out, or a set period of time.
It could be anything from a month to a few months if you wanted but they would expect you to get shit done.

You would be offered the rank of an Alliance Major or Lt.Commander (which are currently of equivalent position) and would be placed in command of an autonomous strike unit.

The Alliance is attempting to organise its forces using a combination of doctrines borrowed from several Factions. Currently the forces are divided into 2 main groups Navy and Strike. Navy units are based around large scale engagements or deployment with heavier slower moving ships. Strike units are based around Dominion corvette doctrine, and act as fast highly mobile units to counter Neeran corvette deployments.
>>
>>27017099
I think we can roll another two months as long as we get a few days downtime in transit
>>
>>27017099
Will we get to bring our wing? Would they even want to do this alliance thing if we decided to join?
>>
>>27017099
I say negotiate to we stay until they get a beg batch of reinforcements and depending on how our unit is we might be able to go in for longer after words.
>>
>>27017416
Or at least once the next big batch of recruits get here let us evaluate whether or not our people need a break.
>>
>>27017099
We debated the merit of going alone, but our wing was support and not under direct control of the alliance should they suicide run us into the enemy.

I think we are better equipped for the strike force even though I'd love to play flanking speed runs in the middle of huge combat zones like our initial deployment and lath'am assault before we went after the vekron ships.

Plus... if we join our name, rank, medals, and fame get even larger! So. . . I'm all in for spending a little bit of time on the front
>>
>>27017099
>You would be offered the rank of an Alliance Major or Lt.Commander (which are currently of equivalent position)

Sonia's definitely awesome enough to warrant her own rank. I'd suggest Master at Salvage.
>>
>>27017274
Its going to take 11 days to reach Shallan space from your current location if that's what you meant. And there would be downtime between each battle, mostly for repairs.

>>27017325
>Will we get to bring our wing?
The Commander has stated that you can join the Alliance if you want to and bring the Wing to fight in Shallan space since it's more glory for the House. IF however you take 50% vehicle losses or more your ships will be pulled and returned home. You'll have to borrow something from the Alliance at that point.

Taking the Recruitment option to go home once your House rotates your unit out would make the most sense in this case.

>Would they even want to do this alliance thing if we decided to join?
Until the Commander takes the Wing away from you you're still their CO. The House would have sent the Wing or most of it to the front eventually.
If you're an alliance officer that technically makes the entire wing both an Alliance unit in addition to being a House J-D unit. That means while you're given mission options from the Alliance you're also prioritised to get equipment for said missions.

They're working on a more stable solution for loans of fleet units and non alliance personnel to the Alliance. At the moment with most Factions having deployed their main fleets its still a mess.


Alliance deployment agreement
[ ] Until more reinforcements arrive from the various Factions to allow rotation,
[ ] Until your House rotates your unit out,
[ ] A set period of time. 1 month
[ ] A set period of time. 2 months
[ ] A set period of time. 3 or more months?


4/5 people who have voted so far want to split the Wing and take half with us to Shallan Space. Who all did you guys want to bring along?

>>27017627
The Alliance has not organised a salvage Corps yet and is currently relying on member Factions.

I'll be back on in the morning for a bit. I've got a longer shift tomorrow so I wont be able to resume until after 7pm EST.
>>
>>27017699
[X] Until more reinforcements arrive from the other factions
>>
>>27017699
>4/5 people who have voted so far want to split the Wing and take half with us to Shallan Space. Who all did you guys want to bring along?

Ask for volunteers, and take the most experienced and mentally stable if we get to choose.

>[ ] Until more reinforcements arrive from the various Factions to allow rotation,
>[ ] A set period of time. 2 months
Whichever happens first.
>>
>>27017699
Take only volunteers
>>
>>27017699
Until we get rotated out by our house. That way if we decide we want out we just ask the commander to put us up for rotation.

Take volunteers. Only the first or competition for best of the best to make a squad. We will all roll the dice and take a chance on becoming cannon fodder to protect bigger alliance ships. Then we use the other squads in the wing for our support operations. If we need carriers, cruisers, more swift assault, or forces to secure an area or big ticket salvage while we continue to push out into neeran space.
>>
>>27017699
[X} Until more reinforcements arrive from the various Factions to allow rotation,
>>
>>27017787
>Ask for volunteers
>>27017840
>Take only volunteers
>>27017852
>Take volunteers.

You get everyone together except for the 6 new guys, since they're bound to suck, and ask for volunteers to step forward. Turning around for a second when you look back everyone is a little closer.
"You couldn't make this easy on me guys, could you?"

Briefly considering singing the song of Brave Sir Robin you decide that wont be enough to deter your pilots.

>most experienced and mentally stable
Those don't necessarily go together as one might hope.
At any rate the Doctors want to keep Cristina Pozzi under observation for an extended period, even after returning to duty.
>>
>>27018006
>Those don't necessarily go together as one might hope.
1/3 experience 2/3rds stability.

It's the first big war against a proper military for our unit, I prefer bringing people back alife to going out in a blaze of glory. And stability and discipline is what tends to make that possible.
>>
>>27018006
So SIM tournament! No alliances, no sacrifice to help another person... dunno if we let them pilot their own ship or put them all in the same ship for the competition.
>>
Bump.
>>
Bump
>>
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>>27017770
>>27017787
>>27017852
>>27017967
2-3 for until reinforcements arrive
1 for Until your House rotates your unit out
1 for a set period*
I'll wait to see what a few more people say.

>>27018168
All three of your Knight LT's are among the most stable and disciplined, though if you brought all of them the chain of succession would be less clear among those you left behind.

6th squadron is the least disciplined though normally this is hard to tell due to their equipment.

>>27018381
>So SIM tournament!
Most of the pilots from 2nd and 6th squadrons whip everybody they go up against, though flight and squadron leaders from the other units hold their own for the most part.

Those circled are the top performing pilots in the unit in your sims. Blue have the most discipline while red has the least. Still they're all professionals.
>>
>>27022169
Until house rotates out
>>
>>27022169
I say a few blue and one or two red so we can discipline them under our lead. The rest reformat and run support, and their own priority missions while we enlist in the alliance. I'll let others pick the people we put in our squad because I'm unable to pick right now.
>>
Kind of late to the vote here but I would recommend picking the 1-month stint and no longer. We definitely want to get some front line experience, but we are WAY overdue for some downtime and have been in the field for a very long time. Going for a short tour of duty will let us get our feet wet without over extending ourselves.

As for who to take with us. I'd recommend:
- Both ECM ships
- 3 of the carriers
- 3 squadrons worth of ships + the striker squad

We should focus on bringing a balanced mix of people. Disciplined people can be relied upon, but they also may hesitate before improvising or stretching orders a bit. In this situation we also need people who can adapt to new circumstances.

The people who remain behind can get the new guys up to speed and help DHI set up stuff. Make it clear that this duty is just as important even if it isn't as glorious. At some point in the near future the entire wing will be together again on the front lines.
>>
>>27017699

[x] Until your House rotates your unit out

We can always sign up for another tour when the Wing is rotated out, and we can always send the commander a concerned message about the wing's status when we want out.
>>
>>27017699
>Alliance has not organized a salvage Corps yet

We should totally see how the House wants to deal with our personal bonus from our tour and see if we've earned enough to get some ships to form a private salvage firm. We could hire them into Alliance service!
>>
>>27024619
Not really a private venture but we have been planning to convert a mining barge into a repair/rescue platform that doubles as a salvage barge.
>>
>>27026597

Yes, I know we're trying to get the House to set that up.

I'm just saying it could be an interesting venture to increase Sonia's funds.
>>
>>27024619
With our record we could maybe be head of the salvage division of the of the alliance once they have everything organized.
>>
>>27027293
Not sure if heading a salvage division world be amazing or boring. Our awesome salvage has come from us exploring and blowing (and sometimes not blowing) things up. If we move to working clean up duty we would become space janitors. We wouldn't be able to keep our loot because it would already be claimed.
>>
Doing a quick count here. Hoping nobody said what they wanted to go for twice.
It's still awfully close though so I've put up another survey. Really hope we don't need another survey before heading out. God that would suck.


Deciding you don't want to risk the entire wing in your deployment to the front lines you've decided to take no more than three of your six squadrons. (Plus support ships.)
You're had your people run simulations that put them on an even footing to see who would be the best to bring along. As anticipated your Knights all made the cut but not all of them fit the definition of stability and discipline you were thinking of.

Daska, Arthur and Verilis are your most disciplined (as expected of Knight Lt's) but if all of them go with you there will be few capable of running the other half of the wing.

Alex Is highly disciplined but showed signs of cracking after the Lat'tham fiasco.
Mike is one of your best pilots and can bounce back from anything but is the least disciplined squadron leader.
Siri shows above average levels of discipline and skill but isn't better than any of the other Knights.

Which 3 of your squadron leaders will be deploying with you? They'll be assigned ships selected from the best volunteers in the Wing.

http://www.surveymonkey.com/s/FNJVVW6
>>
>>27029654
Voting for Mike because the others can do better running their squadrons. Mike seems best able to adapt and work with us to stretch alliance orders to their limits. Plus without him running a full squad we should get him some glory and honor through other means.
>>
>>27029654

I'm thinking Mike, Siri and Daska come with us.

Daska is really the only one I'm on the ropes with, as I've always seen her as a command favorite for being our replacement. I think that taking her to the front will give her a greater chance to prove herself able to handle the wing's operations [as I personally think we should eventually go solo into the Alliance]

Mike and Siri seem like solid choices for the front, and we can reign in Mike's discipline problems.

I'm thinking Arthur, Verilis and Alex for the Pandora cluster due to all three being highly disciplined and I think best suited to getting our rookies prepared to fight and survive Neeran forces. I also think Alex could use some time away from combat, but if the Pandora cluster turns into a war zone again all 3 of those squadron leaders are good at what they do and capable of independent action.
>>
>>27029819
I agree with this guy his logic is pretty sound
>>
Unexpected delays, sorry about that.
I had to go back and add SELECT 3 again to the end of the second survey question since there were 4 people who voted and only 9 results.
oops.

Most people want Daska and Mike to go with you and some want Siri to come along as well. Was there anything else you wanted to take care of before departing?

Also, what do you plan to spend the 11 days in transit doing?

captcha stop showing me photos from the realestate catologue.
>>
>>27030426
I'd say training with our rifles and hand-to-hand combat
>>
>>27030426
Getting adequate sleep, reviewing messages from home. doing paperwork.
>>
>>27030426
>I had to go back and add SELECT 3 again to the end of the second survey question since there were 4 people who voted and only 9 results.

I chose Daska and Siri, I didn't have any favourites out of the remaining choices.

>Also, what do you plan to spend the 11 days in transit doing?

Review combat footage from our fights with the Neeran ships?
Derp around with Kavos, Linda, and our new geologist buddyguard.
Get some sleep.
Dream about various shark themed genetic monstrosities we can have created with our vast funds.
Write a letter to our family.
>>
Getting adequate sleep remains a priority and a problem. You've been busy enough in the Pandora cluster that you've been able to work yourself to sleep. Other times when on alert you've gone back to using the sleep heaset. You're still getting the occasional bad night but it isn't nearly all the time like before.

>training with rifles and hand to hand
The last operation aboard Richtor Station had plenty of opportunities to go wrong that you instead made the best of. Rather than get complacent you decide to keep up your training but in and out of your armor.

Out of the armor Rufaro can still give you a run for your money. While she hasnt seen as much action as the other Marines lately she is slowly gaining confidence in her abilities.

Roll 1d20
>>
Rolled 19

>>27031039
>>
>>27030426

Can we also get our bodyguard some Geology memory implantation and books to study at a station along the way? If she wants it, at least. She might just want some books on the subject to study and relax.
>>
Train more with the X-ray rifle so we can start using it without people being afraid of it.

Also, memory implants all around! You get a new memory, you get a new memory, everyone gets a new memory!

And suddenly we are Oprah!
>>
Rolled 19

>>27031039
Rolling.

>captcha: Plailan Maidens
So, now that Arthur is rich, where's our bride?
>>
>>27031096
>>27031309
Can we take the approach of "You're primary job is to take bullets instead of me. The least I can do is provide whatever help you need within reason. So if you need anything, just ask."
Its much less likely to freak her out.
>>
>>27031363
Well, we asked if she had any interests, and she admitted she was from a family of terraformers and was interested in geology because of that. [some were hoping she'd want to be a lawyer]

I just kind of figured that we could indulge her hobby a bit during this little break.
>>
Rolled 18, 14, 13 = 45

Rollan for Rufaro. She's supposedly on par with you, might as well give her the same reroll chance.

Checking through your messages from home everyone seems to be doing well there. The August break was a short one and school has resumed. To help kill time while your sister was off school they headed out to your holdings to take a look at things. The "small" hunting cabin you contracted to have built is completed, making heavy use of wood from the one Readwood tree that a heli-logging team pulled out.
Water collection and filtration systems in addition to a recycling system can make the site largely sustainable, though you would need to bring in food supplies. A small landing pad has been built which is hard to spot from the air but can accomodate a starfighter or personal shuttle. The bunker section has been dug down beneath the site and could store a vehicle from the pad and provide sealed protection for up to 20 people for a few months.

(There's a letter for you from one of the engineers who worked on the site detailing sugested locations for sentry posts to be constructed. There are a few interim locations you could post guards.)

Needless to say your mother is impressed even though she and your sister havent checked out what all is in the basement.
"If it wasnt so far from my day job and schools I'd consider moving in!"

Your ship has arrived in orbit above Dreminth and has been assigned a berth for private starship use. It's too large to remain in dock all the time and will occasionally be assigned to a parking orbit. At your suggestion some of the crews have taken part time jobs while they wait for you to return home.
>>
>>27031986
Most of the new crew are the engineers who helped build the ship right? If they lack for something to do we could have them see if it would be possible to turn the plasma cannon into a giant electrolaser.
>>
>>27031986
After the things that have happened so far and how we found that one underground installation a ways back I have the strange urge to keep on adding space to the Bunker.

I mean that one underground facility had room for a submersible! The urge to do better than that is overtaking me.
>>
>>27032335
what ever happened with that base didn't we take it and make it resort
>>
>>27032388
It's now a military base for our house I think or maybe we gave it to the locals. But that brings up a good question. I wonder how our Resorts are doing.
>>
>>27032335
Should we add a teleporter to it? Just in case we need to leave the planet in a hurry.
>>
>>27032421
A teleporter is a good idea though I was thinking of slowly going from Bunker to underground installation.
>>
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You tell your bodyguard and body double that since their primary job is to take bullets instead of you, the least you can do is provide whatever help they need within reason.

Still... you fel obligated to go a step further than the usual help with killing things. You look up and buy some special vouchers that can be used to pay for one set of memory imprints each. They can be sent out as holiday gifts.

This is kind of fun. Hopefully you dont go crazy if or when your fortune grows and start giving out bees or sharks.

>>27032111
>Most of the new crew are the engineers who helped build the ship right? If they lack for something to do we could have them see if it would be possible to turn the plasma cannon into a giant electrolaser.
They'll do what they can, but dont expect miracles. They will try to coordinate with the House teams that have brought back captured weapons from the new territories. If the proper equipment is found it may be possible. Until then they should be able to boost Plasma weapon reconstruction speed.
>>
>Review combat footage from our fights with the Neeran ships
So far you've been doing things right. Boxing in Neeran corvettes using superior firepower so they cant maneuver, then hammering them. This has become the engagement technique used by most Cruiser and Frigate units.

Your attack corvettes with their twin linked phase cannon can cut through Neeran shields more easily, just as against Faction ships, but since they have tougher shielding overall your corvettes need backup. Organising your squadrons to pair Attack Corvettes with either Archerfish or Firestorm Frigates will result in an attack bonus.

The Starfighter squadrons need to develop new tactics. Wider dispersal seems to be the biggest one as the more fighters you put onto the field the more likely some of them are going to be hit by stray plasma balls. Looking into reports from the front other forces are encountering the same problems. Most units are loading attack bombers with halved torpedo loadouts and more AF missiles so they can multirole and have superior performance with the reduced weight.
Except for in areas where there is a heavy enemy fighter presence dedicated Interceptors are just not in demand.

Shield Piercing Torpedoes remain the go to solution for dealing with Neeran ships of any type. The Alliance Admiralty is suggesting that SP's be held in reserve for use against Battleships, Carriers and Heavy Cruisers as the current rate of stockpile depletion cant be sustained.

The Terrans maintain SP stocks for defense of their colonies which haven't been touched yet but won't release them until production reaches sufficient output. Due to the presence of enemy ships operating behind the lines they're more reluctant than usual. Efforts of groups like yours to eliminate this threat have helped to downplay those fears.
>>
>>27033208
>Giving out sharks.

More like we end up making our own merchandise which just happens to be shark oriented.
>>
>>27033208
>They'll do what they can, but dont expect miracles. They will try to coordinate with the House teams that have brought back captured weapons from the new territories. If the proper equipment is found it may be possible. Until then they should be able to boost Plasma weapon reconstruction speed.
Yeah this won't be happening overnight. In theory it should be possible, an electrolaser is a laser that ionizes a beam of atmosphere into plasma which then carries an electrical current to the target. We operate in space but we have a big honking plasma cannon to work with. If we dial it back to low yield we can get a beam of plasma that won't immediately destroy the target, and then all you have to do is figure out a way to dump a shitton of electricity into it without melting the ship.

I'm sure whatever we learn from the Neeran weapons will get us a few steps in this direction.

>The Starfighter squadrons need to develop new tactics. Wider dispersal seems to be the biggest one as the more fighters you put onto the field the more likely some of them are going to be hit by stray plasma balls.
Hmm, there must be something that can be done to disrupt plasma balls. Either getting them to disperse or disrupting the tracking so that they miss. Someone mentioned anti-beam chaff pods in a previous thread, maybe something similar could work here?
>>
>>27033208
>start giving out bees or sharks.

Well, this is supposed to be the future. So, why not both? I'm sure we have enough money to employ some down on his luck geneticist.

What could go wrong?
>>
>>27033439
Shark bees! Flying yellow and white sharks the size of your thumb! If anything let's get a miniature of this idea cast so we can use it to decorate our desk.
>>
You've decided to sign up with the Alliance with the agreement that you'll stay on the front lines until your House rotates your ships out of the area.

Mike, Daska and Arthur are in direct command of the three squadrons you're bringing with you. Working on getting what ships you'll have available is taking me a bit.


>Write a letter to our family.
You consider telling them about the bunker section but suspect that would be a bad idea if sis happened to read it before Mom could censor it. Better not.
Anything specific you'd like to tell the family?

>>27032335
>I mean that one underground facility had room for a submersible! The urge to do better than that is overtaking me.
Yours is in mountainous terrain.
Roll 1d100 for fault lines that would impede additional construction.
>>
Rolled 6, 58, 91 = 155

Might as well do them at once.
>>
Rolled 75

>>27033959
>>
Meh, tell em were getting more medals, honors, and titles than we can fit on a dress uniform and may be buying a pleb just to wear the extra ones...

As for the bunker, send a second letter by way of some billing company or something sis wouldnt think to open.
>>
Rolled 61

>>27034178
Forgot this computer capitalizes dice
>>
Rolled 97

>>27033959
>>
>>27034378
Clearly we are in a good position.
>>
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After the other Squadron Leaders were removed from the running your half of the wing is still short 6 ships and pilots for an even split. The ones currently displayed are the best of the Wing. Only Mike's section has room for more ships though.
Do you want to go with these or add 6 more of your veterans to the mix?

The other half can currently spare 2 more cruisers if necessary. You can also choose from a mix of Frigates or your reserve corvettes.

Frigates:
ArcherFish
Firestorm
Smuggler Frigate +
Pandora Class

You also have the upgraded Rapier class Frigate in reserve. Its main gun has been replaced with a phased plasma channel discharge gun. AKA Lightning Gun.
>>
>>27034440
I'd say add the six more vets because we're the ones going to the front so I think we will need them most only volunteers again
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>>27034440
>Frigates:
>ArcherFish
Twin linked phase cannon and missile launchers. Narrower profile than other Frigates, very maneuverable.
>Firestorm
Quad linked phase cannon. More engine power for maneuvering than other Frigates.
>Smuggler Frigate +
2 Torpedo launchers, 3 phase cannon turrets. Good firepower and weapon coverage. Multirole. Can carry small starfighter compliment. Poor maneuverability.
>Pandora Class
4 Light phase cannon arrays, 8x missile launchers. Best weapon coverage. Light weight design with Poor armor and shields.
>Rapier PPC Custom
1x PPCDG, 2 missile launchers. Double hull results in odd profile. Maneuverable, good engine power. Average shields and armor.
>>
Might as well take the lightning gun with us, there can't be too many of these out there so test data against the Neeran will be hard to come by.
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>>27034650
Might as well take the Rapier along with us as and maybe a few vets as well.
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>>27034650
If I remember correctly or frigates weren't doing to go against the neeran. If that's true then u vote rapier for test data then leave the rest
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>>27035151
Pandora class Frigates were not doing so well.

After 11 days in transit you arrive in Shallan space. The closest Nav station is packed with traffic as are the numerous modular stations that have been brought in. Its not just military traffic, refugees are are everywhere. Cargo transports hastily converted for passenger use are undergoing last minute refits and system checks before trying to jump to the next closest Relay point.
The closer to the main station the worse it is.

Some mercenary units having second thoughts are picking up civilians for transport back, deciding that it might be better to make a bit less money than risk being lost out here.

"I wonder how many slavers are pretending to offer legitimate transport." Asks Arthur.

Getting your next set of coordinates you micro jump to a military outpost not far away. A larger more permanent station, modular arms have been added to either end to increase docking space and support options. Most of the arms are packed with starships from every Faction. You even spot a Krath Battlecruiser in the distance briefly decloak to take aboard a shuttle.
Despite it all there are few in the way of larger starships present. You hope this means they're all at the front rather than the other alternative; that none of the Factions would trust the Alliance with more medium cruisers let alone Heavy or Super Heavies.

You see off Commander Vulra and then wait for the Alliance to get back to you. A shuttle is sent over with a new long range secure coms array module and a few other things. The range is far from indefinite but its much better than what your ships normally have. Even if the Neeran were to knock down all the com arrays in this cluster you should still be able to raise someone.

It'll take an hour until the com systems are upgraded then you can officially check in and get your orders.
>>
We should probably send the Commander an update about our joining of the Alliance personally and do a formal request to take the current portion of the Wing we've brought along into Alliance service.

Chain of Command niceties and all
>>
Not long after you're sent your new equipment you get a message from the station. The sender is unlisted and doesn't contain any actual data per se but does contain transcripts of some rumors.

The last surviving super heavy shipyard built by the Kavarians, the same one that constructed their monstrous command ship, has been reactivated. An unidentified Terran Medium cruiser was reported to have arrived at the yard recently with a strong escort. Materials specialists from every Faction are being contacted and put aboard the fastest ships to reach the Centri Cluster.

Finally the com system is finished and you're hailed by the station. A middle age human male that looks used to working a desk job appears on screen. "Knight Captain Sonia Reynard, Faction: Dominion. You've been approved to join the Alliance.

As a serving member of the Factions Alliance you will not be permitted to willfully take part in military actions again signatory Factions. Use of Alliance weapons, equipment, technology or personnel for personal gain or to directly assist your House or Faction at the expenses of another is expressly forbidden. As you are a shareholder with several weapons manufacturers I want to be absolutely clear that you are not permitted to influence Alliance policy towards preferring any particular suppler.
If you influence policy change within the company itself there's not much we can do about that."
He looks to the side and squints.

"There's a note here that you want to establish a salvage company?" He looks back waiting for a response.

"Yes sir! We shoot ships and then salvage them."

"Hmm. We're still working on the legal framework for salvage, but don't expect huge payouts when on Alliance operations even if you do bring your own salvage craft. Our people would like to look over any wreckage that's brought in to see if equipment can be reverse engineered in joint projects.

Do you agree to these conditions?"
Y/N?
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>>27035928
>Do you agree to these conditions?

"Nope, guess I'll just take my ships and leave. Good luck and have a nice war, I guess."

On a more serious note, I have no idea if that's a good deal or not.
>>
>>27035928
That wording is really ambiguous, does he mean than even if we bring our ships and do all the work to recover ships they won't pay us much for doing it?

Does that mean we could just keep the stuff we find or sell it to someone else? What about the bounties for recovered tech?
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>>27035928
>Y

Sounds good to me.
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>>27036043
>"Nope, guess I'll just take my ships and leave. Good luck and have a nice war, I guess."
Was waiting for this.

>>27036172
It's meant to be somewhat ambiguous in certain places.

They're going to be giving you tech, weapons, and logistics support you wouldn't otherwise have access to. What they don't want to have happen is someone taking all those shiny toys, going home and conquering the House next to them.

As for salvaged Neeran wreckage a lot of that will likely end up being used to pay for maintenance, equipment, ships and to help fund R&D. Once the Faction Tech base gets high enough it may be possible to recycle scrap from Neeran ships and use it to construct replacements parts for your ships.
Salvage teams would still get payed.

>What about the bounties for recovered tech?
You still get those for intact equipment.
>>
>>27036172
I think it's more of a "They want to look at any tech on board vessels that we acquire" and since we are fighting a very tech savy race this is to be expected. If we brought in salvage from non neeran vessels they would most likely just give it a once over and let us get back to salvaging.
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>>27036352
Well that seems pretty reasonable to me and I think it's quite understandable.
>>
So the impression I'm getting is:

- Someone has to do the salvaging for the Alliance, if that's us we get paid to do it versus hiring someone else.
- Alliance gets first dibs on examining anything we bring back.
- Bounties are still paid for intact equipment.

That about right? It's really just about removing the middleman. I say go for it.
>>
>>27036782
>That about right?
Pretty much.
Well 2/3 ain't bad.

"Sonia Reynard you are hereby Commissioned as a Major in the Factions Alliance military. You'll be placed in command of a strike unit. If you have permission from your Faction or House to conduct combat operations with those ships currently under your command please relay your force strength to the appropriate channel. Logistics will be in touch with you shortly afterwards to ensure that you're properly outfitted and so that we can find berths for your ships quickly when they're in need of repairs"

>>27035810
You send the Commander an update about joining the Alliance and she in turn grants you the use of 3rd Wing in missions for the Alliance until such time that she tells you to go home.


>Alliance Missions Unlocked!

You'll get access to Alliance R&D options at a later time. I need to straighten them out a bit first.
>>
Alliance missions

-Landing Assault
A large scale fleet operation. Several battlegroups are protecting a Dominion and Terran planetary assault force from Neeran fleet elements. The landing is being fiercly contested and only a few Neeran ships would need to break through to threaten the transports. Help any way you can.

-Hit and Fade
Cloaked Scout ships have spotted some targets of opportunity. You'll be provided with a compliment of SP torpedoes. Do as much damage possible as quickly as you can before reinforcements show up.

-Distraction
Allaince ships will act as a distraction while Rovinar Commandoes attempt to board a Neeran Super Heavy Cruiser. Any intel on the ship interiors could be invaluable.

-Battlestation
Neeran fleets have been conducting a siege of one of the Shallan's most heavily fortified shipyards. Ships from both sides continue to pour in and the Factions are reluctant to use additional Vecron weaponry in the area after destroying one Super.

-Search & Seizure
Given the number of private starships in the area and with the Shallan military otherwise occupied incidents of theft and piracy are on the rise. Given the precarious situation with the Warlords these raiders need to be dealt with before excessive blame can be shifted onto the South Reach Mercenaries.

-Propose a mission to Alliance Command, try to get approval.

I've gotta be up in less than 5 hours. I'll be resuming tomorrow at or shortly after 4pm EST.
>>
>>27037209
>-Search & Seizure

This should be a good start for our unit. We're pretty experienced when it comes to fighting this kind of enemy.
>>
-Landing Assault
I'm sure we could get the job done.

-Hit and Fade
We would be perfect for this but it has bad loot potential.

-Distraction
NOPE

-Battlestation
NOPE

-Search & Seizure
Loot senses tingling.

Seriously though I think we should do Hit and Fade. It's not often you get to play with SP torpedoes on someone else's budget. This plays to our strengths and lets us do some damage with relatively minimal risk.
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>>27037209
>-Search & Seizure
The job seems perfect.
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>>27037209
are any of the missions time critical because I would like to know before we make any choices
>>
Rolled 52

Unless something is extremely time critical and alliance operations think our 3squads could make a huge impact. (landing assault sounds like they might need help quickly) I vote we run hit and fade using alliance sp stockpiles. Get a feel for how much dakka we need to use against these guys without expending our own ammo.

Second option is search& seizure since they're bandits and we have prior experience breaking these kind of fights. Also the ships would most likely not be Neeran so the alliance wouldn't pay a lot of attention to our acquisitions.

Side question: with the contract we just signed that stipulates we can't use our new tech to promote our own house. What if we use the tech to cripple a ship, but our un-allianced squads take credit for the kill and keep the loot? Is there a loophole here we can exploit or will this idea get us in deep shit with the other factions?
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>>27037209
Search & Seizure
or
Hit and Fade
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>>27037209
Looting is great and all but I want to kill us sum neeriums

Hit and Fade
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>>27037328
>are any of the missions time critical
Landing Assault
Hit and fade
Distraction
All three of the above are time critical. Other hit and fade missions will become available in the future once scout ships have located good targets.
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>>27039960
in that case I vote landing assault due to it being time critical
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>>27040936
I will change my vote to this.
>>
We should do either the Hit and Fade or the anti-piracy mission. Both of these are likely to have a larger overall impact, either drawing enemy forces from the front and into defensive positions to protect vulnerable locations or by reducing future incidents involving pirates.

Personally, I favor the Hit and Fade. We can smash vulnerable shit and get out with our speed and we can then hunt down pirates while we lick any wounds we suffer from this mission.
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>>27039960
In that case, I change my vote to Landing Assault or Hit and fade, whichever is more time sensitive/important.

>>27037240 here
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>>27037209
Since Hit & Fade is time sensitive I say we should do that one.
>>
A few of the other missions seem important but you'd much rather go out and hit targets using someone else's SP torps.
After accepting you're sent location data for a logistics unit that will set you up with Torpedoes and other supplies you'll need.

>>27034440
>>27034650
The Rapier Custom has been given to one of your veteran pilots and attached to Mike's unit.
What type of ships will you be assigning to the other 5 pilots being added to Mike's unit?
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>>27045141
>What type of ships will you be assigning to the other 5 pilots being added to Mike's unit?

Let Mike decide in cunjunction with his pilots. They should have an idea what works for them.
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>>27045141
Keep them as fast as possible
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>>27045141

Archer Frigate [I assume thats the A-FRG]
Attack Corvette x2
Smuggler Frigate x2

Archer/Attack Corvettes can group up in a flight, while the smuggler frigates will give us some more SP torp Oomph

I assume all of them are upgraded.
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>>27045954
samefag

disregard the Archer/ACRV flight, try to get them distributed to get some of those tasty ACRV/Archer/Firestorm attack bonus pairings.

Also, we don't have any Pandora frigates in our group, correct? I remember something about the House wanting them preserved for sale to the Republic or something, along with 'plasma bad'
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>>27046013
>Also, we don't have any Pandora frigates in our group, correct?
Actually you don't. I hadn't realise this.

>disregard the Archer/ACRV flight, try to get them distributed to get some of those tasty ACRV/Archer/Firestorm attack bonus pairings.
You get an attack bonus by pairing any of those thee ship types.

There are three targets that need to be hit in short order as part of your mission objectives. A mining operation, a fuel tanker and a shipyard thats under construction.

The Neeran are using a mining ship the size of a heavy cruiser to break down asteroids and comets in the kuiper belt of a less frequently visited system. Its size means they're able to strip most locations much faster than even the newer Faction mining barges. They're using Carriers as cargo craft to transport raw or partially refined materials to other locations. Because of their distance from any larger gravity well they may be able to cease operations and jump out very quickly.

The precise location of the tanker hasn't been determined but it is in a system that used to have fuel platforms stationed above the two smaller gas giants. Currently Neeran ships in the system are using cloaking fields to mask their movements. Smaller craft have been sighted moving fuel from the old platforms into the cloaked area.
Ships mounting ECCM will be essential in locating the main tanker. If Neeran forces are alerted to your presence they may jump the tanker out of the system. At more than 15km in length it will take several minutes to get underway and jump.

The shipyard is being built in low orbit of a Shallan colony world among the ruins of several destroyed platforms. A clean kill is preferred here to minimise the size of debris, as much of it will eventually fall into the atmosphere.

Which of the 3 sites do you want to hit first?
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>>27046395
You could also split up your Wing and go after each location simultaneously.

Each ship has been given 6 Volleys of SP torpedoes. Your fighters have been given 4.
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>>27046395
The shipyard isn't going anywhere, so I'd save that target for last.
As the tanker will taker longer to jump out than the mining ship, I'd say we go for that thing first.
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>>27046395
>>27046538

Are the cloaked scout ships remaining in position and able to provide updates?

I'd hate to jump in on top of one of the positions when it suddenly has a neeran force reacting to our first or second attack.

And about the Tanker site, are the old fuel platforms secondary targets for destruction?
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>>27046968
>Are the cloaked scout ships remaining in position and able to provide updates?
No, they're operating in other systems currently trying to find other targets of opportunity for the other strike groups. You have a limited window.

>And about the Tanker site, are the old fuel platforms secondary targets for destruction?
Not at this time. The Alliance hopes to secure them later as part of the ongoing counterattack. This would ease later resource strain.
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>>27046613
>>27046968

So, which will it be guys? Mining ship, Tanker, shipyard or all three?
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>>27047655
>>27046613 here
1. Mining ship
2. Tanker
3. Shipyard

I'd suggesting doing them in that order until we either receive too much damage, or the enemy simply defends the remaining targets too well.
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>>27047743

Second [deleted my alternate plan since other guy's was better]
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>>27047743
I like this plan
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Space suit thread over here.
>>27042058

>>27047743
>>27047780

The Wing jumps to the system where the mining ship is supposed to be located. It seems they're operating with ECM up to make pinpointing them more tricky but there's no cloaking fields present. You know roughly which section of the belt they're in.

You can either try to triangulate the exact position so that your people can jump in right on top of them, or jump to the approximate location.
Trying to triangulate will take longer and increase chances of detection.
Jumping in closer first will give you the element of surprise if you're close enough but if you're too far away will put them on alert. This might give more time to escape but you'd have their exact location for a follow up micro jump.

[ ] Triangulate
[ ] Rush in
[ ] Other

Roll 1d100
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Rolled 45

>>27048225
>[X] Triangulate
And my roll.
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Rolled 20

>>27048225
>>
Rolled 73

>>27048225
triangulate
>>
Rolled 61

>>27048225
[ ] Triangulate
>>
Rolled 80

>>27048225
[X} Triangulate
>>
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Having your three squadrons split up you have an electronic warfare ship accompany two of them while you go with the third. Its too bad you dont have a third such vessels to bring along with the wing. Your forces were provided with jamming pods at the start of operation Typhoon, maybe you could try to get some ECCM pods for your command ship?
It's worth looking into.

It takes fifteen minutes to locate where the mining operation is taking place within the one widly disperced bunch of rocks and ice.

"Position locked. It looks like we still have the element of surprise."

Each squadron plots reversion points that will bring your people in at ideal range to fire torpedoes. As usual the escort carriers will be slightly farther back and the fighters will take a few seconds to get moving.

On jump in your ships jam long range communications.

Besides the mining ship itself there are currently 6 carriers acting as cargo ships, 2 more providing support to some of the corvettes present and emitting ECM. A pair of Battleships are close to the mining ship itself.
Arron detects another 6 battlecruisers, each of which are operating with FTL capable corvettes. They're currently out of range but will soon close to attack.

Where are you putting your torpedoes?

Roll 4d20
>>
Rolled 10

>>27049023
>Where are you putting your torpedoes?
Mining ship, preferably the engines as our primary target and the mining equipment in case the engines should be too resistant or too hard to hit.

After that, disable whatever is fast enough to actually pursue our ships first, and then whatever we can get a good shot on.

>1
>>
Rolled 6

>>27049071
>2
>>
Rolled 2, 16, 13, 19 = 50

>>27049023
>>
Rolled 5

>>27049023
>>27049071
I agree.
>>
Rolled 6

>>27049080
>3
>>
Rolled 19

>>27049120
>4
>>
Rolled 12, 11, 12, 18 = 53

>>27049023
>>
Rolled 5, 10, 18, 19 = 52

>>27049023

Mining Barge with everyone, don't deploy fighters, immediately jump out after firing torpedos.

Or, if everyone wants to stick it out and fight... 1 squadron splits their first volley between the two carriers acting as carriers, everyone else fires at barge to cripple it.

Fighters will deploy to volley the battleships and cargo ships.

We'll fly through and focus fire on the mining barge to ensure it is out for a while, or the battleships if they're not dead enough

We'll hopefully be in and out on a single run before the more distant escorts can react at anything but the edge of their range
>>
"Torpedeo that mining ship and the two corvette carriers so we can get out of here. Reynard to Escort Carriers, cancel launch operations and micro out."

Closing fast, every ship with a torpedo launcher opens fire, sending out a wave of blue tailed projectiles. Phase cannon and missile fire is next, and soon space between your ships and theirs lights up. Mike's afterburner equipped ships briefly start to pull ahead of the others before he corrects to problem.

The two battle cready carriers are beginning to launch corvettes with they're struck by five SP torpedoes each and are torn open. Half of their corvettes have been knocked out in the opening salvo and the remainder will take a moment to get their bearings.

Thirty torpedoes strike the mining ship, most targeting the forward or drive sections. Secondary explosions begin to light up the ship almost immediately and soon more blasts are chaining through the industrial vessel.

"Objective accomplished." Reports Kavos.

The other Neeran ships put some distance between themselves and the mining vessel before one final explosion rips it into three large pieces.

Phase cannon fire seems to be enough to keep the corvettes supressed for the moment but the Battleships could still be a problem. They're hiding behind the ore transports, using their shields to soak off fire then popping up to take shots at your ships. A few of Arthur's cruisers briefly lose shields to fire from the battleships.

The Battlecruisers are closing fast from all directions though it looks like the Carriers and battleships are preparing to jump out.

[ ] Stay and fight
[ ] Lets get out of here!
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>>27049672
>[x] Lets get out of here!

It's called Hit and Fade for a reason. We can only lose if we continue this engagement.
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>>27049672
Broadcast an encrypted high resolution image of our middle finger to the Neerans on the way out.
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>>27049672
[X] Time to leave!
>>
"All ships break off and jump out." You order while pulling up.

Rolling your ship so more of the turrets can continue to fire you keep watch for anyone having trouble. Everything looks to be okay as your people micro jump to a safe distance. A few stray shots help to remind you once again that your current ride lacks afterburners and that you should GTFO as well.

"Coms, transmit the following visual." You proceed to flip off the highres camera as Linda activates the drives.

"We're clear."
"Everyone make it out?"

"Yes sir. Arthur's unit took some minor armor damage on their cruisers but that's it."


>>27046395
Arriving in the next system to go after the tanker that's supposedly present you have your first encounter with Neeran cloaking shields. A huge section of the system is blacked out on sensors, and anyone looking out a window would notice the gap in the starfield.

"What would happen if they were to extend a field like this around a star in an inhabited system?" asks Linda.

"Planets in the system would get no sunlight and in a week terraforming would begin to fail." Replies Kavos.

You currently have 2 ECCM ships which can penetrate the cloak at distances of approximately 100,000km. Where do you want to begin looking for the tanker and with what forces?
>>
>>27050345
>Smaller craft have been sighted moving fuel from the old platforms into the cloaked area.

I guess we'll just have to keep an eye on the the platforms while maintaining eccm cover.
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>>27050430
I take it you want to try to follow one of the transports back then? Or just observe the rate at which they're coming and going?
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>>27050556
We could try to narrow it down based on frequency of ships leaving and arriving at the various platforms.

Probably better than charging headfirst into god knows what
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>>27050556
>I take it you want to try to follow one of the transports back then?

Yeah, that's the idea. Sorry I wasn't clear enough about it.
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>>27050624
One of the planet's is partially obscured by the cloaking field making long range observation of that one more difficult.
Do you want to just observe the visible stations from maximum range? Send in smaller ships that wouldn't be as easily detected?

>>27050656
>follow one of the transports back
What's your plan for doing so? Pursuing one or more of them with an electronic warfare boat and a squadron or two? Trying to disable and board one?
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>>27050843
>Pursuing one or more of them with an electronic warfare boat and a squadron or two?

Pretty much that, yeah.
>>
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>>27050861
So the current plan is to observe enemy ship movements, then when we're certain the main tanker must be nearby we charge headfirst into god knows what.

Sound good?
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>>27051019
We've got enough torpedoes to shoot an escape hole through almost anything so sure.

Alternately we could like, go for whatever is generating the field maybe.
>>
Can't we just look at the field and say 'oh hey, the center is... there!

Unless the field is some insane, likely impossible shape, it should be fairly round and centered around whatever is deploying it.

If it is a complex shape, there may be multiple ships putting out the cloak, but we should be able to still roughly identify where each one is.
>>
>>27051019
Well, when you put it like that. Observe the the platforms while we cook up a plan with our squad leaders and Kavos.

Do they have any suggestions how we could handle this without charging into that stealth field?
>>
>>27051066
>>27051067
we could go after the field projector but what if its one of the Neeran city ship the we're screwed do I say we should find out more before we go in
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>>27051171

True, it could be one of their city ships, but is the tanker not massive enough to deploy a cloaking field?

The scout ship should have been able to determine if the target was outputting the field, actually. Was there any info on that?
>>
>>27051230
just throwing out a worst case scenario to show we should be careful
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>>27051019
Does that cloaking field cause the same problems to Neeran sensors it does to ours?
>>
>>27051268

true.

The tanker is ~15km, so it may well be a city-ship sized deal anyway.
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>>27051308
so I say we go in quite and scout it out
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>>27051067
>Can't we just look at the field and say 'oh hey, the center is... there!
>Unless the field is some insane, likely impossible shape, it should be fairly round and centered around whatever is deploying it.
>If it is a complex shape, there may be multiple ships putting out the cloak, but we should be able to still roughly identify where each one is.

The field being projected across the system is indicated by the red line in the image in this post.
>>27046395

It is covering an area several AU across. Neeran cloaking fields do not need to be projected in a sphere or ovoid like the cloaking shields used by the Factions.

>>27051166
>Observe the the platforms while we cook up a plan with our squad leaders and Kavos.
What ships did you want to have observe the stations? Keep watch on what can be seen from maximum range or send in some ships that would be harder to detect for closer observation.
>Do they have any suggestions how we could handle this without charging into that stealth field?
Ecord suggests boarding an enemy transport.
Arthur suggests sending in a pair of Mikes ships to stir up trouble and look around while hiding the full strength of the Wing. Mike actually likes the sound of this.
Daska wants two of the corvettes to enter the field around the outer gas giant and observe any hidden platforms there.
Kavos points out that starfighters could be more difficult to detect under heavy jamming.

>>27051230
>The scout ship should have been able to determine if the target was outputting the field, actually. Was there any info on that?
There were carriers in the area before the field went up. It's possible they're projecting it or the tanker might be. They didn't have time to take extensive scans.

>>27051288
Observations by Alliance ships would indicate a partial yes. They need to keep ships outside the field to take better scans and provide data to ships within. Inside it they still don't know if enemy sensors or coms are degraded or much else really.
>>
>>27051482
Daska's and Kavos' ideas sound good to me.
>>
>>27051482

>Neeran superfields

Probably specially modified carriers acting as projectors to distort a central ship's field. Likely has a water-like cohesion effect, giving the odd shape.

Of course, it could also be headache inducing super science...

Guess we'll have to see if they're lazy due to cloaking field.
>>
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>>27051723
>>27051765
>>27051332
>so I say we go in quite and scout it out
>Daska's and Kavos' ideas sound good to me.
>Guess we'll have to see if they're lazy due to cloaking field.

So what are you sending where guys?

You have 3 mixed squadrons with cruisers, Frigates and a few corvettes. Your carriers have slightly over 9 starfighter squadrons with them.
>>
>>27051482
>What ships did you want to have observe the stations? Keep watch on what can be seen from maximum range or send in some ships that would be harder to detect for closer observation.

Max range, please. The smaller, the better.
>>
>>27052089

yeah, thats probably as good a plan as any
>>
>>27052089
>>27052208
Roll 2d20 for observation.
>>
Rolled 8

>>27052309
Rolling.
>1
>>
Rolled 13

>>27052340
>2
>>
Rolled 8, 3 = 11

>>27052309

http://www.youtube.com/watch?v=NNiie_zmSr8
>>
Rolled 10, 3 = 13

>>27052309
>>
Rolled 9, 12 = 21

>>27052309
Weeps forgot to refresh after getting back from the store.
>>
From what you're seeing the transports going to and from the more easily viewed platforms make regular runs. There are usually three in dock at any given time, one departing, and one arriving from the field shortly after.
There are two squadrons of corvettes spread out in orbit on patrol at any given time.

You've managed to get some good scans of the other gas giant but with 6/8th of the planet enshrouded there's only so much that can be done with that. Your people detect one transport at the visible platform there at any given time. Disruption of the planet's atmosphere and magnetic field would indicate that ships are visiting the side of the planet you cant see, but you have no way of knowing how many.

A Battlecruiser was briefly sighted in the area.

>Your orders?
>>
>>27052635

did the transports making regular runs use the same course or different ones?

if they used roughly the same course, we should be able to do a basic plot of it's continued point and determine a rough 'sweet' spot for operations on the line
>>
>>27052635
It ain't lookin too pretty, flying blind into the cloak is gonna lead to a catastrophe at best.

I would expect the tanker to be about equidistant from the two gas planets and well away from the asteroids because typically one keeps one's giant fuel tanker away from navigational hazards.

We're probably going to have someone follow one of the transports.
>>
>>27052635
De we have any idea what the battlecruiser was doing? Flying escort for one of the transports, patrolling the area, etc.
>>
>>27052741

If we're that worried about flying blind, we could always send in a 'scout' force at part of the bubble and then use information they gather to then micro into strike range of the tanker

or we could call it too dangerous with our current forces and go hit the station.

Anyone that takes enough damage to prevent them from jumping is kind of screwed, too.
>>
File: 1378438256759.gif-(14 KB, 1313x692, TankerMAP-Route.gif)
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>>27052683
Nice save. Yes there are some course projections based on their acceleration and slingshot out of orbit. They're not perfectly accurate since post breakaway acceleration can still easily change that.

Inbound transports are coming in for their deceleration on a slightly different track on the backside, you're not sure why.

The other planet lacks data on their slingshot phase.

>>27052892
Patrol most likely. It was scanning the area, you could tell that much.
>>
>>27053010
>Inbound transports are coming in for their deceleration on a slightly different track on the backside, you're not sure why.

Multiple tankers?
>>
>>27053099
Couple possibilities there.

- Multiple destinations
- Multiple sources
- Obstacle

Since they seem to be coming and going from the same places maybe there is something they have to avoid?
>>
>>27053010

despite my 'save', I'm all for chalking this target as too large of a risk to a force with no hope of recovery for crippled ships. Considering that we're hauling SP torps, I don't feel that we're in a position to risk both our veteran crews and the SP torps many of them carry.

I'm voting to move on to the station
>>
>>27053251
Do you think they might have deployed a minefield?
>>
>>27053099
>>27053251
You have no way of knowing without someone entering the field or pulling the sensor logs from one of their ships.

>>27053252
>I'm all for chalking this target as too large of a risk to a force with no hope of recovery for crippled ships.
>I'm voting to move on to the station
If you guys still feel the same way after the station you can try to call for reinforcements.
>>
>>27053252
To be honest, I think this a good point to stop for the week.

We're 10 posts away from autosage, and having a few days to think about this situation might prove beneficial to Sonia's survival.

I also think the thread still needs to be archived on suptg.
>>
>>27053252
I think it's worth sending a scout after one of the transports first

Would a starfighter have the necessary range/speed?
>>
Hmm, well if it's a 15km long ship how far would it need to travel before it would accelerate enough to leave the system? Would it be able to do that and stay within the cloaking field? If we come back later with more ships we might be able to spook it into leaving by smashing up one or two of the fuel stations and catch it as it tries to leave.
>>
Rolled 8, 4 = 12

>>27053318
My vote is for delivering all out readings to Alliance Command and then hitting the station.
>>
>>27053323
>I also think the thread still needs to be archived on suptg.
Now archived.

>To be honest, I think this a good point to stop for the week.
Was so hoping for a nice big fleet battle this week.
>Players: NOPE

>>27053426
>Hmm, well if it's a 15km long ship how far would it need to travel before it would accelerate enough to leave the system? Would it be able to do that and stay within the cloaking field?
Oh certainly, it'll just take a few minutes to do it which would buy you time to catch up.

>>27053378
>Would a starfighter have the necessary range/speed?
Yes, it would just need some external tanks to increase the range and/or carry less weapons.
>>
>>27053843
>Was so hoping for a nice big fleet battle this week.

Sorry ;_;
>>
>>27053843
See if we can get two or three starfighter pilots to volunteer to go out in stripped interceptors and tail some of the transports

If comms are a no go, establish a reasonable timeframe and if none of them come back within it we skip the system and hit the station instead.
>>
>>27054103
Given the time constraints of running around a system at sublight speeds (even for a fast starfighter) you would be farther ahead to leave a ship and the starfighters here while you hit the Yard.

[ ] Wait in system until fighter recon is completed
[ ] Leave ship + fighters, move on to shipyard
[ ] Move on to shipyard, come back later
[ ] Other
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>>27054180
>[X] Leave ship + fighters, move on to shipyard
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>>27054180
leave ship and fighter go to shipyard
>>
>>27054180
>[X] Leave ship + fighters, move on to shipyard
>>
>>27054180
>[X] Leave ship + fighters, move on to shipyard
>>
Shipyard ain't going anywhere and I don't like the idea of leaving scouts behind with no support. Plus if they actually stumble on the ship we won't be into position to engage.

Lets just do this, if it escapes well that's that. Scout with fighters and work our way in. If we manage to cover a quarter of the ground without finding anything start bringing in ships to tighten the noose. If we cover half of the ground and don't find it send Mike's squadron in for some recon by fire.

If we find the thing then dogpile on it and destroy it's engines. If we don't managed to kill it outright it won't be able to go anywhere and we could call in some allies.
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>>27054309
Hmmm, yeah, seems reasonable.
>>
If things go poorly and we run into serious opposition then just drop SPhaghetti and bust our way out. Can't win em all, and we certainly can't loot something like this.
>>
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The base frame for some of the new shipyard is in place and they've begun building part of an outer shell around it but there's little else completed. Two targets of opportunity you do see are processing and manufacturing blocks being used to break down debris from orbit and construct station sections.

Defending the yard are 4 Battleships and 2 Carriers each with a full corvette compliment. There are two Corvette patrols orbiting just outside the gravity well on opposite sides of the planet.

It seems that the shipyard has picked up some additional traffic from when the recon teams checked it out. In high orbit above the colony there is a cloaking field in place. Its only extended a few thousand km. You don't know what kind of ships are inside the field but if you bring your Electronic warfare ships with you when striking the Yard they should be more than close enough to get a reading.

>Your orders?

We are now well into autosage. Plan or even post your response so we can get things figured out for next week.
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>>27055010
Grey is the gravity well.
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>>27055010
Could we use the debris ring to cover our approach in conjunction with our ECM equipment?
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>>27055010
I think if we have one wing take on two battleships and a carrier each and we have the third wing take on the station with fighter support we could take it
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>>27055129
It's unlikely you'd reach the debris ring from the edge of the gravity well without being detected or even sighted visually.
>>
>>27055148
I don't see why a frontal assault wouldn't work here if we have this many SPs. We can just jump in and dump torpedoes until they are all slag.

We should wait until the pair of orbiting corvette patrols are both as far from the station as possible before engaging.
>>
>>27055161
That's unfortunate... How much PD fire can the ships guarding the station lay down?
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>>27055199
Both of the carriers will likely have fighters and possibly some point defense. You still haven't seen any on the other Neeran ships you've encountered thus far but that cant last forever.
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>>27055189
Agreed
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>>27055320
Does the shipyard already have shields up?
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>>27055406
Nope. Its a bare metal framework. The manufacturing blocks, which must have been brought in from elsewhere, must be providing low level radiation and particle deflection shields to protect the site. Those sections might have stronger shields when they go active, but if they try to extend them to protect the other parts of the station being built they'll be much weaker.

I'll have to close things down here. Post more questions if you have them, I'll answer them first thing next week.
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>>27055568
>I'll have to close things down here.
Thanks for the thread. It's been a great ride this week.

>Nope. Its a bare metal framework
In that case, couldn't we just fire our mass drivers from outside their sensor range? I'm hoping the small projectiles won't show up on their sensors, while being destructive enough to destroy the station if we shoot enough of them.
>>
>>27055568
thanks for running TSTG
>>
>>27055568
As always thanks for running this TSTG!


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