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File: 1378839766454.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 Shallan Space, a small Galaxy cluster ten days travel from the much larger Pandora Galaxy Cluster. There you hope to help push back an attempt by the Neeran Empire to invade Faction Space.

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 accepted an invitation to join the Factions Alliance military and have been made a Major in command of an autonomous strike unit. Specifically, the 3 squadrons of ships from 3rd Wing you've brought with you. Reluctant to be stuck on the front lines, potentially until your death, your commission indicates that you will be rotated out of front line service once the House recalls your ships.
>>
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http://houseanddominion.wikia.com/wiki/HouseAndDominion_Wiki
http://suptg.thisisnotatrueending.com/archive.html?tags=House%20and%20Dominion


Last week you finished the infiltration of Richter Station, sabotaging 3 of the 4 main shield generators despite delays and setbacks. After calling in the fleet the station defenses fell in short order, though casualties among station security forces and less reputable local ship crews in the docking rings were high.

Major Firth of the PCCG Militia is certain that more Slavers are out there besides the one ship your people saw leave the station. Hunting down and any other Neeran infiltrators in the area will take time and effort but he's certain that it will get done eventually, in no small part thanks to your efforts.

Rather than sit around for a week waiting for the 4th Attack Wing to arrive you split the Wing into two groups. You along with Daska, Arthur and Mike headed out with 3 squadrons of volunteers to escort Alliance Commander Te'ria Vulra up to the front.

After you made your decision to sign on with the Factions Alliance your command ship was outfitted with a new long range com system that will allow you to stay in contact with friendly forces more easily in areas where com arrays have been destroyed.

Looking through a short lost of available assignments for Strike units you decided to conduct a series of hit and fade attacks on targets deemed vulnerable. The first was a mining operation which you took out using 1 SP Torpedo volley to destroy. The Wing escaped with minimal damage thanks to your quick escape afterwards.

Locating a Neeran Tanker which is conducting refueling operations has proven more difficult. A large section of the system it's in is covered by a Cloaking Field, making detection impossible. Your Electronic warfare ships can cut through the field but only at relatively short distances.
Leaving a corvette and some fighters to scour the area you moved on to the third target.
>>
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The third target is a shipyard which the Neeran have begun constructing out of scrap and debris left in orbit after they destroyed the local orbital platforms.

At the moment only the structural frame for part of the new shipyard is completed and part of the outer shell that will form the station core.
Two targets of opportunity you see are processing and manufacturing blocks being used to break down debris from orbit and construct station sections. They're near the station, and while they haven been incorporated into the station structure itself at this time you wouldn't put it past them to attach them later. The blocks have shields and particle deflection systems which may be able to protect the rest of the station but they would be very weak at that point.

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. You would not be able to reach the debris belt without one of the patrols spotting you.

It seems that the planet 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?
>>
>>27144528
Maybe a feint assisted by the ECM ship to draw off the defenders then an attack by the rest to damage the shipyard
>>
NOTE: You still have 5 volleys of SP Torpedoes that the Alliance lent to you for this mission.

>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.
The limiting factor here would be how many of your SP's you wanted to use.

>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.
This might work but you face the problem of the smaller projectiles being too small to punch through the deflectors protecting the station from debris.
There's also the delay of their arrival as you would need to fire from some distance out to avoid having your ships being picked up.

>>27144750
>Maybe a feint assisted by the ECM ship to draw off the defenders then an attack by the rest to damage the shipyard
Who would you want to carry out the feint and from which direction would you like them to approach the planet from?
>>
>>27144865
We'd command the main attack, and the people with afterburners carry out the feint. I guess they would come from the south?
>>
>>27144865
Approach the planet from the direction of its' sun towards the sun-facing side so anyone looking is blinded.
>>
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>>27144963
>>27144988
Is this good?

If so, what part do your want your fighter squadrons to play?
>>
>>27145159
support the main attack
>>
You outline your plan for the shipyard to the others and prepare to move into position. After launching the initial strike Mike will break away but won't engage afterburners unless he's certain the other ships are coming after him.
"We're going to be using a lot of our Nukes to make it harder for them to target us. The Missile Boats will help, but my ships will need to take a few minutes to reload the external racks once we're done this."

The starfighter squadrons are all ready to make their contribution, loaded up with a mix of missiles and torpedoes.
Arthur and Daska are prepped as are the slower ships from Mike's unit that you'll be commanding directly.

"Beginning run." Announces Mike shortly before he jumps. The rest of the unit follow suit, jumping to a location farther in system then turning back towards the colony.

"ECM is online. They haven't detected us yet." says Arron.

Roll 1d20
>>
Rolled 10

>>27145564
>>
Rolled 2

>>27145564
>>
Rolled 3

>>27145564
rolling
>>
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On the other side of the planet Mike's section closes in on the planet. Hafnar backs off a bit as they draw closer since the blackbird wont be able to keep up with the cruisers once the afterburners kick in.

"Entering phase cannon range... Fire torpedoes!"

Half of the contacts disappear from sensors and Mike's ships continue to move in closer.

"Come on Mike, turn and burn." you mutter to yourself.

"We didnt kill enough of them in the first volly to rusk putting our backs to them. Continuing engagement." Reports Mike.

The Cruisers launch nukes to cover their advance, getting in close enough to use pulse cannons. It gets harder to see what's going on and you find out that two of the Carriers and escorts are moving away from the station and are trying to jam your other unit.

When the fighting clears enough for Hafnar to send you readings Mike's cruisers are now running for it. Still launching missiles they havent engaged their afterburners. All of them took armor damage though mostly to the forward sections. They should still be able to boost out of range if the rest of the enemy force catches up.

"All ships, move in." You order.

You have 5 SP volleys for your ships and 6 for your starfighters, though your fighters will only be able to launch once in this battle.
There are 4 Battleships, 2 carriers, each fully loaded with corvettes for a total of 32.
How many SP Volleys do you want to use and on what targets?


Roll 5d20
>>
Rolled 16, 1, 10, 2, 9 = 38

>>27146236
1 sp volley on the Battle ships
>>
Rolled 16, 19, 4, 4, 19 = 62

>>27146236
>>
>>27146288
One volley on the battleships, one for carriers, and then get ready to have the starfighters turn that shipyard back into scrap with one last volley.
>>
>>27146335
"Target the battleships and the Carriers with an SP barrage. Use conventional on everything else. Starfighters, get ready to drop your SP's into anything we have trouble with. If we dont need them blow the station to scrap."

The Wing is coming in a bit fast but that's preferrable at this point. A fast pass means less time for Neeran ships to shoot you down. Everyone just needs to be mindful of debris.

"Think we'll pass close enough to test out the lightning gun sir?" Asks one of your vets.

"No idea." You respond. "Be ready in case it fails, they're supposed to have reliability problems."

"Copy that."

The blue marble of the colony world draws closer by the second with Mike leading more than half of the defenders out and away.

"They've seen us!" Announces Arron. The corvettes still docked to their Carriers launch in short order, spreading out around the battleships in a mixed wall formation.

"Fire Torpedoes!"

Glowing points appear on screen in front of each enemy ship icon, growing larger the closer you get. All of the Neeran ships launch a simultaneous plasma ball attack, creating a wave of weapons fire.
Well shit.
"Try to maneuver around if you can or aim for the gaps where you'll take less damage."
>>
Rolled 1, 7, 8, 4, 20 = 40

>>27146236
>>
You're not going to make it out of the way in time, the Unnamed Guard is just a tad too heavy for that. Aiming for one of the gaps you put all shield power to the front and aim for one of the gaps. The less heavily shielded ships with you try to do the same with the Frigates taking up position behind you. The Archer and two attack corvettes are light and nimble enough to avoid the wall of flame entirely.

Punching though it seems that the Battleships and the Carriers are out of action from the torpedo hits but that does little for the thirty corvettes now spreading out and filling the orbital space with beams of plasma.
Arthur and Daska who each managed to edge around the wall of fire blow through the outer most parts of the enemy formation, focusing fire to take down one corvette after another.

A series of explosions off in the direction your fighter squadrons are coming in have you worried for a moment until you see several enemy ship signatures wink out.

The Wing has made it past the worst of the enemy ship formation and are bearing down on the shipypard. The Fighters launch torpedoes and the rest of you train your forward guns on it as well when Kavos says something you’ve never really heard before.

“Sonia. Do NOT look to Starboard.”

[ ] Look to Starboard (Roll 1d20)
[ ] Don't look to Starboard (Roll 1d100 to resist looking to starboard)
>>
Rolled 19

>>27147242
>[X] Don't look to Starboard (Roll 1d100 to resist looking to starboard)

It's Kavos, we trust Kavos.
>>
Rolled 5

>>27147242
[ ] Look to Starboard (Roll 1d20)
Whenever anyway says that, you should probably look anyway
>>
“Uh, maybe she should lo-” Arron starts, only to be cut off by Kavos telling him to shut up.

You wait until you see the starfighters launch their torpedoes then glance over to the right. Showing up on your HUD, you can see that the sensors on your support ship were able to cut though the cloaking field that’s hiding whatever is in the higher orbit.

Neeran Super Heavy.

It’s shields are down and while its weapons haven't opened fire there are corvettes launching from a bay towards the aft sections of the ship. At the rate they’re forming up they might not be able to catch you before you escape. Oh god is that movement from the turrets?

“Dodge.” Warns Arron, shaking you out of your trance. Plasma weapon fire from behind you clips the upper hull of your cruiser taking one of the turrets with it. Damage warnings also pop up for one of your sublight drives.

Explosions light up the shipyard, breaking off incomplete sections and sending them tumbling. Phase and pulse cannon fire tears through the remainder. All of the fighters with ordinance left fires at the manufacturing block Your eight spinal mount cannon blaze away, punching through the thin outer shell and damaging parts of the materials processing center.

Then you’re past and leaving weapons range. Out ahead of you Mike and his people have jumped out. It only takes a minor course correction to pull up and out of the gravity well a bit sooner.

Daska, one of the few people with an aft facing torpedo launcher, blasts two more corvettes lining up on the Escort Carriers. If they’d lobbed plasma balls at the Carriers while the starfighters were beginning their landing approach the losses would have been enormous.

“We’re clear.”

“All ships jump.”
>>
Rolled 11

>>27147242
Look to starboard
>>
>>27148155
Please tell me we got cam footage of that Neeran SH. Has the Alliance even seen one yet?
>>
>>27148155
>If they’d lobbed plasma balls at

How do these plasma balls work? Are they contained by some kind of technobabble field?

If they work that way, would it be possible to get rounds for our PD guns that can destabilise that field and cause the plasma to dissipate prematurely?
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Well, you're certain that the shipyard is destroyed and that the local enemy corvette force is down a good number. Some might have only been crippled rather than killed but that still means they're out of action for some time. Your section of the wing and Mike’s cruisers all took damage but are still operational.

Some of your fighter squadrons were nearly wiped out, and would have been if the other fighters hadn’t used half their SP’s to destroy some of the Neeran ships. As it stands you still took some fighter losses.

You’re down to 4 SP torpedo volleys.

>>27148279
Yes you got scans.

>Has the Alliance even seen one yet?

Neeran Supers in general? Yes. The combined Faction fleets have killed 3 so far using Veckron weaponry, though they required multiple hits to bring down. Currently standard operating procedure is to bring in 5 Faction super's for each one the Neeran deploy as this will stall them long enough for reinforcements to arrive to help drive them off. The Fleets haven't been able to take one down with convention weapons yet as they'll just withdraw if they're out matched.

The one that you took scans of is different. The forward two thirds of the ship have less weapon emplacements and no bay doors suitable for launching corvettes or letting battleships dock for repairs.
>>
>>27148565
>Some of your fighter squadrons were nearly wiped out

Fuck, do we have an idea what the Neeran do with POWs?
>>
>>27148565
>Some of your fighter squadrons were nearly wiped out
Our fighter losses against the Neeran so far have been unacceptable. We should withdraw them from direct, front line combat until we can figure out a workable doctrine for them.

>>27148623
Getting shot down in a fighter in space isn't likely to yield survivors, I'm afraid.
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>>27148454
They're sort of a cross between ST:TOS Romulan plasma torpedo, Halo Covenant plasma pistol overcharge shots, and the Plasma/Fusion/AM Torpedo weapons in Sword of the stars.

From what the techs that have looked at the captured ships can tell they use a combination of magnetic field shaping, energy shields and repulsors to help direct them.
It should be possible to shoot them down or destabilise them with other plasma weapons. A powerful enough nuclear weapon or torpedo could in theory detonate them early. A weak enough nuke that went off inside could potentially add more energy.

R&D has already informed the Commander that the House don't have the resources to even consider work on a device to disrupt this. They've transferred most of the data they've collected to the Alliance following approval from the Knight Commander.

>>27148623
>POW's
There are reports that the Neeran take prisoners, though there are little in the way of details. No treaties on prisoner treatment or exchanges have been worked out yet.

>>27148715
>We should withdraw them from direct, front line combat until we can figure out a workable doctrine for them.
One of the Carrier captains is suggesting independent deployment of fighters in advance of main attacks. This would give the fighters time to engage at their leisure and from multiple directions. There are downsides to this though, such as alerting the enemy to potential future attacks or them bringing in more starfighter support.

What are you doing next?
[ ] Go after the tanker
[ ] RTB, try to rally a force to attack that Super
[ ] Micro jump back in system, torpedo the Super while its shields are still down
[ ] Other
>>
>>27148957
I'd say send the damaged ships back to gather allies while we do I few hit and runs on the super
>>
>>27148957
>Micro jump back in system, torpedo the Super while its shields are still down

Do we even have an idea where we would have to hit it to cause any significant damage? If even future space WMD take multiple shots to do anything, I doubt our torpedoes will.

>[X] Go after the tanker and send news about the super to the alliance.
>>
>>27148957
>It should be possible to shoot them down or destabilise them with other plasma weapons.

Would it be possible to acquire some plasma pd turrets for our carriers?
>>
>>27149022
I have never posted here and am not sure how I got here so excuse me if I am being daft.

Is it feasible to launch the SPs at the propulsion system of the Super and leave it stranded whilst reinforcements to finish it arrive?

If not your idea sounds good.
>>
>>27149122
>Is it feasible to launch the SPs at the propulsion system of the Super and leave it stranded whilst reinforcements to finish it arrive?

I have no clue, to be honest. TSTG will have to answer that for us.
>>
Hmm... on the one hand the fuel barge. On the other hand if we can cripple the super at the cost of all our alloted SPs that's still a strategic victory. Keep in mind no enemy supers have been defeated conventionally yet because they just turn around and escape, this could be a major break.
>>
>>27149022
>Do we even have an idea where we would have to hit it to cause any significant damage?
No you don't.

>>27149051
Other [Starship Grade] plasma weapons.Though it would still be worth testing.
The Republic has limited production set aside for an adapted version of their plasma anti-tank gun configured for point defense. It has its problems, and normal particle beam PD still gives all around better results, but some buyers lack suitable industry for particle beam maintenance and hence provide a small market for the newer Republic system.

Getting hold of them in Shallan space would be difficult since they're far from being considered vital war Materiel. You want to have Alex buy some in the Pandora Cluster?

>>27149122
>>27149162
>>27149214
>Is it feasible to launch the SPs at the propulsion system of the Super and leave it stranded whilst reinforcements to finish it arrive?
Theoretically? Yes. Be advised that you only have 3 squadrons with which to soak fire.
>>
>>27149162
>>27149122
A near miss from that superheavy gave us a haircut. How about instead of chancing fate again, we just report its position and then hit the fuel tanker?
>>
>>27149309
>You want to have Alex buy some in the Pandora Cluster?

That would be great, yes please.

>Theoretically? Yes. Be advised that you only have 3 squadrons with which to soak fire.
Nope. Nope. Nope. nope. nope. epon
>>
Call for backup and give it a go?
>>
Rolled 1, 6 = 7

>>27149524
You contact the Alliance to see if they have any other ships in the area that could be called in quickly. Who knows how long this thing will sit around.
>>
We should call the Super's location in to HQ and ensure that any ships that have taken heavy damage RTB with the best scan info we have.

The rest of us should see what our corvette and fighters have turned up at the fuel tanker's location.

Suddenly, I'm wondering if our Dominion carriers could fit a plasma turret for 'trap card' shenanigans
>>
>>27149599
Unless they feel like throwing a battlegroup or two after this thing, it's fucking suicide to attack with our forces.

I'm definitely against attacking the super heavy.
>>
>>27149599
The Alliance has one Strike group nearby that could get there in a hurry and 6 other starships; a mix of Battlecruisers and cloaked recon ships. They don't have any other ships that could reach the location without several hours of prep or transit time.
There may be elements of the Shallan fleet in hiding in your region but they don't currently have a way of reaching them.

The TCS Lombardia has been designated the command ship for a fleet group that will attack this site. It should take 6 hours to rally the force and another 3 get here.

[ ] Wait for the Strike group, attack the Super
[ ] Wait for the Fleet
[ ] Hit the tanker
>>
>>27149884
I say we wait for the fleet or go for the tanker
>>
If we have time hit the tanker.
>>
>>27149884
Hit the tanker if transit time will allow us to make it back for the party. We might as well do what we're good at and blow up something logistical.
>>
>>27149884

[x] Go for the tanker

If we can cause trouble at that location, we may be able to draw enemy fleet assets away from the super and make it look like we've decided to just run from that super.
>>
>>27148565
>The forward two thirds of the ship have less weapon emplacements and no bay doors suitable for launching corvettes or letting battleships dock for repairs.

Perhaps this is a "city" super that contains an extra helping of hab blocks in place of some weapons and yard/hangar space. Or maybe it's packing a hidden plasma gun powerful enough to destroy moons.
>>
Rolled 10

You jump back to the system the tanker is operating in and hail the corvette that you left behind to assist the starfighters. It takes a few minutes for them to check in as the corvette has been hanging around the edges of the cloaking field to reduce risk of detection.

"How did the scanning go, have you made any progress?": You ask.

"Uploading scan data now sir."
>>
Rolled 93, 38, 97 = 228

>>27150287
That was supposed to b 4d100
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>>27150287
>>27150305
The recon fighters have detected an object that has a good chance of being the tanker in the area of Location 1. They didnt want to get closer for fear of being detected.
Enemy activity was detected at Location 2. Some of the tankers seem to be arriving there from one gas giant and then leaving for the second gas giant. The pilots figure there might be a Mining operation present.

Your orders?
>>
>>27150487
Do we have any idea what forces might be around to defend the tanker?
>>
>>27150606
Your fighters detected plenty of smaller tankers and the occasional corvette. Given the size of the region they covered there could be between 3 and 6 Carrier loads of corvettes in the system on patrol.
One battlecruiser was sighted previously so its not out of the question that there might be more of them.
>>
>>27150769
If that's the case, our usual tactic of hit & fade might be best.

Would the suggested new deployment strategy for our fighters work in this situation?
>>
>>27150487
I'd suggest we do a hit and run trough the cloaking field so we can get an idea of what's in their an get a few hits in
>>
>>27150841
Given that you know the rough general area where the tanker should be it really could go either way because of the cloaking field. If the fighters are too far away from ECCM support and they encounter the tanker first it could tip off the enemy and they might not have enough firepower in this case to disable the ship.

Do you want to have the fighters deploy normally, have them spread out, or keep them in reserve?

So far it looks like most of the wing will be going in fast. Do you want to use SP torpedoes on the objective or the escorts? Or hold off on them to see if you can break the shield on the tanker?
>>
>>27151139
I say half sp to tanker and half to the escorts
>>
>>27151139
Keep the fighters in reserve. Use SPs on the tanker first, but try to use them sparingly. If we need more to break some of the escorts, we can do that later. But the tanker remains our main objective.
>>
>>27151282
>>27151352
Roll 3d20 for hit and fade
>>
>>27151139
Concentrate everything on the tanker unless some of our pilots get an incredible shot on some of the other shops, in that case they can use their SP torpedoes at their own discretion.

Keep the fighters in reserve.
>>
Rolled 3

>>27151409
1
>>
Rolled 5

>>27151432
>2
>>
Rolled 20

>>27151446
>3

Oh ffs, dice.
>>
Rolled 3, 1, 18 = 22

>>27151409

This one goes out to the Neeran we'll be leaving behind
>>
Rolled 7, 17, 8 = 32

>>27151409
>>
>>27151432
>>27151500
>>27151560

RIP in piece first squadron
>>
Is it just me or do higher rolls tend to group towards the end of a set?

Dropping out of FTL on the edges of the cloaking field you all take bearings and are careful to calculate speed an acceleration to make sure you wont get lost once inside. Entering the field is worse than being plunged underwater or someone turning off the light, nothing seems to get through this. There are large areas within where it’s more like you’re passing through sheets, where there are gaps that let you see the other ships in the unit. Stll, while you’re all holding formation who’s to say the world isn’t spinning around outside.

If you were prone to motion sickness that thought might have done you in.

“We’re getting additional interference.” Reports Hafnar after some time. “I think we might be near the intersection of multiple cloaking fields.”

“Then it sounds like we’re in the right place.”

Checking the visual outside there’s still nothing. You’ve called up system positional data to show locations of planets, asteroid belts, anything that will give you some visual reference. Even fighting in deep space you can see stars or distant galaxies, you need something to keep you from getting lost in a fight.

“We should be here. Still getting nothing.”

“Spread out slightly.” You order. “Make sure that someone can still see both EWAR birds.”

A smaller tanker enters your scan radius and Lorraine rapidly dispatches it with phase cannon fire. Extrapolating its course you change direction and son you find the main tanker. Its a big sucker, with hundreds of ball shaped fuel storage tanks all connected into a latticework. Some of them are being shifted out for the smaller craft to remove and haul to the gas giants. The aft section of the ship seems to house the main sublight drives, docks for the smaller ships and, room for additional corvettes to hitch a ride.
>>
>>27152330
Turn that sucker into a super nova.
>>
>>27152330
Fuel ship or massive bomb just waiting to be set off? Time to find out!
>>
Mike's pilots dont even wait for the order to fire they just open up, eight torpedoes striking the still docked warships on this side of the aft sections. The rest of you follow suit soon after targeting the fuel tanks, weapon systems and any obvious shield generators.

The aft shields collapse and cannon fire manages to strike one of the cloaking field generators, even though you have no idea what they look like. The fuel tanks dont seem to use the same level of compression contained by stasis fields that some Factions prefer. While each tank does explode, venting hydrogen and helium, its isnt the same level of catostrophic failure you’re used to seeing.
As space in the immediate area clears you spot four Battleships coming in from ahead of the tanker. Mike and some of Daska’s ships are engaging the other corvettes that have launched.

[ ] Fire SP’s at the battleships
[ ] Shift fire from the tanker
[ ] Other
>>
>>27152648
>[ ] Fire SP’s at the battleships

The tanker's shields are down, so we shouldn't need them for that ship. Try to keep at least volley in reserve just in case we don't get resupplied before going for that super heavy.
>>
>>27152648
Fire SP at battleships
>>
>>27152648
Take a pop shot at the battleships with a volley of SP's but make sure keep up the fire on that dammed tanker.
>>
>>27152648
Discourage the battleships with SPs

Aim for structural parts of the tanker if the fuel itself isn't explody enough
>>
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>>27152754
>Draw a bunch of different ships in AutoCAD over the weekend.
>Don't draw the tanker players will be shooting at.

Turning hard you order the others for launch SP’s at the incoming battleships, and not a moment too soon, between the oncoming starships and the gunturrets on the tanker Arthur’s unit is getting hammered.
“Scatter!” He orders seconds after launching torpedoes.

The entire left side of one battleship explodes outwards into space but leaves the other haf and the drives intact. Somehow the bulky ship is able to keep pace even as Arthur’s cruiser jinks to one side with emergency thrusters. Part of the Battleship’s ramming prow strikes the port side landing bay and shears through it taking one of the wings off. The wounded Vengeance type tumbles out of control, drive plasma venting from one or more of the damaged reactor assemblies.

Fire from you and 2nd squadron is enough to finish off the ship but it seems another of the Frigates from Arthur’s unit was crippled. Amjad strafes the remaining turrets on the tanker using conventional torps and Pulse cannons, knocking them out before more of your ships can be too badly hurt.

A pair of 1st squadron’s Firestorms catch up and get tractor locks on their CO’s ship bringing the spin under control.

Turning back to the tanker you dump more cannon fire into the flames pouring out of its mid section. The destruction of the tanks is enough that its beginning to deform the nearest aft sections but it seems it’s too heavily armored to be outright destroyed just from taking out the tanks themselves. You turn towards the sublight drives evading or shrugging off hits from the remaining corvettes.

By the time you’re in position the unit’s modified Rapier has moved into position and opens up at point blank with its PPCDGun. There’s a brief flash then forks of lightning lance out, connecting the weapon system to the sublight drives... it doesnt seem to be very effective.
>>
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>>27153581
A few other ships swing past on strafing runs, cutting lines in the drive section. Helping out you fire a half dozen conventional torps into the same area as the Rapier, holding down the trigger for your guns the entire time. You manage to blast a hole through the thick armor which the Rapier fires into again. This time things happen. A flash lights up most of the hull from the inside.

“I think that did it.” Says Arron.
The other ship breaks off and you follow soon after.

Parts of the interior explode out through damaged parts of the hull. The tanker is crippled, possibly beyond repair but the outer hull is just too sturdy to let it break up. The Bow section is also in bad shape despite strafing runs.

“We’ve destroyed most of the fuel tanks. Cloaking fields are continuing to recede. First squadron is requesting assistance in moving crippled ships out of the system.” Kavos summarises the reports.

"Arthur, you still with us?" you ask.

"Yes sir, but my ship is damaged pretty badly. We'll need a shipyard."

Arron alerts you to additional enemies appearing at the edge of the cloaking field. They duck back inside for cover,or seem to until you realise the field is advancing towards your position.

You have 2 volleys left of the SP torps the Alliance provided.
You also have 3 volley that belong to the House.

[ ] Attack the incoming ships
[ ] Evac towards nearest friendly shipyard
[ ] Send Arthur's unit & 1 carrier to nearest yard, head for fleet rally point
[ ] Send wing to yard, least damaged head to fleet rally point
[ ] Other
>>
>>27153810
>[ ] Other
Jump to rally point, transfer the remaining torpedo volleys to the least damaged ships, and then the damaged ships jump to the nearest yard while we dump our SP torpedoes and then follow them.
>>
>>27153810

[x] Send Arthur's unit & 1 carrier to nearest yard, head for fleet rally point
>>
>>27153877
sounds reasonable
>>
>>27153810
>The Bow section is also in bad shape despite strafing runs.

We should definitely inform the alliance of the location of this thing. The enemy shouldn't be able to move the hull from that location quickly, and it could be an incredibly valuable boon to our material science divisions.

It also theoretically belongs to Sonia, right?
>>
>>27153810
>[X] Send wing to yard, least damaged head to fleet rally point

Time to take on a Super.
>>
>>27154016
With us joining the alliance is now theoretically belong to the alliance.
>>
>>27154016
The Alliance will see to it a salvage team is prepped along with a smaller fleet unit to help clear the area of remaining ships.

>It also theoretically belongs to Sonia, right?
You're on a mission for the Alliance...
But don't worry, your ships will be fixed up in short order with stuff at least as good as what was on them before. If your crews are short handed from casualties and the House can't bring enough to the front they'll find some.
You can also request ships be temporarily assigned to your unit. 2nd squadron was already short a couple.

After getting the heck out of the system before the enemy can jump you, you see about reorganising the unit and transferring torpedoes. Between those from Arthur and Mike's ships and the one carrier you're back up to 4 volleys for the remainder.

Sitting at the rally point is a waiting game. Your people watch the long range scanners both for the incoming fleet and for fleet movements.

Two Shallan battlecruisers are the first to arrive, wanting to be ready one way or another. The other strike unit that had been available, on hearing that a taskforce was coming in to solve your problem, went back to their own mission and are now returning to base to rearm, refuel and repair.

Engineers use the time to do EVA repairs both on your ship and Biran Edah's. It wont replace the missing gun but will protect the hull from internal damage. The damaged engine is being temperamental and wont start back up after they took the entire assembly offline for repair. Guard cruisers are a lot of things, but they don't generally keep much free space inside making some field repairs more difficult.

“Half the ship was designed to be the drive section of a battlecruiser, not to have everything compressed into two thirds its size." Complains the chief engineer.
>>
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By the time the taskforce arrives you’re beginning to wonder if there will be any enemy forces left in the system or if they’ll have all fled.

It seems like the Alliance roped in a solid enough fleet. Five Faction Super Heavy cruisers jump in, all of them modified versions of the old Kavarian Mega class. The Lombardia, the Terran one, is the most heavily armed followed by two used by the Warlords. The last two ships are from the Kavarian Imperium and while they look nearly idenital to the originals you know they’ve been upgraded for combat.
An Ascendancy Heavy Cruiser, two Mediums and several squadrons of Light Cruiser units make up the Dominion contengent.
A trio of fast Republic Medium cruisers are making sweeping patrols of the outer formation backed up by fifty corvettes and a dozen Frigates each.

You note that not many of the ships present mount SP torpedo launchers in large numbers. Also where the hell are the Centurions?!

“Major are your ships ready to jump in system?” Asks a human with an unfamiliar accent over fleet com. It takes a second to click in that they’re waiting for you.

“Captain er, Major Sonia Reynard reporting. All ships ready to jump in!”

“Good. Uploading coordinates. Jump in 5 minutes.”

The delay is for the larger ships to align and prepare to jump. Soon you’re leaping across the system towards the inner planets.

It seems that the ship you spotted is still in system when you arrive, though its moved out of the gravity well far enough to jump more easily. Its shields are up.

“This is Admiral Dahilan to all ships, our heavier elements will trade fire from range. Strike groups and light cruisers swing around towards the ship’s aft. Try to cut through their shields to damage their engines. Concentrate your SP torpedo strikes, that seems to help them get through the shields. When you run out cover ships that still have SP Torpedo stocks left.”

>Do you have a better plan you want to transmit to the Admiral?
>>
>>27155282
I think at this point that plan is about as good as we are going to get. Only thing I can think of is try to keep that less gun covered area in mind.
>>
>>27155282
his plan sounds pretty solid but make sure he knows of the less defended area
>>
>>27155282
Would it be a good idea to have one or two of our superheavies join/trail the closing group to provide cover and fire support?
>>
>>27155351
>>27155446
>make sure he knows of the less defended area
They're aware, its why they didn't send ten supers.

>>27155474
They're not fast or maneuverable enough. The Republic Mediums will be along with you. If it looks like that's not enough the Dominion Heavy might relocate.

You can either have your starfighters launch and join the attack, spreading out in an attempt to follow the captain's deployment plans, or have them continue to wait in reserve.

[ ] Launch Vipers Fighters (Roll 4d20)
[ ] Stay back and be ready to launch (Roll 2d20)
>>
Rolled 11

>>27155628
>[X] Launch TIE Fighters (Roll 4d20)

It sounds like a good plan, and this seems like a decent situation to try it.

>1
>>
Rolled 4

>>27155835
>2
>>
Rolled 13

>>27155849
>3
>>
Rolled 15

>>27155861
>4
>>
I'll be resuming tomorrow after 4 pm EST.

If you guys have any tactics you want to use while on the attack run feel free. I'll try to incorporate them.
Things like "Try to stay behind the corvettes belonging to another House." is a legitimate strategy, not a nice one but you've got SP torps and most Dominion corvettes do not.
>>
>>27156094
We should probably inform our allies that we have a large amount of SP torpedoes available. If they know it's important we stay alive until we've emptied our magazines, the other ships will probably volunteer to provide cover on their own.
>>
Rolled 15, 3, 11, 11 = 40

>>27155628
[X] Launch Vipers Fighters (Roll 4d20)
>>
Rolled 12, 1, 8, 13 = 34

>>27155628
Launch Fighters
>>
>>27156355
>>27156314
>>27155849

Wow, whoever gets roll two will be pretty screwed.
>>
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Before I forget again, some Kavarian transports, including a J-type like the one you found.
>>
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>>27156675
>>
Bump.
>>
>>27156675
>>27156750

so every transport is sort of like a setting around a box or two?
>>
>>27159618
More or less for the larger ones.
Smaller light transports based off the old Constellation hull are usually loaded the old fashioned way. The same with Standard Frigates, though they can be easily modified to handle things like ground side shipping containers.

The modules are handy because they can be dropped and allow the ship to pick up others.
>>
>>27154582
>>It also theoretically belongs to Sonia, right?
>You're on a mission for the Alliance...
>But don't worry, your ships will be fixed up in short order with stuff at least as good as what was on them before. If your crews are short handed from casualties and the House can't bring enough to the front they'll find some.

We get payed our entire wing's weight in space gold while working for them, right? We're losing out on a lot of profitable salvage here.

>>27156750
Hah, frigates hiding in metal boxes. The cowards! The fools!
>>
>>27160054
We did use their torpedoes to get the kill
>>
>>27160400
They used our ships to have their torpedoes shot at that thing...
>>
Bumping now so I can sleep while the quest is actually happening... again.
>>
Bump
>>
The Alliance is providing operating costs for your ships, fuel, spare parts, missiles and torpedoes, repairs and supplies. All of those things were being provided to you by your House at great cost.
Additional ships or crew for your Wing if you need them are available when you make it to an Alliance base.
Their mandate is to win battles and ultimately the war, not to make ship crews and wealthy nobles even more so. Your plans for creating a salvage company could work though as they do need to hire someone to bring in all that scrap.

>Bumping now so I can sleep while the quest is actually happening... again.
I know that feel.jpg
>>
>>27165698
What that I hear? It's time to create a salvage company and muscle our way into being the official alliance salvaging arm?

Note to self: Get on this while they are still disorganized.
>>
>>27165905
Eh, nah. The whole "Sonja salvage" thing tends to get a bit much.
>>
>>27165927
How I see it is we form the company, get in good with the alliance, and try to get it as the official salvage arm. This is of course just a cleaver use of our nickname "Salvage Sonja", but the real reason to do with is to gain a permanent foothold in the alliance. From here we can try to build up a relationship and try to increase our standing/influence.

Simply put: The salvage company is just a disguise for our political ambitions!
>>
>>27166037

well, the salvage company is likely plausible due to our massive salvage bonuses from the South Reach campaign.

If we can secure a small group of transports that could be used/converted for salvage ops instead of a cash bonus [due to our House's fairly struggling financial situation that hasn't quite panned out. We really should have struck while the iron was hot with that, but alas... Neeran to kill] we should be able to talk the Commander into snagging a few salvage veterans from the House to form a core leadership for our company.

If that company gets in good with the alliance, our House may just find quite a bit of scan info leaked to it. If that leak is detected, we'll have to fire the person in question, of course, but hopefully we'll have a reputation with the Alliance that can survive such a thing in little time.

That such an operation would enrich Sonia and any knights that helped start up the company with her as a result of it's work is simply a side bonus. And we'll have job security due to the war and Sonia's general habits.
>>
>>27166037
So what your saying is...through salvage, politics?

I could get behind that.
>>
Hey I posted earlier saying I didn't know what I was doing... has this been going on for a while? Longer than this thread I'm guessing.

Is Sonia trying to get to the top or what? Just experience interesting things? Is breaking off and going rogue killing shit not something that happens?

After all the action in this thread going off and making a company to salvage the remains isn't what I saw coming but it is interesting. Sounds like a good plan.

Sorry I was in /sp/ watching a match, saw a banner and ended up here.
>>
>>27166286
If I remember correctly we are on thread 77 or so with this being the 4th or 5th story arc if I remember correctly.

We have basically gone from a mere pilot to full blown nobility through that time and have acquired some personality quirks along the way.

I don't see us really going "rouge" in the near future and it would really take something big to make that happen.

Really though I recommend reading through the archive even if it is a bit messy in some places.
>>
“Launch fighters. Escort Carriers, hang back near the main taskforce.”
After copying you, the fighters launch get clear and turn

Arron sends you a sensor update. “Enemy fighter and corvette launch detected. Additional Battleships and Carriers have been sighted coming around the planet.”

“Those ships will be in blocking position to protect the engines we’re going after.” Says Edah.

You have a lot more ships than them, but still you dont want to take any chances. Contacting the other Strike groups you let them know that your ships are carrying more than 80 SP torpedoes between them. They promise to provide what cover they can.

Swinging out closer to the planet the strike units begin a slow turn to come in behind the enemy Super. Weapos fire begins to light up space as the taskforce opens fire with phase cannon, missile and torpedo batteries. For the moment your ships fire on the light enemy starships, adding fire to that from the other groups.
The trio of Heron class that are with you put down a withering barrage of cannon and missile fire, providing everyone with plenty of cover. Enemy Battleships are keeping at range and not drawing close enough for pulse cannons or other specialist weapons to easily down them.
Corvettes are ducking behind the Carriers or Battleships long enough for their shields to recharge.

“They’ve changed course enough that they’ll be running parallel to us.” Says Daska over the unit com, sounding annoyed.

“Trying to split our fire.” adds Kavos.

One of the Medium cruiser Captains informs the other groups that they’ll provide cover and to focus on the Super.

The leading corvette squadrons open up, sending out sheets of twin linked phase cannon fire. Republic Frigate squadrons attacked to each wing launch missiles in sequence, blocking you from the enemy’s view. ECM ships crank up jamming and sensor support to maximum.
>>
>>27165698
A question oh great and mighty TSTG! What were the results for seeing if it would be plausible to expand our underground bunker? If memory serves we roll quite well on that.
>>
>>27166647
Oh yeah, there was something else in that thread which I didn't answer as well but cant remember atm.

There were no major fault lines in the area that would prevent further expansion. There may be minor ones that would be encountered if you made the complex too big.
>>
>>27166839
I think the person we contracted pointed out a good placement for some guard posts/towers that I think we more or less agree to, but other than that I can't think of anything.
>>
>>27165927
Well, without somewhat silly stuff like Salvage Sonia, Crazy Has-Ann, and sharks and shark accessories, all that would be left is having hundreds of people on one of our ships crushed by a ramming attack, followed by electrocuting or roasting thousands of sentient enemy combatants with a gigantic lightning gun.

Just take it as a way for Sonia to deal with her PTSD. She'se been at war without any kind of proper furlough for more than a year, I think. Taking the sleep headset into account, she likely manages to rack up around 20 hours of active duty per day.

Focussing on the salvage allows her mind to skip the part where she's actually creating the wreckage, and all the unpleasant things that tend to occur during that process.

At least that's my take on it.

It's also fun to take a break from the serious stuff, and the threads have been focussing on that a lot more lately, so you shouldn't be surprised when people take the chance to lighten things up.
>>
Massed fire from so many ships is having an effect. The shape of the enemy shield bubble is deforming, though it seems to be quickly recovering from each individual strike. The shield is fairly thick too, not the usual shell like those on Faction or smaller Neeran ships. A phase cannon might punch a divot thirty meters deep, twin linked beams cut deeper but the gaps fill back in.

“What the hell kind of shield IS that?” You ask.

“It is more than two kilometers deep.” Reports Kavos. “We are coming up to ideal launch point for Torpedoes.”

“Right. Everyone concentrate your torpedo fire.”

Slightly ahead of you the allied strike unit does their best to maneuver through a barrage of plasma cannon fire from the enemy ship. Even with the sensor and ECM support the weapons fire is too intense to evade. Forty corvettes and Frigates take critical damage or simply disappear.
One of the Medium Cruisers takes concentrated fire from the now rapidly closing enemy Battleships and Corvettes. Part of the bow section rips open tossing debris back into the upper pylon. Breaking off from the attack run the super throws more fire her way, destroying much of the port side wing and ventral sections. That’s one ship that wont be back in the fight any time soon.

Roll 4d100 for focused Torpedo fire
>>
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Rolled 16

>>27167179
Firing torpedoes!
>>
Rolled 9, 12, 7, 43 = 71

>>27167179
>>
Rolled 48

>>27167251
>>
Rolled 26

>>27167258
>3
>>
Rolled 10

>>27167266
>4

Wow, that are some shitty rolls.
>>
Rolled 4, 26, 60, 45 = 135

>>27167179

nukefiredatshipinIndependenceDay.jpg
>>
Rolled 31, 2, 5, 65 = 103

>>27167179
>>
Rolled 39, 41, 45, 41 = 166

>>27167179
Wow.
>>
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>>27167252
>>27167299
>>27167251
>>27167258
>>27167266
>>27167275
>Only 1 roll over 50
Er... I meant *Looking for low rolls!* No. No I didn't.


This is it, you launch the Torpedoes. All of them. As soon as the launchers cycle you fire again until all of the warheads the Alliance gave you are expended. As the warheads close in on their target you and the others reduce speed to keep your distance, from the ship but still remain close enough to exploit any damage.

The Torpedoes reach the outer edge of the shield and penetrate.
“Yes!”
But all of them rapidly decelerate once inside the shield, just barely passing the half way point before detonating. Several dozen white bubbles appear, some of the overlapping, many of them not, where each warhead went off. All of the bubbles begin to collapse back in on themselves, filling back in.
A few of your fighters SP’s make it through the bubbles formed by the previous detonations, their blasts momentarily forcing open a hole in the shield but doing no damage.

“Returning to rearm.” Reports the fighter squadron CO.

“Strike group are you out of SP Torps?” Asks one of the Medium Cruiser captains.

No, you still have the ones left in reserve from Operation Typhoon that your House wanted to keep.

You might have time to launch one more torpedo attack, and the shield is still weak in one section, but your cover is gone. The other ships are spreading out farther to draw fire and minimise casualties. If you're not launching another attack they need to know now so they can get out of weapons range.

Yes your allies did launch SP's as well.

[ ] Retreat
[ ] Fire Torpedoes Roll 2d100
>>
Rolled 98

>>27167665
>[X] Other
We still have house property left, but I do not have permission to launch them unless they're going to get replaced.

>Rolling in case we can replacements
>>
Rolled 83

>>27167712
>2
>>
Rolled 34, 55 = 89

>>27167665
Time for round two!
>>
Rolled 21, 69 = 90

>>27167665
[X] Fire torpedeos!

I know the house wanted them, but i'm sure that would understand if we used them to help take out this target.
>>
Rolled 52, 2 = 54

>>27167665

[x] Other: Fire half of our House SP torps

"Someone is getting a massive bill if this works!"
>>
>>27167712
>>27167729
Muh dice!
>>
Huh, that's a weird gelatinous shield. A change in tactics is needed here.

- Fire regular torpedoes and missiles in a wave
- Attack with conventional weapons just after impact to help drill a tunnel
- Fire SPs down the tunnel before it collapses again

Too bad we don't have many plasma or siege guns with us.
>>
“We still have some in reserve.” Your report back.

“Then for heavens sake fire them!”

“Firing!” You and Daska shout in unison.

Both your squadrson fire multiple waves of Torpedoes. Kavos must have done something to the warhead programming because your first pair detonate only two hundred meters inside the shield forming a pair of bubbles that let more detonate deeper inside. The overlapping blasts cut a channel clear through the shield with a few of the stragglers impacting the aft hull and some of the sublight drives.

“We’re out!” You announce and turn away, trying to avoid the increasingly heavy fire being aimed in your direction.

“And we’re in.” Says one of the other strike group leaders. Two squadrons of Dominion Attack Corvettes swing in towards the gap, firing their weapons faster than can be good for their guns. Three of them explode on impact with the edges of the shields but the others make it through, getting in underneath the protective field.

“I cant believe they just did that.” Says Arron. “They totally stole the show.”

Pulling back to lead your squadron safely out of range your section of the wing is suddenly boxed in by plasma cannon fire. Turning hard and boosting the emergency thrusters past their safe limit you roll to try and spread out the damage.

You can see Edah’s Vengeance type try in vain to evade as well, the larger cross section making it more difficult, before she’s ultimately hit by multiple beams.

Main shields fail and the secondaries wont be far behind by the looks of it. The tertiary shield still isnt up by the time the secondary fails and you take multiple impacts. You're momentarily thrown against your restraints to the sound of screaming metal. Damage reports light up red across the board, four more engines go down leaving you with three, make that two. The outer armor is simply gone for more than half the ship.
>>
>>27168457
"Engineering crew has abandoned ship. Tertiary shield back up. We only have two cannon left." Kavos tells you over the damage alarms.

[ ] Emergency Teleport (Roll 1d100)
[ ] Try to get it under control (Roll 1d20, you get a -4 penalty due to damage)
[ ] Other
>>
Rolled 19

>>27168508
>[X] Try to get it under control and call for assistance.
>>
>>27168508

Requesting additional information:

Were the beams from the super heavy or from smaller ships?

Do we have sensors to determine if another shot is incoming and the ability to trigger Emergency Teleporters based on that?
>>
Rolled 9

>>27168508
are those Anti-Veckron radiation vials onboard?
>>
Rolled 10

>>27168508
Get the ship under control.
>>
>>27168575
From the super. It had shot down a few more of your allies then as one of the few groups remaining outside its shields targeted you.

>Do we have sensors to determine if another shot is incoming
No, most of your sensors are out. You'll have to get telemetry from another ship. The Blackbird would be the best bet.
>and the ability to trigger Emergency Teleporters based on that?
They'll trigger automatically if the bulkheads in the section immediately surrounding the bridge are breached or are about to. This isn't always a sure thing.

>>27168695
Yes, one of them is.
>>
>>27168839
>The Blackbird would be the best bet.

Then let's try to get that data, please.
>>
>>27168839
>Yes, one of them is.
well, If teleport were winning, I'd ask others to reconsider, maybe grab the Vial, our suit, and make for our special fighter (If that's onboard).

As it is, seems we're going to try and bring this bird under control.
>>
>>27169319
Did we already inject ourselves ages ago?
>>
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“Heat bleed through in most starboard sections. Flooding all nearby areas with some of our water reserves.” Kavos informs you.

“What about venting?”
“Already vented, heat is still too high.”

Getting the ship under control from a flying standpoint is more a case of rolling with the atmosphere, drive plasma and now steam that’s still escaping into space. All the while you try to make it look random. Its less about picking a direction than it is picking one to stay away from. If someone takes a shot at you that will probably be it.

Kavos finishes madly typing in a series of commands then you have proper working sensors again. Though they’re a bit grainy. “Coms are mostly offline but I’ve established limited data link with our Blackbird. They know we’re alive.”

“Good, how long until someone can drag us out of here?” you ask. If engineering was damaged badly enough that the crew teleported out you don't want to trust activating the drive core.

Kavos shakes her head. “Daska’s unit is out of position and wont be able to reach us. No signals from our squadron. Additional enemy ships have entered the system.”

“What? Arron, I need numbers.”

“Two more supers. They’ve launched a ton of corvettes and they have Battleship support. The Fleet is going to be cut off from us and the planet.”

You zoom in to see whats going on. The fleet isn't just going to be cut off from you, the Neeran are going for an envelopment.

While Daska wont be able to reach you in time it should be possible for her squadron to get clear and escape the system before the the Neeran ships can block them off. You could also order her to stay and help the fleet. It's possible they might turn this around.

[ ] Get signal to Daska, Retreat
[ ] Get signal to Daska, Stay with the Fleet
[ ] Let her decide
>>
>>27169612
We held off since there are both positive and slightly negative side effects.
>>
>>27169657
Our orders were hit and fade and she's out of ordnance. Signal her to retreat.

If we can stabilize life support we should just keep drifting. If not we should be abandoning ship.

I'm guessing we can't jump anywhere with two engines and no engineers.
>>
>>27169657
>[X] Get signal to Daska, Retreat

Our ships can't really sustain prolonged fleet engagements. Tell her to retreat, repair, and rearm. We'll be of much more help harassing the blockading enemy forces than if we fight on their terms.
>>
>>27169657
[X] Let her decide

In this situation she would have a better picture on how things are going. We on the other hand need to focus on staying alive.
>>
>>27169657
Let Daska chose as we have slightly more pressing matter to attend to.
>>
>>27169657

Out of SP Torps, Now Seemingly outnumbered, I'd say
>[ ] Get signal to Daska, Retreat
or
>[ ] Let her decide

Maybe make a quick run at the unshielded station areas, if we're feeling particularly crazy.
>>
>>27169657
let her decide
>>
>>27169657

[x] Daska has command, let her decide

[x] Get in contact with all remaining sections of our ship

We need to know who is left. If we have marines with shuttles, we may need to see if a friendly ship can swing by and pick up their shuttles. It may even make the enemy think that we've activated emergency teleporters and are no longer a threat.

Our body double should probably get into our armor and report to the bridge emergency teleporter [our whole bridge is a teleporter, correct?] possibly with our safe/contents.
>>
>>27169940
I agree with getting our body double suited up and have her get our stuff.

Also, I just had a terrible thought. Part of those corvettes seems to be heading vaguely in our direction and if I remember correctly the Neeran "have" been taking prisoners.
>>
You send out the following text message: Daska I trust your decision.

With that taken care of you have the more pressing concern of what to do about your ship. It’s too badly damaged to make a jump unassisted without some extensive field repairs. Currently you’re headed towards the planet, though you should have enough speed to make orbit or swing past it in a partial slingshot to the outer system.

There’s a damaged Republic Medium cruiser out ahead of you headed in the same direction. Contacting them they say they’ll wait long enough to recover any shuttles or fighters you launch before they jump, but wont be able to turn back to recover your ship without screwing over their own escape.

Time to get hold of the remaining crew.
“Ecord, you alive down there?”

“Yes sir. Barely. We have the shuttles prepped and ready to go. One of the techs has your fighter ready too.”
“Good, hold that thought.”
Next you contact the armory. Mr Nexi and his apprentice are alive as well. They’re suited up in Marine Armor and Rufaro is there as well.
“All of you grab any supplies you think we’ll need and get up to the bridge teleporter. Rufaro swing past my quarters, there’s a secret compartment I want you to loot, take everything that’s in there.”

“Yes sir!”
Other crewmen around the ship report in and head for the shuttles if the teleporters in their sections have already been used.

What to do about the ship?
1) You can try and put it on a heading out of the system and try to recover the remains later provided the Neeran don't first.
2) The remaining reactors if spun up to super critical could do a lot of damage, making sure it wouldn’t be captured.
3) Try to land it on the planet somewhere it wouldn't be found as easily. Most of the planet is ocean, there’s bound to be places deep enough.
4) Slingshot into the outer system and try to perform field repairs. If the Neeran caught up to you there are still the emergency teleporters.
>Other
>>
>>27170199
4) Slingshot into the outer system and try to perform field repairs. If the Neeran caught up to you there are still the emergency teleporters.
>>
Evacuating with the Republic ship seems like the best bet. I'd say we should drop the ship into the ocean. The Neeran might loot the ship but it's in such a bad shape that they would have to spend a ton to fi it up. I doubt they would bother to fish it out AND fix it up to usable condition.

Reactor overload is also an option if there is a big juicy unshielded target around. One last strike from the Unnamed Guard.
>>
>>27170199
>>Other
Send people who can't help with the repairs and our fighter to the Republic Medium cruiser.

Ask if the other ship can spare some damage control teams, do option 4, attempt repairs.
>>
>>27170199
Slingshot. If the Neeran decide they want this hulk, we can set the reactors to explode and then use the teleporters. Preferably, we would also set all remaining nukes and torpedoes to fire off or explode, so that the cruiser becomes a fiery pincushion of hate.
>>
But do we have any idea where the teleporters will send us?
>>
>>27170199
Abandon the ship. Leave it on an out-of-system heading
>>
>>27170199
I really would rather not use the teleporters and the Republic cruiser is our best bet at getting away alive.

Plus the ship gets to live up to its unnamed namesake.
>>
>Lightning storms growing ever closer
Fuck you clouds!

>>27170408
You picked up an update from the alliance station so that you'll be less likely to end up on enemy held worlds. Or ones that were enemy held when you got the update. If none are in range, well, enemy ones are next in line.

>>27170579
>I really would rather not use the teleporters and the Republic cruiser is our best bet at getting away alive.
That's fine. The shuttles would be a bit packed but there would probably be enough room.
>Plus the ship gets to live up to its unnamed namesake.
So, you wanted to do what with the ship exactly?

Putting up a survey, give me a few.
>>
>>27170660
Lose contact with it and forget about it for a while until someone asks and you tell us it blew up or something
>>
since it seems like we'll be losing the Unnamed Guard (if not to destruction or abduction, then to repairs), and our Shark Ship is 3 weeks away, What kind of ship will we Transfer to and Command now, I wonder.
>>
>>27170725
Dime a dozen Vengeance Type unless the Alliance has something experimental or fancy for us to try out.

On a semi-related note, TTSG, since we aren't under direct House command for the time being does this mean we can start fielding battlecruisers again if we get our hands on any?
>>
>[Lightning intensifies]
If I drop out for longer than an hour, then yeah I've lost internet.

>>27170809
>On a semi-related note, TTSG, since we aren't under direct House command for the time being does this mean we can start fielding battlecruisers again if we get our hands on any?
I suppose so, though you'd need to hang back a bit more since it wont be as fast.
>>
http://www.surveymonkey.com/s/YSHN3KZ

Sorry that took awhile. Survey is up.
>>
>>27170809
I'm thinking our Fairly New Used-Marauder
>>
>>27170371
>Ask if the other ship can spare some damage control teams
They need damage control teams for their own ship, it's why they cant just double back and take your ship in tow.
>>
And we're deadlocked between abandoning the ship and trying to do field repairs.
>>
I voted to abandon ship. It's in really bad shape already and trying to repair it to the point where we can jump out is too much of a risk. Especially given that most of our engineering staff already escaped. If we use the teleporters we could end up anywhere, possibly out of the fight for weeks and months.
>>
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>>27171932
>possibly out of the fight for weeks and months.
>and months
Man, that gives me some great ideas.
>>
>>27171932
....We are going to be forced to use our emergency teleporters and get stuck on some planet aren't we?
>>
>>27172093
(Using the movie voice over voice)
Next time... on Lost....
Behind enemy lines.
Holding top secret information so valuable that in the wrong hands it could cause the death of billions.
Stranded on a dangerous dead world with nothing but killer animals and the environment between them and the next 100 light years.
How will our hero escape?
Will love bloom between the female commander and the spunky always happy, but simple minded guardsmen?
>>
>>27171826
I voted for staying on the ship and moving our shuttles/fighters over.

For the sake of keeping things going, I'd like to change my vote to abandoning the ship and setting it on a course that will allow us to recover it later.
>>
>>27172415
I voted at least attempt the slingshot, but if everyone is leading towards abandon or scuttle I'll go with abandon.
If we do abandon we need to leave a battle log, or some making in case the shop is not discovered for centuries. Make a time capsule or something cool for the next generations psycho Sonia
>>
>>27172093
After what I hope are not a suspicious number of votes in a few minutes it looks like you want to try and repair the ship in the field.

While Ecord would like to stay, he and most of the Marines lack the level of damage control training needed for those staying behind. "I'll try and get a rescue party sent out here as soon as possible sir."

"Do that, and if I get captured I'm ordering to break us out of whatever holding center the Neeran toss us into."

"Aye sir."

After loading up the least essential personnel still aboard, the two shuttles launch followed by your fighter.

Swinging around the back side of the planet you put on as much acceleration as possible while trying to hold the ship steady. With all of the remaining engines on the far left side of the ship that's not easy. Still it gets you outbound and that all that matters.

"We need to reduce the sensor signature that the ship gives off if we want to evade detection." Kavos informs you after the slingshot. "We need to shut down everything. Shields, deflectors, even the main reactors."

"Whoa, hold on, that would mean doing a cold start of our drives later." Points out Linda. "If they've been damaged and end up sitting for a few days they might not start back up again without enough power to put back into them."

"And we need power for the cutting gear." Adds Mr Nxesi "We need to remove some of the drive plates and relocate them. That's easy but cutting new mounts for them into damaged structure will be less so."

"We can draw from the main capacitors." Says Kavos.
Even you know after Linda's comment that you might need power from the capacitor banks to restart the reactors.

>What systems do you want to leave online besides life support and minimal gravity in the interior?
>>
>>27172546
Sensors and the teleporters.

Can we ge creative with using whatever other power cells we have available to power the gear? Like the ones from the power armor/powercell armor/land vehicles/small arms?

Also shit we really should have been on one of those shuttles
>>
>>27172615
It's bad form for a captain to abandon her ship without trying everything possible to save her.
>>
>>27172615
I support this and good thinking about the power cells as that might give us a bit more power.
>>
>>27172634
We've never been much for form
>>
>>27172546
>>What systems do you want to leave online besides life support and minimal gravity in the interior?
Could you be so kind and list the systems we can disable?

Can we use the cells from our power cell armour to power the cutting gear?
>>
>>27172615
>>27172658
"They're industrial grade cutters, rigging up power cells will take longer but will keep them going for a few hours I think.
The few remaining Marines can use some of their boarding gear to help with a bit of the work as well."

>>27172683
>Could you be so kind and list the systems we can disable?
It would be easier to come up with a list of stuff you want to leave on since I could spend/waste a lot of time just trying to figure out what all might be active.

Propulsion (Drives, thrusters, tractor/repulsors)
Defense (Shields, deflection repulsors)
Weapons (Spinal mount guns, turrets, point defense, launchers, targeting systems)
Sensors/communications
Operations (Reactors, power sub systems, computers, other operating equipment)
>>
>>27172865
Bare minimum on debris deflectors because debris will fuck our shit otherwise.

Sensors so we can see the Neerans coming

Minimal passive comms (receive only, no need to broadcast anything)

Teleporters so we can get the fuck out when the Neerans come.
>>
>>27172683
The cells power armor last for 24 hours iirc. But to power a cutting laser it may take more juice and mean the batteries will only last a short while. Still it's better than nothing.

Also, I'm sure a space ship has railings and ways to navigate in 0g's. Let's turn the gravity off so we can free float equipment and parts without having to use moving equipment. so less power.
Can we rig a simple scanner to the hull of the ship while doing eva repairs. Something super low tech but enough to warn us of enemies so we can potentially teleport away?
>>
>>27172865
-Passive sensors.
-See if we can keep a secondary reactor running at low power output.
-Teleporters, or attach some power cells to it so we can get away in a hurry.
-Whatever keeps our ship from being penetrated by micro collisions.
-Gravity wherever it's actually needed for repairs or to keep equipment from getting damaged.
>>
>>27172865
I would say just sensors only as anything more increases the likelihood of us being detected and increases power drain.
>>
>>27172923
>Sensors so we can see the Neerans coming
>>27172932
>Can we rig a simple scanner to the hull of the ship while doing eva repairs. Something super low tech but enough to warn us of enemies so we can potentially teleport away?

Actually, there is a way to keep an eye out with minimal chance of detection...

"When I volunteered to stay behind and help this was not what I had in mind sir." Says Rufaro before she's sent outside with a few hundred meters of shielded networking cable. She can carry out patrols of the outer hull, watching the sky while relatively undetected.


>>27172932
>Also, I'm sure a space ship has railings and ways to navigate in 0g's.
They do. Padded ones at that to cut down on injuries when you're thrown across a corridor from an impact.
Kavos wants to keep gravity turned on for the Bridge and the few quarters directly adjacent so that the work crews can rest.

Teleporters shouldn't be a problem.

>>27172923
>Bare minimum on debris deflectors because debris will fuck our shit otherwise.
>>27172992
>Whatever keeps our ship from being penetrated by micro collisions.
Deflectors, though you're not under acceleration so the ships armor would normally deal with any damage quite easily. Then again, you don't currently have much armor.
>>
Don't teleporters have their own power source? It wouldn't make sense for them to be otherwise disabled by loss of power.
>>
>>27173164
>>"When I volunteered to stay behind and help this was not what I had in mind sir."

>I never asked for this.
My sides.
>>
>>27173164
>Send Rufaro outside to "scan" for enemies

I like how at every opportunity we simply seem to confirm our body doubles suspicions that we are indeed crazy.
>>
I am beginning to regret giving the Neerans the finger after our first raid. If they've read up at all on human customs we may be in for special attention.

Can we see at all what the battle is going like?
>>
>>27173228
Yes, though they have their own built in capacitors and can draw from the ships power reserves as well.


Shutting down everything possible seems like an easy task at first until you realise just how much stuff can bleed off electromagnetic radiation in one band or another. With the sensors and coms set for passive mode and minimal deflectors that should be it. Radiation leaks from the damaged sections are the largest source. You and a few others assemble sheets of thin radiation shielding and work to block off the largest gaps in the hull.

The real engineers are working on the FTL and sublight drive assemblies.

Some of the destroyed spinal mounts for the starboard weapons still have a lot of juice left in them but are arcing dangerously. You could try to ground it to the hull, cover it over and hope the radiation shielding can hide the output, or distract the engineers with finding a way to solve the problem.

[ ] Ground
[ ] Cover
[ ] Distract
[ ] Other
>>
>>27173555
>[ ] Other
Ask Rufaro to help us ground this to the hull. Her armour should be able to provide the best protection against the remaining current, and she's probably grateful to get some distraction from her task.
>>
>>27173555

[x] Ground

Clear it with at least one real engineer first just in case.
>>
>>27173555
[X] Ground
>>
>>27173592
>>27173687
>>27173773
You climb up to get line of sight with where Rufaro should be right now then ping her with a laser pulse. She contacts the bridge but they're reluctant to disturb the engineers as they're in the middle of cutting a slot for a drive plate. The tech on hand passes along that it should be fine, just don't end up grounding it to yourself instead.

Trading places you keep an eye out for ships using the limited sensors available on your Marine armor.

Roll 1d20
>>
Rolled 11

>>27173948
Rolling to not melt subordinate
>>
Rolled 3

>>27173948
Remember your first mission for Sonia, Rufaro. Don't damage the armour.
>>
Rolled 13

>>27173948
/tg/ dice, please don't kill us
>>
>>27174040
While you cant tell from your position what the other woman is saying you suspect that she’s cursing for much of the trip over to help get a ground in place. When she gets back there’s no sign of damage to her, and by extention your armor.

“Thanks, I would have risked it but I’m not familiar with how much current one of these suits can survive.” You tell her.
In hindsight that might have not been the best thing to say. Picking up the cable again she salutes you and turns the camouflage back on.

The damage is much easier to seal off this time and you’re confident the covering will hold, both against sensors and hard maneuvers. Then again the ship isnt really capable of hard maneuvers with the drives wrecked.

Roll 2d12 for rate of work on the FTL drives. Lower is better.
>>
Rolled 2

>>27174169
>1

Double nat 12s, coming right up.
>>
Rolled 10

>>27174207
>2
>>
>>27174169
Doice
>>
Rolled 6, 1 = 7

>>27174169
Well 3rd set.
>>
>>27174290
We are taking lowest of three right? Right? !

Captcha 10 849999956.... stupid numbers
>>
>>27174423
Yep. 2 and 1, everybody still on the ship deserves a medal.
>>
>>27174423
Once they get to work and see what needs to be done the engineers roll along quickly. The added incentive of Neeran ships possibly showing up any minute now must be helping.

In five hours they’ve not only cut a slot for one of the drive plates but have also rerouted some of the conduits. While not record time its still impressive.

Finishing up the sections you’d been working on you head back inside. They’ll be testing the plates followed by the drive core which some people are still working on.

“We should be able to accelerate with the engines we have and jump to FTL, but it would be tricky to do with the ship unbalanded.

Do you want to spend more time swapping out the damaged drives that are off line, or try to jump to FTL as soon as the engineers have finished testing the core and the plates.


I have to stop here for the night. Please decide what you'll be doing..
>>
>>27174601
I think we should go with Linda's decision when it comes to this. She'll have to pilot the ship to safety.
>>
>>27174601
We've spent 5 hours already, if they can do it quickly then we might as well try our best for a smooth escape that doesn't rip the ship apart.

If things look like they'll take another 5 hours though we might want t micro jump then finish so the neeran can't follow our slingshot trajectory and find us after their own repairs.

Captcha added 5 more numbers after last time. I should stopcomplaining or I'll get more numbers next time.
>>
>>27174601
I say lets get out of here while we can. Sure it might be tricky, but I think we can handle it.
>>
Rolled 40

>>27174701
>I think we should go with Linda's decision when it comes to this. She'll have to pilot the ship to safety.
"If you can hold it steady enough through the acceleration stage we should be okay."
Steady in this case might mean keeping the ship in a roll to help counter the engine loss.

>>27174711
>If things look like they'll take another 5 hours though we might want t micro jump then finish so the neeran can't follow our slingshot trajectory and find us after their own repairs.
They're looking at about that long or longer yes since the other engine(s) might not be so easy to pull out due to the hull damage.

"Lets do this." You decide "Power up the minimum number of systems for us to jump."

Roll 2d20
>>
Rolled 11, 11 = 22

>>27178805
>>
Rolled 12

>>27178805
Well, here goes

>1
>>
Rolled 5

>>27178882
>2
>>
Rolled 11, 5 = 16

>>27178805
>>
>>27178805
Don't forget to tell Rufaro to come back inside the ship.
>>
Rolled 88

>>27179121
With everyone back aboard you restart the engines and begin the run up to jump out of the system. Picking a star you try to keep that in the center as the starfield outside spins.

Linda goes through the usual routine, activates the core and moves the throttle forward. Space in front of the ship tears open but only in flashes, its not enough for the ship to jump.

Cursing Linda powers down and goes through a quick checklist. "There's a problem with the drive core. I cant fix it from here."

"Taking care of it." Nxesi says, rushes off towards engineering.

It doesnt look like there are any signs of the Neeran detecting you yet.

Roll 1d20 for drive core repairs (Number to beat 13)


I'm off to work, see you after 4pm
>>
Rolled 4

>>27179335

See you then
>>
Rolled 5

>>27179335
Rolling.
>>
Rolled 9

>>27179335
>>
Awwwww.
>>
Oh boy, its trouble time ~!
>>
>>27179448
Think we can get a shark-shaped coffin?
>>
Well, we still have that handy upgraded communications stuff? We can probably get in touch with someone out of system and see about getting evac for at least the crew.

We might also be far enough away that a flight could micro in and extend their drive fields to jump us out of danger. Especially if Daska retreated
>>
Bump. There better be a quest left when I read this on the archives tomorrow.
>>
>>27180494
I would prefer a Shark-cophagus
>>
>>27179366
>>27179387
>>27179416
Dang, /tg/ dice has been out for Sonias blood this entire session.
>>
>>27183363
Oh god, pun bleed over from other Quests.

>>27181073
>Well, we still have that handy upgraded communications stuff?
Your long range coms arrays are offline, you could only communicate through combat data uplinks.

Cutting back the nonessential systems again but keeping the reactors online, you kill forward thrust. Its hard enough to maintain this crazy loop when you need to, no point in wasting effort in the meantime.

Nxesi contacts you from engineering a few minutes later.
"We have one or more focusing assemblies that have broken loose and damaged at least one other. It will take some time to fix."

"How long?" you ask.

"Hang on." You hear some of the other techs talking in the background.
"Pull it." orders Levi.
"Can't, it's fused."
"Get the cutters!"

"We are looking at three, maybe four hours of work."

You look to Arron. "Do we have that long?"

"No, no we don't. I'm seeing sublight drive flares from a battlecruiser." He zooms in on his screen. "Aaaaand... maybe five corvettes moving in our general direction. I cant tell unless we go active sensors."

"Is there any other way you can fix the core?" You ask.

"Yes." Levi admits sounding somewhat hesitant. "We rip open the core, seal the engineering section and manually align the remaining focusing systems."

"What's the downside?"

"It will kill everyone in the compartment and irradiate the surrounding section."

[ ] Manual alignment
[ ] Get to the teleporters
>>
>>27184784

[x] Who has participated in the memory scan/cloning program and has the knowledge required?
>>
>>27184784

[x] Get to the teleporters

Should have been on those shuttles guys
>>
>>27184784
How complicated is manually aligning the remaining focusing systems? And i'm guessing the people would die from radiation from being in close contact with the core correct?
>>
>>27184784
Another Question: If someone had...say...almost immunity to vecron radiation would that somehow help with surviving opening up the core?

Depending on how long the stuff takes to fully integrate into our system I may be implying that we should take the anti- Vecron stuff and try to manually do this with some instruction from our engineers.
>>
Argh, I told you guys we should have just shuttled out. It's not worth sticking around for a ship this totally trashed.
>>
Rolled 2

>>27184956
>Who has participated in the memory scan/cloning program and has the knowledge required?
Normally that's reserved for essential personnel like officers, pilots and skilled individuals that are difficult to replace. Ground troops like Marines are also more commonly cloned. Few in the way of ship support personnel would have that option.

Mr Nxesi alone out of the personnel down there might.
1=Yes
2=No

>>27184997
Not overly complicated, they usually bolt 4 assemblies to the deck in such a way that way the crew can quickly correct for any misalignments. The other two are trickier but most techs can handle that.

>And i'm guessing the people would die from radiation from being in close contact with the core correct?
Yep. The engine room can act as a makeshift drive core if the main core is wrecked. Being inside one once activated is bad news.

> If someone had...say...almost immunity to vecron radiation would that somehow help with surviving opening up the core?
Unknown.

>Depending on how long the stuff takes to fully integrate into our system
That could take hours, possibly days.
>>
>>27185312
Teleporters it is then.
>>
>>27184784
>>27185312
Looks like teleporter time, but before that we should switch our sensors to active to confirm that these are indeed neeran vessels and not our rescue team.
>>
>>27185385
Oh that's right, an IFF ping should be easy enough.
>>
>>27185312

Well then.

Time to select a friendly world in range for our teleporters.

>>27185385
>>27185419
I like this idea, but we should try to make it look like the power-up is some kind of malfunction on a wreck, perhaps secondary reactors kicking in for a short period before the entire wreck goes dark.

We should rig a bomb to detonate and destroy the ship if a signal isn't sent before someone does X [say opening a door] and set it on a time delay before we hit the teleporters.

If possible, having one of those 'ping with code to activate beacon' things set up might be nice, too.

Though I'm not sure how long we'd actually have to do any of this as speed feels subjective.
>>
>>27185567
How does a 20 minute count down after you leave sound? The remaining reactors would run up to super critical and then go off.

Or you could set it to trigger by someone entering the ship/certain sections.
>>
>>27185691
20 minute countdown sounds fine to me.
>>
>>27185691

set it to trigger.

Better to take some Neeran assets with it or give it a chance to be recovered if the Neeran ignore it.
>>
>>27185691
Rig it with a twenty minute countdown after we confirm that it is indeed Neeran after us.

Make sure to take our collection of pieces of ships with us! Oh, and take a piece of the unnamed guard since it's a little banged up at the moment.
>>
>>27185784
Now I picture Sonia running around with various scrap metal and bridge chairs held choose to her chest as she tries to find an exit.

Thanks for that mental image... I say we rig a 5 minute get off my boat timer that activates when any unannounced life form enters any portion of the ship. Neerans tried to space us with one, let's let them find ours but instead of announcing our plans on the loud speaker shit just blows up.

Yep, captcha hates me. Longest number sequence yet and it's been a full day.
>>
>>27185720
>>27185784

Not even giving it a chance to take some House Lat- Neeran bastards down with it?

Forgive us, Captain.
>>
>>27185784
>Make sure to take our collection of pieces of ships with us! Oh, and take a piece of the unnamed guard since it's a little banged up at the moment.
You've been mailing those home where they're being kept in storage since they're a bit big to haul around.

"Get your people to the teleporters." You switch to the intercom . "Anyone left on board, you have five minutes to grab any more survival gear we might need and prepare to abandon ship."

Next you order Arron to bring up the sensors and get a reading on the incoming ships. Sure enough a Neeran Battlecruiser is headed your way from the planet with six corvettes following close behind. As soon as they detect your sensor sweep all of them increase speed.

Taking one last scan of the planet and any remaining defenses before you depart you see that the Neeran fleet is still present. One of their Supers is sporting a crater about 8km across and 2km deep near the bow. Maybe it was a Veckron hit? From this range and with the current state of the sensors you cant pick up details on much else.

"Power down the sensors, set them to turn off and on at regular intervals. Kavos set the reactors to go super critical twenty minutes after we depart."

Kavos calls up some system displays. "Preparing self destruct."

You see Linda and a few others on the bridge jab themselves with hypo injectors. Those without jump seats tie themselves down to the decking.

"Try to set the targeting for a friendly world if you can." you say out loud to anyone that might know how.

Roll 1d100
>>
>>27186081
Though this sounds much funnier.
>>
Rolled 52

>>27186129
>>
Rolled 55

>>27186129
Here's hoping we don't end up on the World right over there.
>>
Rolled 70

>>27186129
Come on.
Teleport us right onto our estate.
>>
>>27186343
Think we would need a 100 for that kind of distance. Hopefully we get thrown towards friendly space or else next quest well be my Lost spoiler from earlier...
>>
>>27186509
If we are lucky it will be a inhabited planet where we can hitch a ride to the alliance.
>>
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As the electric hum starts to run through the metal of the bridge you brace for the inevitable jump shock that you experienced more than half a year ago in simulation. If it wasn't so brief you're sure the noise alone would cause you to go deaf.

Then it hits you. Every cell in your body seems to scream in pain for an instant, some muscles you didn't even know you had going taut. If you were feeling at all drowsy from lack of sleep you're wide awake now.
Collapsing in your seat a second later, limbs and muscles still feel like they're on fire. Blinking your eyes and trying to look around is futile for most of a minute due to the afterimage as though your eyes had been exposed to a bright light.

Getting your bearings you can feel the vibrating of wind outside the bridge capsule then a shake as drag chutes open to slow your descent.
Noises from around the bridge confirm that everyone seems to be alive. The darkness isn't a result of your eyes messing with you, the Emergency lighting still hasn't turned on yet.

After a coughing fit you tell the others to hang on for the landing. The wait isn't long before the capsule strikes solid ground, or close to it. Then the lights turn on.

"Medical check. Make sure no one is in cardiac arrest." You order while unlatching yourself from the pilots seat.
Everyone is sore but alive.

Rufaro plugs her suit into a port near the hatch, powering up external sensors. It reads as habitable if getting a bit close to the borderline.
>>
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http://www.youtube.com/watch?v=GdGlJOZxRuA

The air outside is thick and humid, not being helped by higher than average levels of Carbon Dioxide.

"Hilly terrain, almost mountainous. Theres a lot of vegitation, not consistent with the world in the system we just left." The Corporal uplinks to a datapad and holds it out for you and the others.

One of the dmage control crew points at the nearest area. "This plant here is one the Shallans use in terraforming projects sir. We should be on one of their worlds."

Kavos looks at the levels. "We could survive on this planet, barely, but the CO2 levels would incapacitate most of the crew and keep us from getting anything done, even with boost stims."

"Fine then, everyone suit up." You order. "The rebreather systems should be able to keep us going for days by just filtering whats out there."

After climbing outside your coms officer pulls some gear out of a survival kit. "I'm scanning for friendly com chatter."

"Anything?"

"Shallan fleet units are operating in the system and possibly ground forces engaged in combat on world. Let me try some encryption keys."

It seems the planet you've found yourself on is a friendly one, or was when you picked up the last batch of data. Neeran troops are on the ground and while things are moving in their favour they havent won the battle for the plant yet.

Patching into the remains of the public infonet your people locate a nearby settlement. The larger ones near sea level are sealed habitats constructed in orbit but this one has been built by surface construction.
You have a subspace rescue beacon and communications.

[ ] Use long range beacon
[ ] Try to contact local fleet/ PDF for evac
[ ] Head for nearest settlement
[ ] Try to get info on enemy troop locations
[ ] Other
>>
>>27187825
>[X] Head for nearest settlement
>>
>>27187825

[x] Contact local fleet/PDF for evac
[x] Prepare everyone to move out, the enemy may find our signal first
[x] Try to get info on enemy troop locations

We need to secure passage off this damned world if we can. We're first and foremost a starship pilot and crew, but that doesn't mean we can't cause some trouble for enemy forces if needed.

I assume our rescue beacon isn't secure
>>
>>27187825
>[X] Try to contact local fleet/ PDF for evac
>>
>>27187920
Sounds like a plan.
>>
>>27187825
[x] Head for nearest settlement
>>
>>27186509
We could use our banked 100 on this
>>
>>27188472
Nah we still have all of our limbs, it isn't an emergency yet.
>>
Rolled 94, 26 = 120

>I assume our rescue beacon isn't secure
Nope. That's the problem with beacons, you want people to pick them up from far away.

You, Valeri and Rufaro search the surrounding area, finding and marking good places to set up ambush positions or to cover a retreat. Some of the supplies are also dragged out on stretchers and moved to a location where you could all more easily escape with it if something goes wrong.

Heading back up to the bridge capsule you and the coms officer put out a signal on an Alliance channel.
"This is Factions Alliance Major Sonia Reynard to any friendly forces. Our teleport capsule has landed in the northern hemisphere of the planet and we're requesting evac. Any Faction forces please respond."

A Shallan coms officer responds within a few minutes, telling you that most ships and shuttles in the system are currently occupied but that they'll try to have an atmospheric craft from nearby come and pick you up for transport to one of the spaceports. It could take an hour or two.

"Thank you. Can you relay us any data on enemy positions?"

"Most of the orbital drops are taking place outside of the shields around major population centers and then moving in towards them. They're ignoring smaller communities as long as our troops stay away from them."

"Understood. Is the mountain top one to our south still clear?"

"There's skirmishing in the hills to the west and south of it at the moment but no heavy vehicle activity."

"Thank you."

You hunker down and wait for the pickup.
>>
>>27188558
An atmospheric fighter that looks to be of Shallan manufacture flies past does a wingover then heads back the way it came. A minute later a small three engine shuttle flies in from the south keeping low. Its painted the same colour as the local foliage and as it comes in for a landing you notice that most of it is a quick spray on job.

A front facing ramp lowers and a human crewman carrying an old model phase rifle walks out, adjusting a mask and pair of sunglasses. Scanning the area and failing to see you he waves the rifle over he head and shouts that he's here to pick up some survivors.

Rufaro sneaks past him into the bay to check things then signals the all clear.

You and Valeri call out then advance on the shuttle before calling in the others.

"Lets get moving, there were some enemy fighters sighted two hundred klicks west of here." The man tells you as the others haul the survival gear in.

"Any chance you cal salvage the capsule?" You ask.

"Not right now. If things here take a turn for the better maybe."

Climbing aboard and taking a seat on the bench that's been bolted to the bay floor you hang on and wait for the bumpy ride to be over. You suspect this thing doesn't use much in the way of repulsors for lift from the turbulence.

When you get off in the smaller settlement you see that it's made up of a few dozen apartment blocks that have been built on top of a plateau that's been cut from the hills. A spaceport has been built on a lower ledge with hangers leading deeper into the rock.
A mechanised battalion has set up shop recently and are deploying point defense and missile systems.
>>
>>27187920
Meh, might as well get some for slogging action for the sequel to our band of brothers movie that's soon to be released.

Always think of the profit and how to make the most out of lending a helping hand.
>>
It doesn't take long to find the people in charge of the minor spaceport. They're surrounded by a throng of aids and support personnel trying to keep things moving.

There are cargo shuttles bringing in equipment for the military which will let you hitch a ride back into orbit. From there you could get transportation back to a logistics hub and then either get picked up by your people or the Alliance.

You could also try getting a message through telling your people where you are currently which might take awhile for it to be transmitted due to a backlog and for them to get here.

The local PDF needs ship crews. They have a small shipyard producing vessels but are running out of trained people to man them. Help deal a blow to the local Neeran fleet and they might let you keep one.

There are rumors that black marketeers are bleeding the populace dry. They have to be bringing in supplies somehow. If you can find the transport they're using the PDF would be happy to get their hands on it in exchange for just about anything.

There might be other ways off this rock as well.
>Your orders?
>>
>>27189248
Sit and wait, help out the PDF fight Neeran, or find these back marketeers and take them out/get a ride off planet.

I'm leaning toward the "Dealing" with the black market though what kind of vessels are the local PDF making?
>>
>>27189248

[x] More information: orbital situation, local production ships

[x] have some of our people start asking around about acquiring things.

I doubt black market people are expecting a stealth recon armor...
>>
>>27189414
just putting it out there but the black market may try to charge us way to much so if we try to get a ride with them we should e careful
>>
>>27189452
When he says 'dealing' he means shooting them and taking their stuff
>>
>>27189248
Will the PDF lend us a ship to search for the black marketeers?
>>
>>27189533
ah I didn't notice the ''
>>
>>27189533
This man understands.
>>
>>27189414
>what kind of vessels are the local PDF making?
They're primarily a Frigate yard, producing some Firestorm class under license. (Though they used to produce Jenning class corvettes.) The Jenning line has been converted to build a new prototype Attack Frigate the Shade class, which is an attempt to scale down their Dusk class attack cruisers.

Shade Class Attack Frigate
2x Heavy Pulse cannon (Spinal mount)
2x phase cannon turret (Dorsal/Ventral)(Full coverage)
4x Missile Launchers (They're thinking of converting these to torpedo launchers in upcoming models.)

>orbital situation
The orbital defenses are compromised and they can only cover half of the planet from landing attempts. Raids with Frigates and Faction corvettes are causing trouble for Neeran attempts to put more troops on the ground.
A Neeran Heavy cruiser is the main problem in the system, able to provide cover to the Battleships and carriers present. Carriers are arriving from other systems bringing more troops and corvettes for each assault attempt. They haven't brought in a super at any point.

What defenses remain are centered on the shipyard which is protected by two dozen Shallan battlecruisers and ten Centurions. They're holding SP torpedoes and fighters in reserve should the heavy cruiser make a run at the station.

>>27189552
You might be able to get a shuttle, gunship or fighter.
>>
>>27190040
Either an armed shuttle or a gunship that can carry a squad of troops, whichever they can spare.

Any leads they have on the black marketeers as well.
>>
>>27190040
What about massive battle tanks that we can Kool-aid man through walls with? Can we get massive tanks and go hunting for Neeran walkers?
>>
>>27190166

we could also just start putting it 'out there' that some dominion ship crew are looking to procure things.

The black market has ears just as much as it does goods.
>>
>>27189449
>have some of our people start asking around about acquiring things.
You give the others some money and tell them to keep looking until someone tries to make them spend it all in one place.
"I'll take care of that!" Declares Linda.

>>27190361
>we could also just start putting it 'out there' that some dominion ship crew are looking to procure things.
What kind of things would you like to procure? Linda is going to be going on a shopping spree either way by the looks of things.

>>27190166
Lets see what they have available.
>Any leads they have on the black marketeers as well.
The PDF hasn't officially been investigating the problem since that's a problem for the civilian police forces. With police forces spread thin with evacuations... Really nobody has had time to look into much of anything except for the logistics people with emergency planning.
They'll try to get someone who knows about it over to help out if you're determined to look into it.

>>27190236
The Shallans use old Kavarian IFV's upgraded with add-on armor and newer power systems. They're effective enough against most Faction MBT's. Anything they cant kill they can outrun.
So far they've proven successful against smaller Neeran ground vehicles but haven't been able to do much against the largest ones equipped with shields.
>>
>>27190581
Long-range small arms
Fashionable armored clothing
Portable stasis units
Anything small and interesting because we don't really have a ship to store or transport things on right now.
>>
>>27190581
> what kind of things

Surely someone has mentioned some things in particular that the black market people have been screwing the locals on? We ask around for something like that, and see who might have enough to supply our group.

Surely we could use some 'supplies' just like the locals? [I assume they're talking about supplies for evacuation/survival/cheap weapons/food/etc]
>>
>>27190620
>>27190581
The PDF is willing to lend you a shuttle as long as you get results. A shuttle crew are available but troops are not unless the dealers prove to be a threat to defense of the planet.

>>27190647
>>27190720
You make sure that Linda doesnt just run off and buy whatever item happens to be in style. (or was before the invasion)
You want her focused on finding the sort of supplies either a large group of refugees would need, or weapons to outfit your squad. such as it is.

Roll 2d100 for shopaholic.
>>
Rolled 57, 63 = 120

>>27190997

We'll have to take her shopping for fashion after we get out of this place
>>
Rolled 20, 60 = 80

>>27190997
>>
Rolled 97, 73 = 170

>>27190997
Also, we are always keeping an eye out for Camo/Stealth Units, because Fusaro wants one, That should not have to be said.
>>
Rolled 90, 21 = 111

>>27190997
>>
"So, I didn't get arrested for trying to buy weapons so thats good. Apparently it's illegal."

"Gasp!" You exclaim. "Someone should open a black market to sell those arms illegally. Wait, buying, selling, or asking?"

"Yes."

You frown in annoyance and she continues. "I found a place where we can meet someone if we're trying to buy weapons, stasis units, that sort of thing. As for buying food and medical supplies thats someone else entirely. Still I think I figured out who to tail if you want to go along that route.

In the course of her shopping Linda has picked up a lot of food and supplies you really don't need yourselves.

Will you sell them at cost, at discount, donate them to some charitable organisation, or something else? (Like charging the same as the black market did?)
>>
>>27191413
Lets give them to a charity
>>
>>27191413
Charities are usually sketch as hell in warzones and giving things away gets you taken advantage of.

Let's sell them at a crazy discount so we know they are going to relatively honest people.
>>
So while the question of selling or donating the supplies you've bought is still open, which lead will you investigate? You're a bit short on manpower atm meaning you can only reliably follow one.

[ ] Supplies
[ ] Weapons
>>
>>27191685
Supplies.

The weapons will probably just lead back to some good old fashioned black market arms dealers who are just trying to make a dishonest living, whereas whoever is selling marked up food and medical supplies is probably a real asshole.
>>
Supplies. Anyone buying weapons probably already has a bunch of them and would not respond kindly to extortion.
>>
>>27191413
Charity.

>>27191685
Supplies.
>>
>>27191685
[x] Weapons
smells like adventure, and who knows, they might have some exotic Shallan Weaponry.
and
>>27191413
[x] Discount or [x} Charity
whichever results in the fastest moving of Inventory, would prefer to avoid any charity "organizations" though.
>>
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>>27191778
>>27191813
>>27191822
Linda uses a pad to show which stalls the merchants she noticed seem to be operating out of. There are any number of ways they could be getting supplies into the port, tailing them to their source while using your camo would seem to be the best way to track them. You don't have any special locator beacons that could be stuck on them or their vehicles and be counted on to only transmit when they're stopped.
Suit coms should be able to raise the PDF easily near any major population center or spaceport.

Who will be using your Recon Armor to tail them?

[ ] Sonia
[ ] Rufaro
>>
>>27192234
>[X] Rufaro
Sonia can do other stuff, like gathering information about the rest of her wing.

Also, we're at 301 posts. You might want to archive the thread.
>>
>>27192234
>I just got to that guy in Dragon age
I believe we can have Rufaro handle this
>>
>>27192234
[X] Rufaro

Time to see what our body double is made of and maybe even expand her personality!

Also to see if our crazy has rubbed off on her yet.
>>
>>27192399
Also, we should really look into getting another set of power armor and cloaking system when possible. We may have picked Rufaro as our body double, but why not take it a step further and offer her a permanent position as one of our "royal" guards? ...Which reminds me our body guard is still around isn't he?
>>
>>27192820
>Which reminds me our body guard is still around isn't he?

Got promoted, and stolen by the commander, I think.
>>
>>27192820
He's even been mentioned recently, sadly grouped together with Rufaro and left in the Background.
>>27192871
That was Jing Ki, I believe.
>>
>>27192820
Yep, Valeri is the only other Marine with you. He's there, doing his job.
>Comment about camo earlier
Wait, didn't you get a 3rd one it just doesn't last as long? That and his armor doesn't have sound dampening systems. Ecord got one he just doesn't use it often because Jump Jet armor attacks are very flash.


>>27192266
>>27192368
>>27192399

"Corporal Rufaro, your orders are to tail our suspects, find out what they're using to transport supplies in an out of this settlement then hitch a ride back to their main base. If you want to broadcast an encrypted data burst once you've located their vehicle but otherwise try to avoid breaking radio silence until you've found their main base."

"Understood sir."
Rufaro arms up with some of the weapons your brought with you from the escape capsule, notably the silenced carbine, then psyches herself up.
"Ready."

Finding an area where there are no crowds or cameras your body double activates her camouflage and disappears.

To kill time you put the others on duty watching for signs of Rufaro sending any data, or trying to sell off the supplies at marked down prices. You meanwhile try to get a message off to the wing.

Firstly you tell Daska and Arthur that no they cant duel each other for your job as you're still alive. After that you tell them your current location, the local problems and that you'll be here for a day at the very least working on all that.

What else did you want to include in the message?
>>
>>27192911
He needs to be brought back into the spotlight! He has served us faithfully and I think should also be on our "honor" guard.

Of course there will be all sorts of perks to go with this that can be discussed at a later date.
>>
>>27193007
I'd ask for a status report on the Wing but I guess that can wait
>>
>>27193043
>Of course there will be all sorts of perks to go with this that can be discussed at a later date.

He'll get double the BEEEEEEEES!
>>
>>27193007
I should really write down all the different things we have so I can remember them.

As for the message I can't think of anything in particular.

>>27193131
He'll be the first to get something from our new line of shark accessories! Note to self: Make shark snow-globes.
>>
After a few hours one of the others tell you they've received a transmission from Rufaro identifying a trans atmospheric cargo shuttle in the local spaceport. Really you expected her to be halfway to a hidden base or something by now. Maybe the locals were taking their time?

Things are quiet for another few hours relatively speaking. Any time you're outside you can see weapons fire being exchanged in orbit, especially once the sun goes down. The group of you rent a few hotel rooms, taking shifts to watch for trouble and to try and sell off some of the supplies. The climate controlled hotel offers the first chance to get out of armor for the first time on planet. Sure the spaceport atmosphere was sealed with forcefields but you didn't really want to smell everything down there in these kind of temperatures.

You're woken by Valeri pounding on the door telling you all to wake up. There's a thunder storm in the distance, the sound echoing off the buildings.

"Sir wake up, enemy troops have been sighted headed for this location."

You begin to suit up and open the door for him to give you the rest of the story.

"The shuttle the PDF sent for us is on the way but if we're not down at the port when it comes in the local defenders might take it instead."

"Sounds like they might take it either way." You state, throwing your helmet on.

"If we take refugees with us on the way out they likely wont block us from leaving."

Kavos walks up and starts handing out backpacks for everyone to carry their gear and supplies. By the time you make it down to the port things have gone from crowded to nearly a riot. With weapons out and set for stun few bother to get in your way except for security who check your ID. With so many of the crowd being Shallans its slightly easier to see where you're headed and keep track of the others due to their shorter stature.

A spaceport official directs you to one of the landing pads outside just before the shuttle comes into view.
>>
>>27194342
It's a rickety looking bucket but you've seen worse. Making a slow final approach it pivots in place using thrusters and makes a relatively soft landing. An anti-tank team rushes down the ramp and off towards one of the doors that the same official who directed you here has opened for them. Once they're out of the way you climb aboard and head to the front. A logistics officer is waiting to talk to you.

"Max Salick." Says the Shallan standing near one of the cockpit jumpseats. "The rest of the pleasantries can wait. How many more are we taking on this flight?"

There's seating for 10 more people if you wanted to take on refugees, but you could probably fit another twenty into the shuttle. It'll be quite cramped though.

[ ] We might be hitting targets soon, take aboard any mercs trying to get out of town
[ ] Take enough refugees that flight control wont bother you
[ ] Pack in those refugees.
[ ] Other

I'll see you guys next week!
If you have any ideas for reporting names/code names for enemy ships and vehicles feel free.
>>
>>27194373

Yay, I wake up and actually make it just in time for you to finish posting for the weak ;_;
Blasted new schedule.

Anyway, thanks for the thread. Even if you did take away our cruiser.

>[X] Pack in those refugees.
We're in armour, right? Is it strong enough that we could simply lay on the floor and have additional refugees stand on us?
>>
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>>27194408
>We're in armour, right?
Yes.
>Is it strong enough that we could simply lay on the floor and have additional refugees stand on us?
It would be uncomfortable, what with the extra weight on you. Marine armor is meant to protect against impacts and/or ablate when struck by energy weapons. I don't know about people standing on you.

Besides isn't it supposed to be the other way around?
>>
>>27194373
[X} Take on any mercs trying to get out of town.

Seems like we might have to do a little ground fighting while we are here so we might want to get as many mercs as possible.
>>
>>27194408
Probably not the best idea because heavily armoured people flying around the cabin could do a lot of damage if the pilot has to pull some stunts. Better to have everyone sit down around the walls and tie themselves down.
>>
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>>27194495
>Besides isn't it supposed to be the other way around?

They're blue space elves, so that kinda puts them and Brave Sir Sonia on even footing. They're refugees in addition to that, so they get to be on top.
>>
>>27194550
I always forget about that comic.
>>
>>27194588
I envy you.
>>
I wouldn't mind if we pack it in but maybe try to grab a few of the mercs to throw in there as well.
>>
>>27194703
Mix and match who we take. Leave the Mercs closest to the doors with refugees packed in the middle. If we hit trouble the Mercs can immediately respond rather than having to push through civilians in order to fight.

Seating for 15 means we can comfortably fit about 50 people on the ship if my experience with subways in Korea and Japan have taught me anything about packing bodies into an enclosed space.

(Don't suggest we do that much though)
>>
>>27194739
This also "might" win us some good will from the Shallan people especially as it seems like we might be here for awhile.

For some reason I get the feeling that we are a ship captain and are slowly going to be drawn into a ground war.
>>
>>27194373
>[X] Pack in those refugees.
>>
>>27194856
Remember House Lath'am? The second we started getting crap at the ball I thought the same thing... then we had an epic mobile suit street fight, used a extremely small fraction of our assets to skirmish fight and huge engagement fight the Lath'am forces. I have faith in TSTG that whatever happens it will be cool.

Maybe we can finally use the x Ray gun....


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