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

http://houseanddominion.wikia.com/wiki/House_%26_Dominion_Complete_Archive
http://suptg.thisisnotatrueending.com/archive.html?tags=House%20and%20Dominion

You are Sonia Reynard, Attack Wing Leader and Knight of the House of Jerik-Dremine! You command the Third and Fifth Attack Wings along with other elite units of the House military while on campaign.

You've returned to the front lines to help the Shallan people repel the Neeran invaders. It's slow work and with signs that the Neeran are preparing to renew their offensive you've begun to stage large scale raids behind enemy lines. Towards that end the Republic Heavy Carrier "Millennial Host" has become the mobile base for your fleet operations, able to repair more than two dozen attack ships in the time it would take your repair barge to work on a pair of light cruisers.

The heavy carrier also allows you to support a much larger force in the field for longer periods of time thanks to their supply reserves. This is essential as your force continues to grow in size as allies and damaged ships are encountered and recovered. A mixed attack squadron has been added to the fleet along with two medium cruisers and a several other ships.

You've lost a few corvettes so far but most of their crews have been recovered thanks to the use of emergency teleporters.
>>
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Your latest raid was more of a large scale assault on an enemy fleet positioned above an abandoned colony world. The idea was to deal as much damage as possible to enemy forces while deploying as few irreplaceable SP weapons as possible. On that front it was largely a success. After drawing the attention of most of the enemy force with your ships Daska's attack Wings jumped in on the flank, destroying many ships attempting to evacuate.

A Neeran heavy tanker converted into a cruiser/carrier was destroyed though it proved tougher than you may have anticipated. The Devourer and the other ships in your command squad will need to spend some time undergoing repairs.

Several other ships and squadrons will also need to spend time undergoing repairs. Recovery shuttles are currently sweeping the debris field for starfighter pilots that may have survived the loss of their craft.
Some of the newer fighter cockpits, especially on the attack bombers, have been fitted with a portable stasis system such as those now used by medics. At present it takes very little damage to overwhelm the system but it may have been enough to save some of the pilots that would have otherwise been killed by weapon impacts.

Roll 4d100 for starfighter pilot recovery.
>>
Rolled 100, 77, 62, 82 = 321

>>33699218
>>
Rolled 4

>>33699218
>Roll 4d100 for starfighter pilot recovery.

1
>>
Rolled 35

>>33699303
2
>>
Rolled 39, 26, 46, 51 = 162

>>33699218
>>
Rolled 97

>>33699325
3
>>
Rolled 98

>>33699355
4

Hah, nailed the roll that actually mattered.
>>
The pilot losses were thankfully light. Most of your attack squadrons had helped to suppress enemy fighters with their point defense whenever possible, and Alex moved his ships into the line of fire when one group was in especially serious trouble. Pilots still died though, that's almost inevitable.

You have yet to decide if or how the remaining enemy HLV's on the surface should be destroyed. The planet falls within the habitable range meaning that the Factions treaty does technically apply.

At present the forces on the surface are protected by a small planetary shield. You would need to use nuclear scale weaponry or drop enough debris from orbit to achieve the same results in order to break the defenses.
You could send down fighters to get underneath the shields and strafe the generators but this would be dangerous for your people.

There was considerable division over this issue. Do you want it put in the next survey or do you guys want to debate it a bit more?
>>
>>33698865
FOR HOUSE AND DOMINION!

>this anon reports to duty after a whole month away.
>>
>>33699701
There's also Kavos' idea with the SP torp casings.

Personally, I don't think it's worth risking the bombardment. If I remember correctly, future Shallan governments could sue us over this.

That is if they change their stance on their current scorched earth policy in the future, something that politicians tend to do.
>>
>>33699701
House and Dominion, awww yis! I'm all for destroying that base by any means necessary. We can't afford to follow a silly agreement between the factions now that we are fighting the Neerans whom obviously do not give a single fuck about it. And we do not have time for a long drawn out siege with lighter guns really as enemy reinforcement could arrive at any moment. This is after all war and we must do what is needed even if others do not want to.
>>
>>33699701

What is the highest ranking Shallan with us? Do they have an opinion on this matter?
>>
out of curiosity how much damage do we need to do to "break even" so to speak for the resources allocated to us ?
>>
I think we should try the ground attack fighters while keeping an eye open for Neeran reinforcements.

If i remember right the Neeran only have a weak presence in this sector. If we are willing to risk it we could even try to trap that one heavy cruiser they have by using the colony as bait and then trapping it between our attack wings and our 5 medium cruisers.
>>
>>33700195

Not a bad idea to ask the question.
>>
>>33700254
>out of curiosity how much damage do we need to do to "break even" so to speak for the resources allocated to us ?
Hard to say because of the SP Torps. I'd say you're getting closer.

>>33700195
>What is the highest ranking Shallan with us? Do they have an opinion on this matter?
Captain Mezan of the Shallan Medium cruiser you helped to limp its way to the repair dock. You contact the ship and ask for her opinion.
"Sounds like you should nuke the bastards... but it would be good to restablish the colony later. We'll need every planet we can get if the giants decide to blow a few more of them up."

You explain your idea to drop debris.
"That's a great idea, and much cleaner than nukes. Why haven't you done it yet?"
Well you were worried about later prosecution and treaty violations and...
"I'm going to write up a special order that I'm the one telling you to blow them up, and that I'll take personal responsibility in the event of future prosecution. How does that sound?"

>Do you want to go ahead and begin that bombardment now?
>>
>>33700691
>Do you want to go ahead and begin that bombardment now?

Sure. Although I would prefer if we would at least offer them the chance to surrender beforehand.
>>
>>33700691

As a previous supporter of "noted, now I'm going to drop shit on them despite your objections."...

Time is up, Neeran bastards.
>>
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http://suptg.thisisnotatrueending.com/archive/33535270/#p33595675

Techs from last week. Were there questions about specific techs that you might want to focus research on?

I did want to expand a bit on these.
4.9 - Super Heavy Cruiser Development
>4.9.1 - Carrier/Mobile Repair Dock
Heavy Carrier, Alliance Expeditionary Carrier, Iratar built supers, etc

>4.9.2 - Foundry Ship
Large scale manufacturing and support vessels. Some of their features can be equipped to other ships like carriers)

>4.9.3 - Mobile Gun Platform
Supers geared toward all out damage dealing. The Republic, Terrans, Rovinar and Dominion have most of their supers set up for this role. The TCS Loreto is an example of this type. Warlord Supers are a mix of this and carrier types.

>4.9.4 - Defense platform
Given the power of the larger ships in the Neeran fleets basic design work has begun on super heavy defense platforms. There is minimal support for constructing them at the moment given the costs.

>4.9.5 - Large scale weapon mounts / Siege weapons
The Dominion is currently looking at different ways the Helios siege gun could be mounted on ships. You're aware of the plan to have their medium cruisers sit in depressions carved into the surface of asteroid forts acting as enormous turrets that could later abandon ship.
The Kavarians and Iratar are continuing to build more support equipment for use of their siege formations but are under intense scrutiny by the other Factions.
Republic R&D personnel are considering mounting their new heavy plasma cannon as spinal mount weapons on supers which would have enough internal space for the support equipment.
>>
>>33700935
>Techs from last week.

The defence platforms seem like wasted resources, tbh. The enemy could just sit at the edge of the system and throw near c asteroids at it with impunity, simply destroy the planet it is protecting with a scorcher, or just attack some other system.

>Were there questions about specific techs that you might want to focus research on?

>1.6 - Missile & Torp* (Includes all SP tech)

If the FA spends money on SP research wouldn't that give an enormous boost in power to the Terrans?

>- Teleporters
What would be things the scientists think they could get to prototype stage within a year if giving enough funding?

>5) [+] Planetary Defense
>6) [+] Vehicles & Small craft
>7) [+] Small arms & Infantry Tech

These are areas we have basically no contact with except 7 where we're still mainly limited to combat aboard spacecraft.

I'm not against spending RP here but it would probably help if we asked people who actually work in capacities that are actually working with our materiel in these areas.
>>
>>33700935

>R&D questions

>Mining & Materials processing
>Power Cell Armor (General)

While generally against overexpansion/depleting RSS liquid funds, I have to wonder if either of these specifically might be investment chances for RSS.

Materials processing is a sister operation, if not an integral part, of salvage. Offering R&D money or perhaps investment funds for retooling/reteching production lines once Neeran stuff is made reclaimable might be wise and allow us some benefits (perhaps experimental modules for Neeran scrap reclamation?)

With Power Cell Armor, we've got a personal connection to the teams deployed by J-D during the warlords campaign and helped to get those teams set up by speaking to that Baron(?) on the matter. Perhaps we could use RSS to further the research or even secure rights to a production line in J-D space? It may eventually allow us to pick up such suits in limited numbers for RTS teams protecting front-line salvage operations, and we'll certainly have contracts to sell to approved allied Houses?
>>
CRV - Neeran Corvette
CRV(FTL) - Neeran Scout Corvette
ACRS - Attack Cruiser
LCRS - Light Cruisers (even/odd)
BS- Battleship/Battlecruiser
C- Carrier
CX- Carrier sized Transport / Construction ship
BT- Blockade Runner / Marauder
T- Tanker / Heavy Transport
H- Heavy Cruiser
SH- Super Heavy (Scorcher / Carrier)

3rd and 7th wings are temporarily out of action while they undergo repairs along with your command squad. Starfighters are also being fixed up. If you shuffled them around a bit you could get an escort carrier ready in an hour or two.

Remaining enemy forces in Sector 11.

>Planetary Base
An abandoned Shallan base has been occupied by a Neeran taskforce. It looks like they're bringing in heavy equipment, possibly with plans to expand it.
Recon has shown that a few of the smaller transports have left while a pair of new ones have arrived to take their place.
The ground forces have begun testing their planetary shield. This is a full sized one that would cover an area two thousand km in diameter.

CRV-??
HLV-??
BS- 14
C- 10
CX-2
T- 1
H- 1

Did you want to have Daska and/or your allies conduct a raid or wait until the other two wings have finished repairs?
>>
>>33701551
>Did you want to have Daska and/or your allies conduct a raid or wait until the other two wings have finished repairs?

Have them look for additional survivors or salvage.
>>
>>33701363
>The defence platforms seem like wasted resources, tbh. [...] throw rocks at it[...] avoid system.
These are why there is little support for it.
>simply destroy the planet it is protecting with a scorcher
This would be more difficult if there were more than one station as they could (in theory) extend their shields to help protect the planet. Sort of like a reverse death star shield.

>If the FA spends money on SP research wouldn't that give an enormous boost in power to the Terrans?
And to the Rovinar Federation and the Republic, yes it could.

>- Teleporters
>What would be things the scientists think they could get to prototype stage within a year if giving enough funding?
Well people have been working on development of teleport receiver systems for decades but with no war on there just hasn't been a demand. They'd be far from ideal for civilian transport after all given the physical shock someone receives. Currently they don't know how long until they're ready for field tests.

>>33701425
You could invest or otherwise provide funding to R&D for materials processing sciences. Once it finishes you could probably get a discount on production licenses or the purchase of a new compatible refinery module.

As for from your position as an Alliance officer it wouldn't be seen as unusual to be pressing for development of such technology given your operations behind enemy lines.

Power Cell armor you can push for more development from within the House or the Alliance. I have to go back and recheck previous threads/notes but actually funding it directly may be out as the governments of Houses won't want to have production of such equipment out of their control. They've seen what well trained squads can do with it.
If they really wanted to cut back on how much you could use your Recon Armor they'd just pull the support personnel and resources used to keep it in the field as it is expensive to maintain.
>>
>>33700935
>- Rapid Construction/Automated Repair Systems
>- Mining & Materials processing
How much research would it take to make it possible to manufacture combat drones from harvested ore on a ship smaller than a medium cruiser?
>>
>>33702293
>They'd be far from ideal for civilian transport after all given the physical shock someone receives.

Is anybody working on reducing or eliminating the shock?

They could try placing people in stasis before teleporting, for example.
>>
>>33701551

I'd be fine with Daska doing some scouting or something, but I feel like a raid will only result in more Neeran forces in the area before we can properly knock this force out. Perhaps she could attempt to intercept any incoming/outgoing transports or otherwise trace their routes in/out of the area?

>>33702293

>Power/Cell Armor stuff

I guess it does make sense that everyone is trying to restrict the hell out of such systems. Is powercell armor illegal without permits/rank/status, as far as non-military goes?
>>
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>>33702438
Honestly you could probably build one now. The question would be what kind of drone would you go with and its control system. If it relies on remote guidance too much that leaves it vulnerable to hijack. Like the time the Kavarians tried to hijack most of the UN drone forces.

You don't know how expensive the latest Aries drones are but they didn't seem to show signs of vulnerability to wireless intrusion. It was speculated they they had a lesser on board AI which most people are somewhat reluctant to trust for large scale use.
The Factions have enough trust issues with clones on occasion and they trust them more than AI.

Yes people said that drones could just be assigned to operate alongside a manned fighter and yes that can work.

The best sources for cheap to mass produce drones would probably be Iratar, Aries and possibly Tarketta if you wanted them to roll out some older designs and revamp them.

The current cheaper drones Aries has available are not quite as capable as the stealth drones they put aboard the EBON.
>>
>>33698865
FOR HOUSE AND DOMINION
>>
>>33702483
>Is anybody working on reducing or eliminating the shock?
There are certain medications which will lessen the physical symptoms of the shock somewhat but there seems to be little to be done about the shock itself.

I was going to say that the shock interrupts stasis fields but then the Shallan Fusion guns and your plasma pistol would have exploded when you abandoned the Unnamed Guard. So you'd be dead right now...


I'll say that the teleport shock is still experienced by those that are in stasis, and may actually be worse as their body is exposed to several seconds of it in less than a fraction of a millisecond. Once they pop you out of the field you get to experience it all anyways. Still I guess they could move you to a hospital before pulling you out of stasis first.

>>33701600
>Have them look for additional survivors or salvage.
No signs of any in the sector. The Smugglers have removed everything of value from the base they're abandoning.

>>33703072
>I'd be fine with Daska doing some scouting or something, but I feel like a raid will only result in more Neeran forces in the area before we can properly knock this force out. Perhaps she could attempt to intercept any incoming/outgoing transports or otherwise trace their routes in/out of the area?

Roll 2d100 to follow the movements of some enemy ships.
>>
>>33700935
Like a few others i'm interested in the
>Mining & Materials processing
>- Teleporters

But i'm also interested in what the R&D boys are cooking up in the - Shields department.

>>33700691
I am perfectly fine with that. If Captain Mezan thinks its a good idea that is good enough for me.

>>33702293
If they really wanted to cut back on how much you could use your Recon Armor they'd just pull the support personnel and resources used to keep it in the field as it is expensive to maintain.

One day we will have the personnel so that they won't be able to do that or we somehow find a way to do it with machines.
>>
>>33703099
I say we get Aries to revamp an older model with torpedo capability to accompany our fighters. Good torpedo taxis that can cover our piloted craft to prevent pilot losses and ship damage but hardly harm he pocketbook and probably have wider logistics support than the newer models.
>>
Rolled 86

>>33703604
>Roll 2d100 to follow the movements of some enemy ships.

1
>>
Rolled 29, 11 = 40

>>33703604
>>
Rolled 74

>>33703777
2
>>
Rolled 91, 23 = 114

>>33703604
>>33703604
>>
>>33700935
Question, what happened to that other R&D option sheet?
>>
>>33700691

Well then. No reason to keep back anymore. Go with the debris idea (securing the order is a good idea though)
>>
>91, 74
I like these odds. Even if we don't catch anything we're still tracking down their logistics routes for later forays.
>>
>>33704113
You mean that one with the colored Bars?
>>
>>33704172
That's the one. Letmme see if I can find it.
>>
>>33704113
>>33704172
>>33704299

I believe this was the last one posted
http://suptg.thisisnotatrueending.com/archive/31492284/images/1397790756862.gif

from http://suptg.thisisnotatrueending.com/archive/31492284/#p31550350
>>
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>>33703728
>I say we get Aries to revamp an older model with torpedo capability to accompany our fighters. Good torpedo taxis that can cover our piloted craft to prevent pilot losses and ship damage but hardly harm he pocketbook and probably have wider logistics support than the newer models.
The current Aries drone can carry 2 torpedoes or 2 rotary launchers for conventional missiles. They equipped their stealth drones with the same weapon bays. It is atmospheric capable.

Tarketta used to produce some drones for the Terrans at one point in time. They're the only company that might be willing to revamp an older design for your House as you're already a customer.

Iratar drones are the cheapest by far as there's not much to them.
Think the SF-3A Lancer II from macross.

>>33704113
>>33704172
That's for your R&D options with the House.
The much larger list being discussed at present is R&D you can support through the Alliance. Your House won't necessarily be able to get hold of these things but you'd be able to use them when deployed as a Factions Alliance officer.
>>
>>33700935
Can I support a faction derived replacement for the Knight Class Light Cruiser? IIRC almost every faction uses them and has shipyards for them, and they're currently showing their age badly.
>>
>>33704371
>That's for your R&D options with the House.
I'm a little confused, how many can we pick/encourage?
>>
>>33704522
We must make sure we actually get to name it this time. The SRL already stole the Reynard Accelerator.
>>
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>Suddenly rotating thunderstorms out of nowhere!
>90% chance of hail? Really?

>>33704635
House R&D is 6 unless you can convince others to support specific projects.

Alliance is unlimited, but if you vote for everything it won't really have any effect. Focus on areas you really want more development in, the less areas you vote for the more that tech will advance.


>>33704522
>Can I support a faction derived replacement for the Knight Class Light Cruiser?
Yes. And while it is a political minefield most are coming to the realisation that the design needs to be replaced and ultimately retired. Like with the other old ships designs the Factions are struggling to find a substitute when so many shipyards produce them.

Terran officer "Mad Eye" Jones is working with the New Port shipyards on her attack cruiser design. The Terran government is now meddling and wants it to share parts commonality with other existing ships, or ones that will be built in the near future.
House Kharbos is pushing for their Frankenstein-ish attack cruiser while the Ruling House is trying to support their newer attack cruiser and the Assault corvette design.
Some have talked about replacing the Knight class with the Guard Cruiser despite the increase in cost that most cant afford right now.

>>33704653
>We must make sure we actually get to name it this time. The SRL already stole the Reynard Accelerator.
Do you have any name suggestions? (in before Reynard class something or other)

What kind of stats would you like on a replacement? Something tough that could act as a battlecruiser escort? Or a faster ship better suited to an attack cruiser role?
>>
>>33705176
>Yes. And while it is a political minefield most are coming to the realisation that the design needs to be replaced and ultimately retired. Like with the other old ships designs the Factions are struggling to find a substitute when so many shipyards produce them.
How about a development of the Polaris? IIRC its cheaper and has better automation. Update the design, maybe make it a bit bigger and increase automation. Possibly add in some of the ruggedness the Knight Class is known for

>Do you have any name suggestions? (in before Reynard class something or other)
Paladin, Chevalier, Lancer, Dragoon.
>>
>>33705176
>Or a faster ship better suited to an attack cruiser role

Light(er) Attack Cruiser, essentially.

Same type of upgrade that turned Standard into Attack II should be applicable. Dunno how well it will fare against modern ACRVs, though.
>>
>>33705176
>What kind of stats would you like on a replacement? Something tough that could act as a battlecruiser escort? Or a faster ship better suited to an attack cruiser role?

If we really want to replace the Knight Class Light Cruiser then I think we should focus on making the ship as modular as possible.

It will have to be used by houses and factions with vastly different requirements and capabilities.

If we make it too focussed on fighting Neeran enemies, many in the Dominion might be vary to replace their ships with this class as they'll have to fight against faction designs sooner or later.

Make it too focussed on fighting faction designs and it won't be too much of an upgrade in the current situation.

So why not develop a basic frame and several module designs that focus on compatibility?
>>
>>33705176
>What kind of stats would you like on a replacement? Something tough that could act as a battlecruiser escort? Or a faster ship better suited to an attack cruiser role?
Tough. We've already got quite a few competitive attack cruiser designs floating around. Something like what
>>33705327
Suggest sounds good to me.

House R&D. I think you need to update that one first, but ideally I'd like to Spend two on the ablative armor prototype, and purchase production rights for RSS for another 1 or two points.
>>
>>33705176
Definitely an attack cruiser, its our bread and butter ship class and fits our methodology best. Name it the Hussar or Cavalier.
>>
>>33705602
>Definitely an attack cruiser, its our bread and butter ship class and fits our methodology best. Name it the Hussar or Cavalier.

But we're replacing a light cruiser. We want a light cruiser to replace its role as generalist brawler.
>>
>>33705176

A question on the Knight Cruiser vs Neeran.

Is the general 'Light Cruiser' category having issues against Neeran forces, or only the Knight Class in particular?

I assume that this is going to mean a shift from line/brawl cruisers to attack cruisers, rather than the Knight class simply needing replacement.
>>
>>33705889
>Is the general 'Light Cruiser' category having issues against Neeran forces, or only the Knight Class in particular?
Republic wall of battles are doing pretty well
>>
>>33705762
I was just expressing the desire for speed and maneuverability over toughness. Make it modular or automated or both, but make it fast and shooty. Don't make it a glass cannon but our MO is to outshoot what we can't outrun so it needs to be able to go (mostly) head to head with anything its size and smaller.
>>
>>33705954
Knight/Polaris is about as far from Republic cruiser as you can get while staying in the similar weight range.

I am pretty sure that "generalist" light cruiser is a thing of the past now; Too slow to get away from corvette swarm and too weak to take on attack cruiser.
>>
>>33706015
The problem is with that is that it's what an elite unit does.

I'm not sure if that's ideal for a ship that's supposed to make up the bulk of the Dominion's fleets.
>>
>>33706015
>but our MO is to outshoot what we can't outrun so it needs to be able to go (mostly) head to head with anything its size and smaller.
Right, but our MO isn't really relevent right now. We want to replace a common brawler, not give us personally yet another effective attack cruiser. We have plenty of those already.
>>33706055
1 on 1 a light cruiser will win against an attack cruiser.
>>
Daska has managed to track some of the transports back to a pair of logistics bases in one of the areas of heavier enemy activity. Using some of your earlier work as an example she launches a multiple torpedo simultanious impact attack on one logistics base before withdrawing in the direction of the first sectors you raided.

"I may have put that sector on high alert but they had to have known we were going to attack it eventually. It's more resources they'll be placing on defense now rather than moving to the front."

You cant be conducting too many attacks like those or it will begin to eat into your conventional Torpedo reserves.


>>33705889
Most of the light cruisers are having trouble. Dominion, Terran, PCCG and Warlords are having the worst time.
The Republic doesn't care because they're just sticking most of their Centurions in wall formations and blasting things with their plasma cannons or light phase cannon spam.
Rovinar just need minor engine upgrades for all of theirs to become attack cruisers.
Kavarians and Norune don't use light cruisers.

>>33706055
>I am pretty sure that "generalist" light cruiser is a thing of the past now
Essentially correct. They're really only of use escorting Battleships, Battlecruisers and Carriers.

>and too weak to take on attack cruiser.
A light cruiser can win against an attack cruiser but the AC can dictate the terms of engagement because of their speed and often times their mobility.
>>
>>33706111
The problem with that is that a light cruiser as an entire class is meant to be fast. If you want more durability you get a heavier class of ship.
>>
>>33706210
>Dominion, Terran, PCCG and Warlords are having the worst time.

Could we collect data from these Factions to see in which areas their respective cruisers have trouble and what actually still works well?
>>
>>33706210
So, escort cruisers for shipyards that can't be upgraded, and upgrade rest into gunship and attack cruiser yards? Is it feasible?
>>
>>33700935
I think we should support development of that Foundry ship. One of the many advantages the Neeran have over the Factions is the ability to produce most of their stuff directly at or behind the front lines, we need to get in on that action and try to close the technological gap.

I'm also all for development of starfighter drones that deploy slaved to manned starfighters, as currently pilot losses seem to be quite high, this should hopefully lessen the problem and reduce the strain on our cloning tech and the problems (MIA instead of KIA and whoops, suddenly there's two of you) that come with it.
>>
>>33706597
Oh, and I think that the "Rapid Construction/Automated Repair Systems" tech would go hand in hand with developing the Foundy ship, so I support this as well.
>>
>>33706597
>>33706621
I think the foundry ship is a terrible idea, but the "Rapid Construction/Automated Repair Systems" is a good one.
>>
>>33706698
I agree with you on the Foundry ship, but it also seems to be the end goal of things that would be of interest to us, namely Construction/Repair Systems and Materials Processing.

Those systems are sort of ground work for a proper Foundry ship.

>>33700935

Another question about R&D.

What sets the Modular Forward Base apart from a normal Modular Base?
>>
>>33706925
>Those systems are sort of ground work for a proper Foundry ship.
Yeah, but I think mobile manufacturing is stupid.
>>
>>33706981
>Yeah, but I think mobile manufacturing is stupid.
Since it is actually relatively common when they can afford it, you are obviously wrong.

It is certainly less efficient than stationary equipment, but ability to not be blown up when Scorcher pays your planet a visit is highly useful.
>>
>>33707050
>Since it is actually relatively common when they can afford it, you are obviously wrong.
Its not that common actually. Literally only one company makes the equipment for anything other than parts supply.
>>
>>33706981
Well, yes, it is. Some anon's have a hard on for it unfortunately
>>
>>33706298
Their firepower and shields are good, though they could use some more power to keep their shields up longer. Emergency thrusters are not as effective due to their increased mass similar to your problems with the Guard Cruiser, only in the case of the knight class they have less overall engine power to begin with.
The engines of the CCD Bulk cruiser can be upgraded to attack cruiser levels but it also has difficulty maneuvering.

They're very good at fleet defense where it isn't necessary to travel as far and there are more friendly ships to take cover behind. The same when operating with Battleships and Battlecruisers. They just need to be paired with tougher ships that can help them out.

>>33706348
>upgrade rest into gunship and attack cruiser yards? Is it feasible?
It is possible but will not be easy until many Houses can agree on a new design to support as many will want something compatible with their allies.
I'm sure buying Attack cruisers off of Aries is probably beginning to look like an easier option right now.

>>33706925
>What sets the Modular Forward Base apart from a normal Modular Base?
I may change that name. There were actually 2 different designs of base being looked at for future use. 1 is a modular base that has its own FTL, can pack up the station arms and then jump to another system. This takes time and is more expensive but the base isn't reliant upon transports to move.

Another is a base structure that is dug into the surface of a planet or planetoid. It's equipped with launch repulsors and shields to help ships leave the gravity well of the planet more easily. There would be enough docking space for 96 attack corvettes or 64 assault corvettes.
It can also use holographic camouflage to remain hidden after being put in place. Think the X-com base.
>>
>>33706981
Is there any specific reason you think it's stupid, or is it mostly just because?
>>
>>33706981
I agree that for most things it is inefficient. Then there are cases like station building, where it makes sense.

>>33707050
>avoiding scorchers

A decent point, but that scorcher could very well slap your massive Foundry ship instead of the planet, or you could be intercepted by a force like ours. There are still a few niche areas where it could be worth the trouble, though.


Anyway, my point is that we should be able to at least support the subsystems that will lead to a Foundry ship, as we'll hopefully be able to put the first generation of such things onto ships faster than we'd have a Foundry ship designed and built.

It would be interesting to have an RSS Moli or Exodus transport supporting our salvage fleet by directly processing scrap as soon as it comes aboard, especially that damned Neeran scrap.
>>
>>33707262
Massive costs really, plus it can't use economics of scale very well, unlike stationary systems.
>>
>>33707250
>Knight Cruiser
So, basically their defensive capabilities are lacking?

What if we started putting cloaking devices on them?
>>
>>33707250
Maybe we should get back to the current situation?
>>
>>33707250
>I'm sure buying Attack cruisers off of Aries is probably beginning to look like an easier option right now.
I'd prefer pretty much anyone but Aries. How good is the Shallan Dusk class?
>>
>>33707109
>Its not that common actually. Literally only one company makes the equipment for anything other than parts supply.

Huh? I have an impression that we are talking about different things here.

Kavarian supers used to have integrated foundry as a part of basic design (see Forbearance), they stopped doing this when cash started to run low.
>>
>>33707515
That was actually only their first super design. Which I think they made in secret while under the Dominions yoke.
>>
>>33707515
That was for using scrap from damaged ships to provide a limited range of goods for repairs.

The Republic ship with us has similar facilities, but it can't produce certain goods like ECM/ECCM parts (see the battleship we recovered and cannibalized). It seems to be mostly structural goods.

the Foundry ship would be a super heavy hull (presumably) dedicated almost entirely to production/recycling. [it falls under the super heavy hull stuff]
>>
>>33707250
For the foundry ship, why not make it a large frame capable of transporting already existing stations? Just make the ship a large framework that surrounds stations, then have it jump to the desired location. I'm pretty sure that structural framework and some FTL engines isn't very expensive.
>>
>>33707647
Megas used to have them too.

Overall, it appears that mobile foundries are sufficiently competitive compared to ground ones to be a viable choice.

In fact, if you check back, you'll find out that there was a choice between stationary and mobile industry (Sonya voted mobile, BTW).
>>
>>33707965
Actually, I recall us voting to buy one or two ships for mobile manufacturing
>>
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Rolled 22

Continuing to get power flickers on a regular basis so I'm just going to have to hope I'm not screwed over by another long outage like before.

>>33707647
They made a few dozen of them. Yes most of the more famous ones were built in secret, but 2-3 times as many were built after their independence. After that there were bigger ones available that could carry a foundry section but didn't need to and almost never did.

>>33707400
>What if we started putting cloaking devices on them?
Then they'd be much more expensive Light Cruisers? You can't cloak the entire fleet, even the Rovinar don't do that. (The Krath might but their fleet size is projected to be tiny.)

>>33707419
>I'd prefer pretty much anyone but Aries.
You and your House might but not every House has the same options.

>>33707401
>Maybe we should get back to the current situation?
Indeed. Especially since it now seems I won't have much time any of the other days this week to run this.

As stated before here:
>>33701551
The Neeran planetary base is defended by a Heavy cruiser, 14 Battleships and 10 Carriers. It is not known precisely how many ships are on the ground.

The planet is a low density type only slightly smaller than normal with little to no atmosphere. It is orbiting a red dwarf bordering on orange dwarf in size.

With your repaired fleet how do you want to stage an attack on the location? Or will you move on to another sector?
>>
>>33708055
>Or will you move on to another sector?

Let's get out of here. If we remove all hostily presence in this sector, they won't have to waste more ships protecting what they have here.
>>
>>33708055
>With your repaired fleet how do you want to stage an attack on the location? Or will you move on to another sector?
time to find new and interesting people!
>>
>>33708055

Can we see the info our allies gave us on neighboring sectors/battle sites?

I'm really interested to scout and see what the Neeran are doing with such sites. We've yet to see anything but Neeran ships, and it makes me wonder if they're just ignoring crippled/destroyed Factions ships, only picking up ones in sites they're salvaging their own stuff, or if they're building up some sort of trojan horse force of Factions ships.

And they'll probably be very pissed if we knock off some of their salvage forces.
>>
>>33708055
Standard smash, pincer, etc. Fry the Heavy with SPs, thats what they are for.

Perhaps lead with multi-torp ballistic strike, timed to arrive shortly before our attack?

>>33708104
>>33708127
There are two more logistic bases here, IIRC.
>>
>>33708258
>There are two more logistic bases here, IIRC.
we don't have it hit every target we see
>>
>>33708258
>There are two more logistic bases here, IIRC.
Just the planetary base in sector 11. There are enemy logistics bases in other sectors.

>>33708249
>an we see the info our allies gave us on neighboring sectors/battle sites?
Both of the sectors indicated were the site of large scale battles. Faction forces attempted to intercept Neeran fleets before they could get within range of the respective sectors main colony. While they put up a good effort they were ultimately overwhelmed. Some of the ships among your allied units were at those battles, others were from elsewhere.

The current disposition of enemy forces in those sectors is unknown.

Do you wish to conduct recon of the sectors or just visit the battle sites?
>>
>>33708640
Recon can't hurt. I'd say send our cloaked ships to the battle sites first, then conduct salvage and recovery operations with our fleet while the stealth ship moves on to the other sectors.
>>
>>33708640
Those graveyards seems like good fresh spots for us to tackle. Recon them while we pull out from the sector with out fleet, allies and all the things we can grab.
>>
>>33708640
>Do you wish to conduct recon of the sectors or just visit the battle sites?

Yes
>>
>>33708640
I'd like to recon the sectors.

Especially sites where teleport capsules may have landed. Are we still in a timeframe where Faction forces may still be hiding after turning off their rescue beacons? We should be able to do short-ranged pings on their rescue comms if there are no Neeran present.
>>
>>33708721
>send our cloaked ships to the battle sites first, then conduct salvage and recovery operations with our fleet while the stealth ship moves on to the other sectors.
Be advised that it will take the single cloaked ship some time to scan down all system in each of the two sectors.

>>33708764
>Recon them while we pull out from the sector with out fleet, allies and all the things we can grab.
Keep in mind that the Shallan Medium will still be undergoing repairs at the allied base for several days.

>>33708771
>Yes
Please specify.

>>33708866
>Are we still in a timeframe where Faction forces may still be hiding after turning off their rescue beacons?
Its possible. If they knew they would end up in enemy held territory after abandoning ship there's no telling how long they could have been stranded, possibly as a result of their own decision not to broadcast. A number of colonies in South Reach started that way.

>We should be able to do short-ranged pings on their rescue comms if there are no Neeran present.
Yes it's possible. The Silent Hunter crew will try to hail survivors.

2 for Sector Recon, 1 for battle sites recon, 1 undecided.

Do you want to conduct an auto resolve scan of the sector, which is safer and will advance things a few days, or scan down the sector using multiple dice rolls?
>>
>>33709081
Auto is fine,.
>>
>>33709081
Auto, unless you are bored and want dice.

>Medium under repairs at the allied base for several days

Sounds like a few days extra for our allies to prep a smaller asteroid to conceal the base after we abandon it! (if it doesn't already have one)
>>
Rolled 64, 27, 64, 80 = 235

>>33709081
Autoscan the sector
>>
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Sector 12
Home to not one but four Shallan colony worlds. Evidence of the fleet battle that was fought to prevent their fall is all too clear when you get reports back about the graveyard there. 2 Super heavy cruisers are present, one crippled. The remains of a destroyed Kavarian Super are also present along with 6 Shallan Mediums and countless other craft. From the looks of things the kavarian ship may have rammed the enemy counterpart.

>Graveyard
A Neeran fleet is undergoing recovery operations, clearing the battle field and beginning work to repair the damaged drive section of a Super Carrier. Its primary shields are offline but more normal secondary shields protect the undamaged sections.
You're unable to get clear readings of any distress signal that might be present because of jamming craft in nearby sectors.
CX- 8
T- 2
*T- 1
H- 6 (2x Crippled, possible remains of more)
SH- 2 (1xCrippled)

>Colony1
A Neeran Command ship dominates the orbital space above the main colony. There are craters in its hull indicating it took Veckron weapon fire. A Scorcher and a Super Carrier are acting as escort.
Scans reveal the presence of new neeran light cruiser.
LCRS- 40
H- 6
SH- 2
Neeran Command ship (Damaged)

>Colony2
A Scorcher and a Super Carrier are in orbit of the second colony. Several squadrons of Shallan starfighters are conducting fleet exercises with Neeran Battleships and carriers.
BS- 30
C- 25
H- 4
SH- 2

H-Colony Terraforming1
BS- 10
C- 12
*T- 1

H-Colony Terraforming2
BS- 10
C- 12
*T- 1

Jammer1
A jammer and escort are in the region. It is not a large force but they're keeping on the move.
BS- ?
C- ?

Jammer2
A jammer is operating in the region. Recon teams were unable to locate the source.
??
>>
>>33709865
How would the odds look for a simultaneous attack on the two terriforming colonies?
>>
>>33710023

looks like each has 1 of those Transports that is gunned like a Heavy Cruiser, plus 12 Carriers each with 12 corvettes (144+ any on the Transport), and 10 battleships?

How many SP torps are we willing to use?
>>
Rolled 7, 35, 89, 41 = 172

>>33709865
Well. That makes it interesting. I'm thinking go after at least one of the jammers, then Colony 1, then the Graveyard. The Command ship is a prime target, and if we can recover anything from the graveyard that would be a huge deal. OTOH, forces here are VERY heavy...
>>
>>33709865
>SH- 2 (1xCrippled)
I am pretty sure that we can take cripple even without SPs, but what about intact one? Can we destroy it using full fleet without severe losses?
>>
>>33710101
Point. Better hit them sequentially then. Also, I wonder why there are so many converted tankers? Maybe they've suffered massive losses by their heavies?
>>
Logistics asteroid 1
An inactive mining ship is docked at this logistics base along with two tankers. There are signs that the station is either undermanned or mostly offline.
BS- 10
C- 4
CX- 1
T- 2
H-1 (Mining ship)

Logistics asteroid 2
Ten enemy blockade runners are parked at this logistics base. You cant tell if they're picking up or dropping off.
BS-6
C-4
CX- 6
BT-10

Logistics asteroid 3
A fairly average looking logistics base. Transports are making regular runs, few are present at any given time.
BS-8 (2x battlecruiser escorts for transports)
C-4
CX- 2

Station base 1
Destroyed Modular base. Neeran transports are in the middle of deploying a new station which for the moment is incomplete.
BS- 6
C- 6
CX-1
T-2

Station base 2
A Neeran base similar to the one you infiltrated on your mission to steal a starship has recently been deployed. The slipways on the base are not yet operational but the shields are. Cargo ships are making regular runs in from other areas.
BS- 4
C- 2
CX- 3
H- 1

Station base 3
Destroyed Modular base. Neeran crews are attempting to repair or build a replacement core module as many of the station arms were not destroyed.
BS- 6
C- 4
CX-1

Planetary Base 1
This base has a powerful planetary shield. The generators are underground and will be difficult to target. Surface imaging shows construction of several above ground shipyards.
BS-12 (8 parked on the surface)
C-4 (2 conducting exercises in outer system)
CX- 4 (all parked on the surface)

Planetary Base 2
A small fleet is conducting recovery operations, attempting to lift a Shallan platform of sorts out of the thick atmosphere of a Venusian world. The former crew probably sabotaged the repulsors or deorbited the station to keep it out of enemy hands.
HLV-20
BS-6
C-8
CX-2
T-1
>>
>>33710529
I vote we hit Jammer 1 first, then Logistics 1,2 and 3.
>>
>>33710529
>Planetary Base 1
Somebody fucked up. That's way to small a force to defend that facility.
>>
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>>33710023
If your objectives were to destroy all of the enemy ships in the system it would depend on the number of SP warheads you were prepared to part with to take out the converted transports. If your objective was simply a raid to cause damage and withdraw before taking any serious damage yourself it would be quite easy.

>>33710127
>what about intact one? Can we destroy it using full fleet without severe losses?
Depends on how many SP's you plan to use, your tactics, and response times once they request reinforcements.

>>33710135
>I wonder why there are so many converted tankers? Maybe they've suffered massive losses by their heavies?
Their Heavies do tend to be used as a sacrificial shield to save larger ships from Veckron weapon impacts.

Do you want to raid one or more of the terraforming colonies?
>>
>>33710529
I love this system, so many targets for us to make a go at. Right then, first we should deal with those jammers with two wings each to ensure it all goes smooth as shit. I am betting they are hiding some of our allies under their jamming. The colony's should be the lowest priority here even if that Command ship does give me an itch like nothing before. If only we had Veckron torpedoes.

Asteroid 1 is a valuable target if only for the Mining ship and the tankers, more so since they are docked. The other two Asteroid Bases should be fairly easy to steamroll while we're at it if we just act quickly.

All of the Station Bases are prime targets as well with priority on the first one due to MOAR Tankers.

Planetary Base 1 is one of the more juicy target and I think we should deal with it fairly quickly before the Neerans grow some brains and decide it needs more ships.Orbital bombardment from 300 ships should be able to deal with that shield quick enough.

But yeah, jammers first.
>>
>>33710743

I'd rather have a Wing + Mike go after Jammer 1

while the rest of our force strikes at Logistics 1.

From there, we'll have to see what kind of damage we've taken or possible stragglers have popped up.
>>
>>33710743
>>33710969
This sounds fine but i would prefer Mike to scout out Jammer 2 and attack it if he is confident.
>>
>>33710853
>>33710969
Seems there is support for going after the Jammers first then a logistics asteroid?

>two wings each
>Wing + Mike go after Jammer 1

A Wing plus Mike and the allied attack squadron maybe?

>>33711113
Any objections to this?

Send say, Verilis' Wing since she hardly ever gets any work by herself? Or send another Wing along as well?

[ ] Just 9th Wing (Roll 3d20)
[ ] 9th and [Insert Wing here] (Roll 6d20)
>>
Rolled 10, 11, 4 = 25

>>33711211
>[ ] Just 9th Wing (Roll 3d20)
>>
Rolled 9, 17, 16 = 42

>>33711211
>>
Rolled 12, 11, 12, 3, 1, 7 = 46

>>33711211

[x] 9th & 5th Wings

If we're hitting both jammers, we should do an even split of forces, especially due to the high number of enemy forces nearby.
>>
Rolled 20, 19, 15 = 54

>>33711211
[ ] Just 9th Wing (Roll 3d20)
>>
File deleted.
Verilis and her wing prove adequate at dealing with the jammer. The Corvettes split up to help track down the enemy unit then the Mixed squadrons arrive for the main attack. Drawing most of the fire saves the less armored corvettes from damage.

Searching the surrounding sectors after the jamming is gone your people detect a faint distress signal. Tracing its source the remains of a badly damaged Helios cruiser is located. The crew are dead or have abandoned ship though there are signs that at least one of the reactors have been repaired and brought online after it arrived here.

At last the search team are contacted by an FTL capable racing yacht. It seems they were able to hide their ship within part of a damaged section of the main gun shielding it from sensors. The crew had already left when they found the ship themselves and have been siphoning its power reserves to help support their own vessel.

I'm assuming you'll want to salvage it?

The race yacht is a fast ship and could probably outrun anything in your inventory, though it has almost no weaponry. It seems the owners were attempting to smuggle high playing clients off worlds in or near enemy territory that couldn't get transport for one reason or another.

Do you want to send them on their way or make use of their ship for special missions?

Also what do you plan to do about the other jamming site? Send Mike now, with another wing or just the wing themselves?

[ ] Mike (Roll 1d100)
[ ] Mike + other Wing (Roll 4d20)
[ ] One of the other Wings (Roll 3d20)
>>
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Rolled 90

>>33712135
Wrong map.

Main gun
1-50 phased beam weapon
51-95 Fusion cannon
96-99 E-beam
100 Special
>>
Rolled 8, 17, 13, 12 = 50

>>33712135
Ofcourse we want to salvage that Cruiser. Don't think we have ever had a ship in our wings with an E-beam before.

Send them on their way. Should not be that hard for them to jump out of the galaxy and I don't really want them hanging around the Heavy in case there are infiltrators among them.

Sent Mike and Verilis to deal with it.
>>
Rolled 7, 3, 1, 6 = 17

>>33712135
Salvaging is our main profession! But sadly no E-beam I guess.

Leave them be.

Mike+Verilis
>>
Rolled 13, 31, 58, 66 = 168

>>33712135
Salvage, send them on their way, send Mike and Verilis
>>
Rolled 16, 4, 14, 11 = 45

>>33712135
>Assuming we'll want to salvage the Helios

If we were to get it to the Republic ship, could it be carried like the captured Neeran vessel?

and most importantly, how screwed is the main gun?

There isn't much point in salvaging it if the gun is kaput, but we might still want to try and drag it into deep space or another system for later pickup by our main force. Probably worth some spare parts.

>racing yacht

Plot them a course to get back to friendly lines with news of that asteroid we found the Neeran building, the damaged Neeran Command ship and general strength of force dispositions we've observed in this region?

Who knows, they might send some Krath or Rovinar to try and link up with us or the information might encourage other forces to do similar stunts like this?

>unknown enemy forces at Jammer 2

[x] Mike + Drake/Thal
>>
Rolled 15, 15, 13, 9 = 52

>>33712455
Shit wrong dice
>>
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The Civilians are sent on their way but are given a sealed package containing data for the Alliance on enemy force strengths and their asteroid kill vehicle. The civies are also told that it would be best if they did not tamper with the package and are offered a cash incentive for getting it there intact.

The Helios is hauled back to the fleet where repairs can begin. Enough of the engines have been damaged that it can fit inside the main bay of the Carrier which will speed repairs. Crews will be working on it when the repair docks are not needed for the fleet. The gun can be repaired. It's a model based on the Fusion cannon which nearly any Faction could maintain. There are repair schematics aboard for the Transcendent class which could use either Republic plasma weapons of Fusion cannons if available.
"We should have that Siege gun operational long before the ship is. We may want to consider dropping the hull of the ship at the asteroid base once the Shallan Medium is finished. The crews could pull the gun and keep it aboard in case anything happens to that base."

"Verilis, are your people ready to head out again? I'll send mike out to support you."

"Yes sir."

They're sent out again and begin to hunt down the remaining jammer.

A few hours later you get a garbled transmission. About the time you're readying the rest of the attack Wings to go in after them you get a new message.

"This is Verilis, we've escaped the enemy trap."
"How bad is your damage?"
"Just minor armor damage for 9th Wing. Serth's unit was able to cover our escape. They'll need more time for repairs but managed to make it out."

"What happened?"
"The jammer was in the gravity well of a gas giant. Two heavy cruisers attempted to jump in on our escape vector after we knocked it out. There wasn't an opportunity to use SP's, we just changed course and tried to keep them at range."

Next targets?
>>
>>33713166
Logistics Asteroid 1. It's 2 Tankers and 1 Mining ship makes it an attractive target in my eyes.
>>
>>33713381

Agreed. Possibly have extra forces prepared as backup in case its a trap?

Follow up targets as Logistics 3 and Station Base 3?
>>
>>33713381
>>33713451
>Possibly have extra forces prepared as backup in case its a trap?
Your allies are standing by.
Baron, or CAPTAIN Taushir as you remind yourself is ready to assist if you require it. He also suggests sending out the cloaked ship to find the pair of Neeran Heavy Cruisers which in his words; "Must be a hunter killer squad. We should eliminate them as soon as possible to make it easier for our fleet to operate."

>Logistics asteroid 1
BS- 10
C- 4
CX- 1
T- 2
H-1 (Mining ship)

Intel estimates the base and ships could support a maximum of 96 corvettes.

How many Wings are you sending on the attack?
>>
>>33713790
All of of them. Those Tankers can take a beating and if those Heavy's show up we will need sufficient forces to be able to kill them along with finishing our objective.

I wonder if we will be made Knight-Commander when we get back home if we are successful here? It feels like it it any case.
>>
>>33705327
How have we missed out on suggesting shark names for these. Jaws. Lionshark. Great White. Whale Shark.
>>
>>33714159
I was actually worried these would be the only sort of suggestions when I asked.

>>33713877
All 4 attack wings and the command squad are being prepped for battle. Once the 9th is fully repaired they'll be set to head out.

Do you have any orders for the starfighter forces? Remain with the backup?

If there are no other changes/objections to this attack plan Roll 8d20.
>>
>>33714309
I was tempted to name the Multiple Torpedo launch the "Sharknado Protocol."
>>
Rolled 15, 16, 8, 8, 13, 16, 14, 10 = 100

>>33714309
Fucked up mah rollinz.
>>
Rolled 19, 19, 11, 12, 5, 6, 5, 13 = 90

>>33714309
Initiate Sharknado protocol and we should not need any Starfighters for this attack.
>>
Rolled 10, 10, 16, 20, 3, 17, 11, 6 = 93

>>33714309
>>
>>33714491
What would we hit with the Sharknado Protocol though?

Honestly, I've been playing HomeWorld 2 again after this quest got me thinking about it, and I've had most success with fighters by using them to make bombing runs on Capital ships after separating them. PD Frigates for the win.

Especially with the homing plasma ball bullshit we're facing these days, it seems like fighters are really only good for delivering alpha strikes or screening other ships from the main action, or getting past shields on planets.
>>
SURVEY! <<<<<<<<<<<<<<<<<<

https://www.surveymonkey.com/s/8VJ8KM7

Alliance R&D in this survey above.
What are some other keywords I can throw in to make this easier to find later. Research for starters. Tech Tree, even though it's far from being one.

Suggestion from anon:
>Increase the overall effectiveness of emergency teleporters by increasing the amount of crew they can carry and applicable stores/necessities for them or reducing space/energy constraints to allow more to be installed.
Making use of features from the Polaris to reduce crew size would also help with that.

I'll post in the morning then resume after 7PM EST.

Tuesday will be at the same time and Wednesday will be 5PM. Something came up of there would have been much more time tomorrow.
>>
I notice Phase weapons and Particle Beams are separate topics on the RnD list, what was the difference between them again? I think particle beams were supposed to very good at punching through armour but couldn't do much to shields. For starship use that limits them to point defence against warheads and starfighters. But IIRC starfighters, smaller craft like LSTs and ground vehicles use particle beams too.

Couple things I've been wondering:

- Not saying this would ever happen in any sane battle but what would occur if two LSTs got into a fight? Since both of them have shields would they be able to damage each other with particle beams? Or would they have to wear down the shield first with other weapons like microphase cannons?
- How tough a shield you need to be particle beam "proof"? If fighters had shields would particle beams still be able to damage them?
- If PD particle beam turrets are the size of a starfighter (so 20-35m ish), does anyone use particle beams bigger than this? Would there be any use for a "heavy" particle beam turret?
>>
Bump.
>>
>>33715544
Given that we need to limit the things Sonia supports I vote we only have her support the top 3 voted for choices.
>>
Bump
>>
bump
>>
Bump
>>
>>33717402
>what was the difference between them again? I think particle beams were supposed to very good at punching through armour but couldn't do much to shields.
Particle beams are your average particle accelerator hurling small streams of particles up to incredibly high speeds. They can cause a great deal of kinetic damage despite the low mass of the particle stream.

Phase cannons use a carrier beam (or pulse) to launch phased energy particles. They're very effective against shields. So much so that the Kavarians had stopped using other weapons entirely by the time of first contact with Humanity.
>IIRC starfighters, smaller craft like LSTs and ground vehicles use particle beams too.
Yes, but very few starfighters do. They don't have the spare power generation capacity to operate full size ones.
Tanks use them because they're not wasting most of their generator output on heating reaction mass.
>>
>>33725302
Should have read "at Work" before.
The Attack Wings jump in on their target while you hang back with the reserve forces, ready to rush to their aid if the Heavy Cruiser pair should make an appearance.

Each of the enemy Carriers are positioned behind the protection of the asteroid station shields and are not able to be taken out in the first wave. Still 10 of the mixed squadrons each tackle a Battleship, eroding their defenses with massed fire. Everyone else works on tackling the base itself and the transport.

Some of Daskas ships get a little shook up by the guns on the transport when it proves difficult to crack the shields. Once the Battleships are dead and the corvettes are tied up handling your own corvettes Daska has everyone hammer the overlapping shields so that Alex's heavier guns can punch through. After that the station and transport shields collapse.

"Careful, the mining ship is powering up its array!"

Roll 2d20 for your people to keep out of its way.
>>
Rolled 4, 17 = 21

>>33725597
>>
Rolled 8

>>33725597
>Roll 2d20 for your people to keep out of its way.

1
>>
Rolled 2

>>33725802
2
>>
Rolled 17, 17 = 34

>>33725597
Incoming from stonehenge?
>>
Bump, for salvage and survey.
>>
>>33725302
Oh ok, I understand them a bit better now. So particle beams are actually a lot like mass drivers, only they use tiny bits of mass accelerated to super high speeds versus large amounts of mass accelerated to low(er) speeds. So if shields are hardened against kinetics that would explain why particle beams don't work on them.

In theory you could overwhelm shields with a big enough particle beam but phase weapons do a much better job. What would be the biggest size of particle beam used by any faction?
>>
Bump.

>>33712302
>100 Special

Oooh, what would that have been=
>>
>>33730016
>Oooh, what would that have been=
Might have been something cool like a nullspace projector
>>
>>33728368
>What would be the biggest size of particle beam used by any faction?
Science and Industrial ones for manufacture of heavy elements mostly.
The Mars and Jupiter fleets used a 400-500m long spinal mount particle beam as the main weapon on one of their cruisers.
A few Dominion Houses used larger ones as orbital defense weapons and as heavy ship mounted guns back before they developed shield technology.

>>33730016
>>33730085
There were a number of options that I hadn't yet decided on. Any of them would have been something of a white elephant. Sure it may have been incredibly destructive but heaven help your logistics personnel in finding parts.
>>
>>33731797
>but heaven help your logistics personnel in finding parts.

We would have either built a factory for the stuff, or bullied some random faction to provide us with spare parts.
>>
>>33731797
>white elephant

Could we check the House Helios archives for these when we're back in friendly territory? Maybe one of them would be worth building in a small series for this conflict despite the enormous costs.
>>
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You listen in on the command channel as your Wing leaders give orders.
"3rd Wing, scatter!"
"Mind the forward arc on that mining array."
"Anyone that can't get in close to avoid its fire take cover behind the asteroid."

The mining array tears into the surface of the asteroid in one area as some ships take cover, causing molten rock to be thrown out in every direction. The additional debris clouds sensor readings.

"Daska our sensor readings are getting broken up. Careful that they don't turn this into another trap."
"Acknowledged."

The mining ship even with the wide range afforded by its beam proves too sluggish to catch any of your ships. Anyone that hasnt taken cover behind the base puts fire into the ship and soon the four wings are able to bring down its sheilds and disable its weaponry.

The attack wings and your support elements return to the fleet, bringing a small amount of salvage. Mostly the remains of phase weapon emitters that could be used to help rebuild damaged systems among your fleet.

Captain Oralth contacts you once everyone has arrived.
"You have a new problem. According to the latest recon flight through Sector 12 all enemy forces are beginning to activate their cloaking fields."

That is a problem. You have good recon of the region but now there won't be a way of knowing if enemy reinforcements are present.

Your fleet does have some probes that were put together by the Alliance using spare parts and equipment which can act as a sensor and communications relay. They're equipped with a small starfighter grade cannon that can punch through the field in areas. Pulsing the weapon will allow them to transmit though the field barriers, but because of this there will be com lag. It's better than having valuable ECCM ships spread out everywhere just to act as transmitter ships.

Your orders?
>>
>>33733126
How long can they keep their cloaking fields continuously active?

Are they doing this galaxy wide, or only in sector 12?

If I remember correctly, this will also reduce the effectiveness of hostile sensors. Ask our officers and communications specialists how we can use this to our advantage.
>>
>>33733238
>Are they doing this galaxy wide, or only in sector 12?
Only in sector 12 by the looks of it. The cloaked ship checks out sector 11 first to be sure. The base and your allies are fine and the remaining enemy base in that sector shows no signs of having activated their cloaking fields.
>>
>>33733126
Well we just deploy some of those probes then around the mission area and keep at it like we have so far. Now I think we should either hit the Station Base 1 or the Planetary Base 1
>>
>How long can they keep their cloaking fields continuously active?
Unknown as they can have ships with similar equipment trade off duties if needed. They've blocked light from stars getting to colony worlds long enough to turn their surface into snowballs.

Which aparently doesnt take that long! Only 1 week for average global temperatures on a world like Earth to drop to -17C / 0 F.
Frosty.
The Shallan military and a company they own in the Pandora cluster now build fusion devices to act as low orbiting artificial suns for worlds under extended siege. This is not good for the fleet fuel supplies.

>>33733790
>Now I think we should either hit the Station Base 1 or the Planetary Base 1

>Station base 1
Destroyed Modular base. Neeran transports are in the middle of deploying a new station which for the moment is incomplete.
BS- 6
C- 6
CX-1
T-2

>Planetary Base 1
This base has a powerful planetary shield. The generators are underground and will be difficult to target. Surface imaging shows construction of several above ground shipyards.
BS-12 (8 parked on the surface)
C-4 (2 conducting exercises in outer system)
CX- 4 (all parked on the surface)

Your plan(s) of attack?
>>
>>33734126
Hit Station base 1 with 3 wings with 1 wing as backup. Then with full force raid the planetary base.
>>
>>33734126
>Planetary Base 1
Jump in, shoot up the forces in orbit. Drop their remains on the shield.
>>
>>33734126

Let's ditch this area for now. They can't maintain the cloaks indefinitely without harming the worlds they're guarding, and it probably eats into their fuel supplies.

We can always double back once they think their cloaking fields have caused us to run away, and I believe we had the other sector with the battle site scouted?
>>
>>33734126
Planetary Base 1.
Send two wings to deal with the Carriers, along with the Dragoons, so they do not escape. Meanwhile the other two wings with Command take on the planet and put it under siege to ensure that they do not escape from their either. We drop what debris we can and if it's not enough we bomb the planet with our full might and then GTFO.
>>
>>33734217
>Hit Station base 1 with 3 wings with 1 wing as backup.
Does that sound good to anyone else?

>>33734220
>Planetary Base 1
>Jump in, shoot up the forces in orbit. Drop their remains on the shield.
It's estimated that it would take the attack wings most of an hour to knock down the planetary shield. Dropping the debris might take a few minutes off of that.

>>33734247
>Let's ditch this area for now.
Or is there additional support for this instead?
>>
>>33734471
I would prefer to have 2 wings start raiding another place. While the rest hit Station base 3. Need to take out those construction ships.
>>
>>33734471
Hit Station Base 3, then move rapidly to 1
>>
>Meanwhile the other two wings with Command take on the planet and put it under siege to ensure that they do not escape from their either. We drop what debris we can and if it's not enough we bomb the planet with our full might and then GTFO.
With the debris drop, command squad and all 4 attack wings you could probably drop the shield in 30-40 minutes. If you brought in additional forces like the Medium cruiser and some of the Battleships it could be pushed down to 15-20 minutes. It depends on your willingness to deplete you plasma cannon fuel cell.
Remember that the Baron's Medium has not been sighted along side your forces yet.


>>33734596
>Station base 3
Destroyed Modular base. Neeran crews are attepting to repair or build a replacement core module as many of the station arms were not destroyed.
BS- 6
C- 4
CX-1


Given the new info which of the following targets do you want to focus your attention on first? Please pick a target so we can determine what forces will be sent. If additional forces are left over you can still deploy them to another target.

[ ] Station Base 1
[ ] Station Base 3
[ ] Planetary Base 1
[ ] Depart sector for now
>>
>>33734816
Station 3
>>
>>33734816
We may aswell perform a twin lightning raid on Station 1 and 3 then. Hitting one first with four wings and Command and then moving to the other directly afterwards.

If we assaulted the Planet would we able to hit enemy shield generators with a surgical SP strike or are they buried far under the ground?
>>
>>33734978
>>33734816
That plan sounds good. IRRC the shields were deep underground thus making it difficult to hit unless we use up quite alot of SPs.
>>
>>33734816
I'm the same person to suggest it, but confirming vote
[x] Depart sector for now


>Planetary base 1

Question: is this planet technically protected by Factions Treaty?

It might be best to just avoid it if that is going to just be compounded by Neeran cloaking fields.
>>
>>33734816
>[X] Station Base 1


This sounds good to me>>33734978
>>
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>>33734978
>>33735036
>If we assaulted the Planet would we able to hit enemy shield generators with a surgical SP strike or are they buried far under the ground?
>the shields were deep underground thus making it difficult to hit unless we use up quite alot of SPs
There are a number of likely places where they could be buried. It would require a general bombardment with SPs to ensure you hit the right ones or enough of them. Given the size of the base 2 squadrons would have to launch an SP volley if the warheads were set to detonate after they had penetrated the surface a set distance.

>>33735106
>is this planet technically protected by Factions Treaty?
No.

Seeing plenty of support for Station bases 1 then 3 with full wings plus command squad.

Roll 9d20. Lets see how fast you can clear this then move on.
>>
Rolled 8, 17, 3, 1, 16, 4, 5, 15, 20 = 89

Rolling
>>
>>33735265
>>
Rolled 10, 15, 10, 10, 12, 6, 6, 2, 11 = 82

>>33735265
Attempt number two!
>>
Rolled 12, 6, 3, 7, 18, 10, 3, 10, 16 = 85

>>33735265
>>
You decide to attack station base 1 now with overwhelming force just to get it out of the way. While your command squad and half your Veterans perform excellently several squadrons do not and are forced to break off the attack to put their formation back together. In the added confusion Alex's units are only able to perform at average levels. By the time you finish off the enemy forces and retreat Daska has become incredibly displeased with her units performance.

She gets her squadron commanders on the secure command line (which you listen in on) while the fleet is preparing to jump.
"If this attack had been against an equal number of opponents many of you could have lost your ships."

Thankfully the damage isn't that bad. The Wing leaders knew when to pull their people back out of effective weapons range.

"Stand by to jump, we're going straight to the next target. Watch your spacing this time please. Just try not to bunch up and we'll be doing fine."

Roll 1d100 for speedy mop up.
>>
Rolled 51

>>33736092
No one can catch the glorious shark fleet and it's awesome shark queen! Go team shark!
>>
Rolled 29

>>33736092
>>
Rolled 4

>>33736092
>>
http://www.youtube.com/watch?v=lOu1nOTQA7A

Jumping in then closing to range through the cloaking field your ECCM reveals the enemy base and the remaining modular base sections.

"Enemy Carriers are empty. Their corvettes are not docked. Transports have maneuvered to protect the station core with their hulls and a weapons array has been attached to the station."

This is not going to be the quick raid that you hoped for, but still you completely outnumber the enemy. Even when the corvettes break out of the cloaking field on your flank with a pair of Battlecruisers backing them up its a case of too little too late. The added firepower of your extra Battlecruisers decisively breaks their formation and the survivors scatter. The Neeran station is destroyed though some of the Faction built modules and Neeran docking adapters remain.

"The cloaking field in the surrounding area is still up. No signs of it weakening." Reports Arron.

"There may be Battlecruisers or Carriers still in the area." Concludes Kavos.

[ ] Retreat.
[ ] Salvage some of the modules/equipment.
[ ] Split up and scan the cloaked area. Find and destroy survivors.
[ ] Other
>>
>>33736615
Salvage what modules we can, then jump out. If we time it right the reinforcements will be getting here just as we hit the other base.
>>
Rolled 37

>>33736615
[ ] Salvage some of the modules/equipment.
>>
>>33736615

[x] Retreat
[x] Quickly shoot up the remains

Every moment we linger under their cloaking shields is time they're maneuvering more forces to intercept us.

GTFO and Evade
>>
>>33736615
>[X] Split up and scan the cloaked area. Find and destroy survivors.

None must survive.
Then
[X] Salvage some of the modules/equipment.
>>
Rolled 89, 30 = 119

"Battlecruisers, see if you can grab a station module or two each. That's a few less trips our transports will have to make deploying more of them to Shallan space."

"Should we really linger here sir?" Asks Daska. "It did take us longer than we hoped to eliminate the station and the transports."

"We're only grabbing the modules. Everyone plot your jumps now, stand by to withdraw."

The Devourer is able to grab one module as are several others. Your Gungnir type also picks up a Neeran adapter module. It could come in handy, even if its only for R&D.

After moving out a safe distance the fleet begins its jump back to the carrier.
>>
Shortly after jumping out from the destroyed station Arron picks up an FTL contact shadowing you.

"What are we looking at?"
"Heavy cruiser probably. I think a second one may have overshot our position just after we left the system."

"Sonia it's matching our jumps." Linda tells you. "I don't know if we can lose them inside this dwarf galaxy if we stay in a group."

Currently you're 20% of the way back to the Carrier and the fleet. Thankfully it isn't a direct route or you might have given away its position. Still they can always move.

>Your orders?
>>
>>33737206
Is it just 2 HC? If so then its the ones that Mike saw defending the jammer.
Either we set up an ambush, split up and hide or jump at them.
>>
>>33737206
Starfighter SP torp surprise when it matches our next jump somewhere?
>>
>>33737298
>Is it just 2 HC?
There were 2 but 1 of them wasn't able to pursue. At present only 1 is following your fleet.

>Either we set up an ambush, split up and hide or jump at them.
Which did you have in mind?

>>33737327
>Starfighter SP torp surprise when it matches our next jump somewhere?
Did you want the escort carriers deploy ahead of the fleet at a prearranged location?
>>
>>33737206
Well if it's that pair of Heavy Cruisers and one of them overshot us that means ambushing this one before they team up is a perfect idea.

Starfighter Sp like >>33737327 says sounds good to me and we might be able to finish it off before the other catches up.
>>
>>33737492
>Did you want the escort carriers deploy ahead of the fleet at a prearranged location?

I would say yes and we can bop them on the nose when they get here. Since it's only the one we might even be able to destroy the dam thing.
>>
>>33737298
>>33737327
>>33737509
>>33737566
How many of the escort carriers do you want to have launch a full volley vs regular torps?

Fighter totals are the same as here.
>>33711211
>>
>>33737861
If we are only fighting one HC, I probably want to use a minimal amount of SPs. Mostly trying to focus on engines and one side of the heavy.
>>
Starfighter ambush:

[ ] Launch SP's from 2 Escort Carrier fighter wings
[ ] From 4 Escort Carrier fighter wings
[ ] From 6 Escort Carrier fighter wings
[ ] From 8 Escort Carrier fighter wings

Roll 8d20
>>
Rolled 3, 17, 15, 7, 7, 17, 3, 11 = 80

>>33738359
[ ] From 4 Escort Carrier fighter wings
>>
Rolled 11, 11, 6, 10, 6, 4, 6, 10 = 64

>>33738359
>4 Wings
>>
>>33737861
I would say at 3rd and 7th wings escort carriers with the one in in 3rd that is 4/4 +the .5s from 7th should us Sp while everyone else uses normal tops.

We should be able to use that to our advantage and turn everyone around to cripple the Heavy.
>>
Rolled 18, 15, 5, 20, 8, 11, 4, 4 = 85

>>33738359
>[X] From 4 Escort Carrier fighter wings
>>
The escort Carriers are told to pick up the pace while the rest of your ships lag behind slightly slower. Not terribly much however as the Heavy is determined to keep up its pursuit.

"It may be transmitting a locator signal."
"Then we need to kill it, and soon before reinforcements arrive."

"Escort Carriers have arrived at rally point."

When the fleet drops out for its planned course change its not in the direction of the carrier but towards the edge of the local system.
The fighters are still forming up but it looks like they arrived just long enough ahead of time to get set.

Kavos speaks up. "We will need to jump again or they might think we've turned around and instead decide to drop out early."
Right. The fleet only performs a micro jump this time so the fighters still have the element of surprise.

When you micro out you see that one of the Blackbirds stayed behind, probably to attempt jamming, though you cant rule out engine trouble.

Sensor reports after the battle show that the SP equipped fighter squadrons landed a crippling blow in the opening salvo. They certainly should have given how much ordinance was being thrown about. As the Heavy attempted to change course in the direction of the Blackbird still fleeing at sublight, its engines and aft sections were hit by the SP volley destroying them. Follow up hits from the other attack bombers destroyed all but the bow areas.

Corvettes that managed to launch from the heavy were able to take down a few of the fighters before they were destroyed as well. Overall losses were light.

Roll 1d100 for starfighter pilot recovery.
>>
Rolled 37

>>33739427
>>
Rolled 1

>>33739427
>>
Rolled 62

>>33739427
>>
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No additional survivors were recovered.

With that taken care of the fleet retreats out of the sector and back to the Millennial Host. Captain Oralth is not annoyed but he is beginning to wonder where all of the equipment you bring back is going to be kept. For the moment the station modules are attached to the port and starboard outer hull where they'll act an additional layer of armor should the ship take fire.

With quick system checks and maintinence underway Mike takes the opportunity to contact you.

"My people are happy with their current ships but didn't you want to get those other Assault Corvettes operational?"
That's right, you were going to swap them out once sector 11 had been cleared but you never did get around to finishing off their forces.

Do you want to have your people take a day or two to run sims and get the second assault corvette squadron operational? Lt Tes'us points out that it would give the enemy fleets time to calm down and potentially reduce their alert level in sectors you've hit.

What are you plans?

Going to stop here for the night.
>>
bump
>>
>>33739824
I'd say we should lay low for a few days, doing the sims to distribute the ACs and let the crews get some downtime if possible.
>>
>>33739824
I would say a few days to have our people run their sims and get ready to switch over to the Assault Corvettes would be good.

It would also give everyone else some time to relax a little before we head out to raid again.

The enemy lowering their guard is always good.
>>
It may just be me but I find the thought of active combat simulations in an active combat theatre just a bit silly. If anything downtime should be just that downtime.
>>
>>33739824
Oralth's concerns over equipment we're bringing back

A station module should be full of stuff we can strip to fuel our repair efforts and possibly even add to the Carrier. And the shell itself is ablative armor and storage for say ore.

>more assault corvettes operational

Yes.

>enemy fleets time to calm down and reduce their alert levels

Also time for them to set up more kill teams...

>plans

We auto-scouted Sector 15, correct? We should probably conduct minimal operations there, to avoid setting anything looking like a pattern of raids.

Maybe we should scout Sector 35 and the other two areas with possible abandoned outposts? If we're starting to draw attention, it might be best if we collect any potential allied stragglers before that.
>>
>>33745286
Agreed, much better to actually do some damage instead of playing at video games. I think think we should get the other Assault Corvettes active right about now. Dragoons can have priority as they are after all the fast attack unit. After them we can just give them out to the highest performing Corvette pilot.

Captain Oralth obviously do not know our reputation.

>>33745369
I am okay with bailing from this system if we can return later to finish the job. Still so much shit to blow up here and it just does not feel right to leave it all intact. But finding more allies to bulk up our force is not wrong and perhaps they have an unexpected cache of regular torpedoes we can use.
>>
>>33745286
>It may just be me but I find the thought of active combat simulations in an active combat theatre just a bit silly.
In this case pilots are switching to a different craft that does not perform the same as your attack corvettes.

>If anything downtime should be just that downtime.
You do have a point.
>>33743450
>>33744273
Which wing did you want to attach them to?

>>33745369
Or is there any support for going after another sector ASAP?

See you guys after 7PM EST.
>>
>>33745462
I second the idea to collect potential allies before we cause more problems.
>>
>>33745369
samefag here

>>33745462
>going after another sector ASAP

My apologies, but I do support giving everything a few days to settle. My suggestions were for after those few days and pointing out that there will be more kill teams.

>>33745456
Our job isn't to destroy everything. The more sites we wipe out, the fewer ships they need to protect the remaining sites and the more they'll be able to set to hunting us from diverted forces.

That said, we should at some point double back and hit a site or two that they haven't bulked up protection around, to ensure their leaders get the message that they'll need more ships
>>
>>33745462

Thirding a few days of rest and repairs, with some sims for the new corvettes, and then head for another place asap.

We should do some covert scanning on enemy movements - and stay vigilant so that those hunter/killers won't find us pants down while we rest.

What's the situation with the Helios repairs? Or the other ships we salvaged for that matter?
>>
>>33745462
>Which wing did you want to attach them to?
I'd say just give them to the pilots with the best sim scores but maybe shuffle pilots around a bit so they end up spread only over one or two wings and can more easily work together. I do not particularly care who gets them, maybe ask Daska et. al for input.
>>
>>33739427
Sorry if that info is already gathered somewhere, but how many ships do we currently have? According to my math 12 per squadron makes 24 ships in the wings, we have the Ebon, a heavy carry, at least one medium ship and what else? How many hundred starfighters do we have, for example.

Another question: are SP torpedoes recovered from downed fighters or are they usually destroyed?
>>
bump
>>
>I think think we should get the other Assault Corvettes active right about now. Dragoons can have priority as they are after all the fast attack unit.
The Dominion Mk2 Assault corvette can not mount afterburners at this time. Future models will probably be able to but at present the designers are working on integrating and refining the high maneuver drives.

>What's the situation with the Helios repairs?
The main gun will be finished in another day but the hull won't be completed until the Shallan Medium can finish up and vacate the repair dock at the asteroid base.
>Or the other ships we salvaged for that matter?
Most of the Faction ships you salvaged are finished or nearly finished repairs. Priority was given to attack ships. The ECM Battleship will be ready shortly but it lacks the support systems that were stripped. There is talk of outfitting it with some additional drives or fusion cannons in their place.

>>33748327
>but how many ships do we currently have?
A lot.
>According to my math 12 per squadron
Yep.
>makes 24 ships in the wings,
Each wing has 5 squadrons at present. 3 mixed squadrons and 2 corvette squadrons.
12 x 5 = 60

>we have the Ebon, a heavy carry, at least one medium ship and what else?
All of the allied ships listed at that base in the last thread. I dont have the list on this PC and am running out of time atm.
>How many hundred starfighters do we have, for example.
Each escort carrier listed started off with 4 fighter squadrons, each fighter squadron having 12. You have 8 Escort Carriers.
8x4x12 = 384 Starfighters
10% of your fighters specialize in ground attack, the rest are evenly split between interceptors and attack Bombers.

>Another question: are SP torpedoes recovered from downed fighters or are they usually destroyed?
They're recovered if possible as their casings are rather tough.
>>
Bump.
>>
>>33750707
On the talk of nothing I got an idea about how we could use that heretical space rust as a weapon. Sabotage infiltration missions! We simply arm a team of infiltrators with a canister of the stuff, made out of plastic or the like. Then we send them to infiltrate a station like we did with that awesome Krath. Once there they place
it so that it will disperse in the local AC system and spread throughout the entire station quickly. Seeing as it spread fairly quickly on our ships and the result was noticeable quickly as well this should render the station into decaying state rather fast.

If only it was an organism instead then we could make it into true bioweapon with an inbuilt killswitch so that once it reaches a certain mass or whatever it kills itself to contain the affected area.
>>
>>33750707
While laying in bed I had a really REALLY bad idea. At Colony 1 there is a damaged Command Ship that we have not even discussed attacking because that's how bad of an idea that would be. Now if the damage from those Veckron torpedoes have penetrated far enough into the ships hull that it has created a weak point we could try attack it. Jump in all our ships and just push every single SP we have into that one weakpoint and maybe, just maybe damage it to the point that it breaks in half or whatever. And if it does not break it will at lest create a hole in it that we can push in a ship into that can wreak it's shit from the inside, like at the Command ship battle but on a larger scale. That ofcourse would be a bit of a suicide mission for the ships going into the ship but they got emergency teleporters for a reason and should be worth it if we can take out a Command Ship. I mean we must have over a thousand torpedoes in the fleet and if that wont do some damage I don't know what will.

Now that I am done rambling I am going to bed and hopefully wont throw out any more bad ideas tonight.

Also bump
>>
>>33755297
If you want a crazy mission: Use our cloaked ship to infiltrate the Command Ship to try and capture the ship's commander.
>>
File: MAP-NW-DWG-01-15.gif (49 KB, 1338x1416)
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Rolled 4, 27, 65, 70 = 166

Requests for data on Sector 15 and the graveyard there.
There are 2 Super Heavies in sector 15. One of them guarding shipyard 1, the other is in orbit of the rare element mining world. The main colony dose not have any Supers or Heavy cruisers in orbit for a change.

>Graveyard
The graveyard appears to have been cleared of Neeran ships. Or everyone assumes so since its unlikely so many Faction ships would have been killed without taking down a few enemy corvettes. Most have been torn to scrap but a few could be recovered. 2 destroyed Heron class mediums may provide spare parts for the Republic ships in the group along with a plasma cannon or two.

Two cargo ships are collecting the remaining scrap for recovery, with some fighters helping to break apart larger chunks into more easily transported sections.

The area is within range of a sensor array that would detect the movement of a salvage fleet.

Salvageable hulls:
1x CRV
3x FRG
1x LCRS
5x Attack Cruisers WTF Diceroller, you're being too nice.
1x Battlecruisers
2x Battleships

Enemy ships present:
CRV-36
CRV(FTL)-8
BS- 5
C- 3
CX-2


>>33746926
>I'd say just give them to the pilots with the best sim scores but maybe shuffle pilots around a bit so they end up spread only over one or two wings and can more easily work together. I do not particularly care who gets them, maybe ask Daska et. al for input.

Do you mean to spread out any pilots that are not assigned the new ships among the mixed Wings, or spread out the assault corvettes between them?
>>
>>33757112
Question: Is the sensor mostly being used to monitor inside the sector or is it also monitoring just outside as well?

Either way I "really" want to destroy that Sensor and get to that Graveyard as fast as possible (Yes I want the Attack Cruisers)

I think hitting that sensor might be a job for Serth's Dragoons.

While we plan this out if our cloaked scout could investigate that Jammer that would be swell.
>>
One of the attack corvette units will be replaced with Assault corvettes. For the moment Alex is getting them.

>Is the sensor mostly being used to monitor inside the sector or is it also monitoring just outside as well?
It would be monitoring outside the sector as well since there appears to be a trade lane that passes just outside the sector which leads to areas with heavier enemy presence towards the core of this dwarf galaxy.

>Sensor array / Com relay
You're not sure if this was a Shallan sensor array or if Neeran engineering teams have replaced it with one of their own construction. A number of wide flat arrays point outwards scanning the surrounding space, looking more like an orbital solar collection platform. The station has a dozen Neeran plasma cannon turrets and a solid looking escort. You still outnumber them despite the large number of corvettes that are for the moment docked.
CRV- 240
CRV(FTL)- 12 (At edges of system)
BS-16 (4 battlecruisers at edges of system)
C-12
H- 1

>I think hitting that sensor might be a job for Serth's Dragoons.
His unit is probably fast enough that they could get in torpedo it then get out before the enemy could encircle them. If it goes wrong they could be in a bit of trouble but his unit has had worse assignments.

>>33757813
>While we plan this out if our cloaked scout could investigate that Jammer that would be swell.
The jammer appears to be on the move. It could be part of a search group.
Some Battlecruisers have been detected operating near it and could be part of the escort.
>>
>>33758428
>His unit is probably fast enough that they could get in torpedo it then get out before the enemy could encircle them. If it goes wrong they could be in a bit of trouble but his unit has had worse assignments
works for me
>>
>>33758428
>His unit is probably fast enough that they could get in torpedo it then get out before the enemy could encircle them. If it goes wrong they could be in a bit of trouble but his unit has had worse assignments

Sounds good to me and he did he wanted assignments like this anyway.

We should be on standby just outside of sensor range and when we get the message that he has completed his mission we should go for the Graveyard.
>>
Over the past few days you've seen what improvement some time in the field can result in for your pilots. A number of them are very good. Two or three of them might even be a match for Windsor, though you wouldn't want to risk money on that just yet. Some of the spare starfighter pilots also tried their hand at the sims and seemed to be capable. They could act as stand-ins in an emergency.

There are requests from Captain Taushir asking to be given command of a small force to independently raid enemy positions. Presumably he'd bring along his medium cruiser though there's a chance he might keep the big ship out of range except for when friendlies are in trouble.

[ ] Give him command of a small force
[ ] Tell him to wait
[ ] Send him out under Daska or another of your Wing leaders command instead


>>33758994
Roll 1d20
>>
Rolled 7

>>33759113
>[ ] Give him command of a small force
>>
Rolled 4

>>33759113
>[X] Send him out under Daska or another of your Wing leaders command instead

I trust in Daska for such operations.
>>
Rolled 13

>>33759113
>[X] Give him command of a small force

Just make sure to come back alive.
>>
>>33759406
>>33759355
Did you want to assign the additional mixed attack squadron you've picked up or others? There are some battleships and light cruisers that had been hiding at the station after all.
I will get that list together but I'll wait until you've finished this salvage haul.

Mike's unit jumps in as close as possible and immediately opens fire on the fragile sections of the sensor arrays. The shields power up to full protecting the main body of the station and giving time for the turrets to rotate to target the incoming squadron. Slowly the turrets on the other ships begin to track them and a few corvettes begin to launch.
By then they're close enough to launch a percision strike with SP Torpedoes. Each of the connectors attacking the arrays to the station are hit along with some of he weapon emplacements. When secondary explosions rip the lower weapon array section of the station to pieces Mike's unit begins launching missiles and move to escape.

Several of the ships are hit by weapons fire from the growing number of launching escorts but with afterburners on full it isnt long before the dragoons are out of the more effective ranges.

Once the squadron has jumped out Mike contacts you to inform completion of the mission. "We're returning to base for repairs. One of our Jenning class lost part of their FTL."

"Copy that. Good shooting Mike."

>and when we get the message that he has completed his mission we should go for the Graveyard.
You head for the graveyard with Drake and Alex. (Or did you want more?)
Do you want to just jam the local salvage ships and destroy them or try something else?
>>
>>33759113
[x] Send him out under Daska

We're veterans of this kind of operation. If he is willing to learn from us, we'll pass on some of our experience.

I sure as hell don't trust him on the strategic level, so lets make sure that anyone going with him understands that Daska is in charge. Anyone that goes AWOL can find their own way back to friendly lines.
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>>33760193
>You head for the graveyard with Drake and Alex.
Drake and Alex should be enough as Jam and destroy is on the menu.

[X] Send him out under Daska or another of your Wing leaders command instead

Since it is raiding I would rather send him out with Daska.
>>
>>33760193
>graveyard

Drake, Alex, allied Mixed?

I'm thinking we jam them and destroy, with 2 squadrons of our corvettes jumping the Neeran FTL CRVs, and the rest of us hitting the carriers and battleships.

Command squad jumps in to draw the BS attention and allied Mixed force jumps in behind them?

This is a snatch and grab operation, no capturing ships or accepting surrender. Make sure none of them escape, get what we can quickly and be gone.

SP torp anything that looks to be escaping?
>>
>>33760519
Sounds good though I would rather not use SP if possible.
>>
Okay that switched things up a bit.

"Daska, the good Captain Taushir wants to independently raid some enemy positions with a small force."
"...I see sir."
"Instead I'm putting him and his Medium Cruiser under your command."

Daska is a bit taken aback by this but soon responds with a "Yes sir!" and sets about planning her next set of raids. It looks like she wants to go after another sector to make it look like the Baron's Medium is based out of another area entirely.

>>33760519
Given the disparity in force sizes the Attack Wings shouldn't be inany kind of trouble.

Roll 2d100 to prevent any Neeran ships from escaping!
>>
Rolled 32, 23 = 55

>>33760961
Dem ships are gonna die.
>>
Rolled 22, 14 = 36

>>33760961

Revenge of the Factions!
>>
Rolled 26, 52 = 78

>>33760961
>>
>>33761022
>>33761054
>>33761213


Huh, guess we're buddy jumping what we can recover with the attack forces, rather than any sort of actual salvage effort.

A shame, but we can still haul quite a bit...
>>
>>33761348
Yeah, but if all we get out of this is those five Attack Cruisers I think it will be worth it.
>>
Your efforts to box in the enemy ships at the savage site are a rousing success. No wait two of the FTL Corvettes are escaping.

"Somebody intercept!"

"Even Alex's long range guns are no help as the small ships flee until they can safely jump.
"Sonofa- Can we track them?"
"Yes. They're headed towards the main colony."

"Get the repair barge in there ASAP to start recovering those ships. Priority is on the attack cruisers."

Do you want to split off a squadron to try and intercept those ships before they reach the colony? They'll might be able to transmit a distress signal before your people can catch up but might not be able to send the information on your forces that appeared.

[ ] Salvage everything as fast as possible (Roll 2d100 for salvage)
[ ] Send a unit to intercept (Roll 3d100 for pursuit and salvage)
>>
Rolled 36, 11, 97 = 144

>>33761677
>[X] Send a unit to intercept (Roll 3d100 for pursuit and salvage)
>>
Rolled 30, 29, 10 = 69

>>33761677

[X] Send a unit to intercept (Roll 3d100 for pursuit and salvage)

Don't go near the Jamming area.
>>
>>33761677
>[X] Send a unit to intercept (Roll 3d100 for pursuit and salvage)
>>
Rolled 91, 91, 33 = 215

>>33762225
Woops forgot dice
>>
>>33762254

Just the two that mattered!!
>>
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Sorry this took so long guys.

The enemy corvettes did get off a distress signal but neither of them were able to reach friendly forces. The attack corvette squadron sent in pursuit reports in then heads for the Carrier.

The Salvage Barge is able to load both of the battleships while the Marauder is able to grab the battlecruiser. Everyone else helps jump out anything else they can grab while LST's and fighters do a quick scan of the debris field.

The collapsed launch bay of a Scorpion class attack cruiser has a pair of orbital drop pods. These may be shield piercing, capable of penetrating a planetary shield. Even if you never use them for that their casings could be fitted to conventional torpedoes making them into SP weapons.

A destroyed cargo bay reveals some equipment that seems vaguely familiar. You once saw Iratar ships outfited with external mounted missiles that were able to penetrate shields with an SP warhead then relay data back to the launch ship. If used correctly they could allow you to defeat the shields of certain Faction built vessels. You don't know if they're useful against Neeran ships.

It looks like the Neeran salvage teams looted any SP Torpedoes present. The drops pods must have slipped their notice.

Current escort fleet strength for the Carrier. Ships in reserve lack crews or still require repairs. Active battlecruisers that have been added to your Command squad are not currently shown.
With some of the spare crew from the Shallan Medium it should be possible to man several battleships once they're repaired. On the other hand you may want to keep them ready for when their own ship has finished repairs.
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>>33764596
No worries.

>With some of the spare crew from the Shallan Medium it should be possible to man several battleships once they're repaired. On the other hand you may want to keep them ready for when their own ship has finished repairs.

I think it is probably best to keep them on their own ship.

>>33760961
>Daska is a bit taken aback by this but soon responds with a "Yes sir!"

Happy_Daska.jpg?
>>
>>33764596
I think keeping them on their own ship would be the best choice and if we are lucky we can pick up some people to help man the ships from friendly forces.

We are seriously going to return with more ships than we left with at this rate....Alliance command is going to send us back for sure at this rate.
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>>33764763
>Happy_Daska.jpg?
She is certainly relieved at not having to take orders from a Baron that may or may not be less capable than her at commanding attack units.

Combat Barge
This is a Mercenary crewed ship registered in the PCCG. It is similar to one some bounty hunters used to try and capture you in the Smugglers Run but is slightly less massive. It also lacks the heavy tractor beams of that ship.
Because the engines were designed for Mining barges capable of moving asteroids it has an incredible thrust to weight ratio. This is the largest warship capable of matching the speed of an Attack Cruiser or Marauder.
Yes it is faster than your battlecruisers. No it can not mount afterburners.

They've been with you since most of the fleet evacuated the allied base. Now that Captain Taushir is safely out of the way the crew of the "Loch Ard" are more prepared to volunteer for combat duty.

Weapons
2x heavy phase cannon array
2x heavy phase cannon turrets
12x phase cannon turrets
2x spinal mount pulse cannons
4x torpedo launchers (2 forward, 2 aft)
4x missile batteries
16x point defense guns
8x LST docking hardpoints (Empty)
96x Starfighters /or/ 48x shuttles (Currently 20x shuttles)
Cargo bays can be outfitted for refugees, troops, ground vehicles or additional shuttles & fighters.
Capable of atmospheric entry and planetary landing. (Not recommended.)
>>
>>33745369
>Maybe we should scout Sector 35 and the other two areas with possible abandoned outposts? If we're starting to draw attention, it might be best if we collect any potential allied stragglers before that.

>>33745456
>Still so much shit to blow up here and it just does not feel right to leave it all intact. But finding more allies to bulk up our force is not wrong and perhaps they have an unexpected cache of regular torpedoes we can use.

>>33745529
>I second the idea to collect potential allies before we cause more problems.

You guys want to check out Sector 35 next?

See you (briefly) in the morning. Resuming after 5PM EST tomorrow.
>>
>>33765857
After all this loot we have I think scouting Sector 35 for more allies and crew would be a great idea.
>>
>>33765857
I think after we go check out Sector 35 we should go hit one of the nav scanning stations
>>
bump
>>
Bump
>>
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There doesn't appear to be much in the way of enemy activity in this sector, just a little.

>H-Colony Terraforming 1
A Neeran FTL Corvette is conducting a detailed survey of this system, paying close attention to the abandoned colony.
>H-Colony Terraforming 2
This terraforming project is not quite as abandoned as it seems. A hot Neptune ice giant is close enough to its parent star that it has become an ocean world. Terraforming projects were being conducted on two of its larger moons, drawing water from the atmosphere of the giant to use on their surfaces.
After conducting their sensor sweep the search teams are contacted by a hidden settlement on one of the moons. They're requesting assistance in evacuating the planet, all 10522 of them.

>Yard/ Shipyard (Skeleton)
This shipyard was incomplete at the time it was abandoned. The skeleton and structure remain but no useable equipment save for life support were left behind.
>Allies 1
5 transports, blockade runners and a Smuggler Frigate, are fleeing pursuit by a few FTL corvettes.

>Allies 2
A trio of civilian evacuation transports have been located. 2 constellations and a newer cruiser type. They lack fuel supplies to make it out of this galaxy.

>Logistics Planet
This is an abandoned logistics base. There may be salvageable equipment. Landing teams will need to conduct a search.

>Smuggler asteroid /planetoid /Moon
A small smuggler outpost is present. They have some supplies that they're reluctant to leave behind but are prepared to sell to you.

Your orders?
See you after 5!
>>
>>33771794
>Your orders?

>Allies 1
Use the Baron's group to help these guys get rid of their pursuers.

>Smugglers
Well, let's see what they have for sale.

>Allies 2 & H-Colony Terraforming 2
How much fuel do they need? And do they have enough space on these transports for the evacuees? Could the ships from Allies 1 help out?

>Logistics Planet
Can our cloaked ship land on planets?
>>
>>33771794
I'd say we should aid Allies 1&2, buy the supplies from the smugglers and see how many of the refugees from Terraforming 2 we can fit on transports to send them back behind the front lines.
>>
>>33771794
Oh goody, let's see now. Daska can go ahead and save Allies 1 and escort them to H-Colony 2. Meanwhile Alex goes to Allies 2 and round them up before taking them to H-Colony 2 as well. Once there we load the people on the rescued ships as best we can and send them on their way, perhaps together with the Smugglers if they want to convoy it, with fuel to bail from the galaxy.

While Alex and Daska deal with those Third will go and steal that yard. Store it among our other loot around the Heavy if only to deny the Neerans it. If we can bring it back with us I think the House would be pleased at the prospect of an almost functioning yard.

And lastly Verilis goes to the Logistics Planet and strip it of anything useful.

Then we meet up with Verilis or at the Heavy, depending on if Verilis is done or not with the search, and bail to a new system. In and out before they even know we are there and leaving minimal trace of our passing.
>>
Rolled 6

>>33772283
I think we should release Daska to raid independently while we deal with this stuff.
>>
>>33772283
I like the plan, but I partially agree with >>33772434, we don't need two wings to gank few corvettes.
>>
>>33771794

Make sure that the FTL corvette dies.. hmm.. wonder what peaked it's attention though? I think we should try to capture it relatively intact to see what's the deal, maybe even get some position data of their fleet.

Hmm.. refugees might have some able bodied people to man our ships? Maybe they could help to fill the crew slots?
>>
>>33772283
>>33772434

Supporting these, we should give Daska some leach and hit other systems so that they think we're elsewhere while we conduct these rescue operations.
>>
>>33765598

This ship... Its so fucking beautiful. This is the ship ive been dreaming of since the smugglers run, where the concept of fast battleships was first brought up. Speed of an attack cruiser, fire and staying power of a battleship. The only way this thing coild be more perfect for Sonja was if it was painted like a shark and replaced the spinal mount with a battleship grade plasma cannon.

How can we get one?
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>>33774883

*holymoly you're right! We need to get out hands on one! Any ideas guys?
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>>33774883
Massive firepower, good armor and high linear acceleration.

Also absolute shit for maneuverability, plus it is likely that it's FTL drive is on the low end.

Thanks but no thanks.
>>
>>33774883
we might have to design our own, which might not be a bad think seeing how these are converted civilian hulls just think what s true military version could do.
>>
Daska's unit is currently preparing to deploy and raid another sector on the other side of the galaxy.
It looks like most people are okay with this.

>Sale
Everything from small arms to some ship grade munitions. Food supplies, rations, He3 and a few older starfighters that might be better suited to resistance fighting than front line combat. There are some Shallan antiques that you could buy from them but they're hoping to save those for when they get out of the cluster.

>Fuel
They need as much as one of your attack cruisers would need. The fleet it still good for the time being but that won't last forever.

>do they have enough space on these transports for the evacuees?
No, the transports are at capacity. If anything they need to get people off their ships. They could help with the evacuation if you could transfer people to another ship. The Dominion Long Range BS and the ECM BS have not been crewed yet. They would have enough room for the refugees. You would need to put a skeleton crew aboard each to get them operational. Or you could transfer refugees to the Heavy Carrier.
Ebon and the Loch Ard also have enough shuttles to quickly evacuate the colonists.

>Can our cloaked ship land on planets?
Yes but its cloak may be compromised by atmospheric conditions.
>Verilis goes to the Logistics Planet and strip it of anything useful.
She's going to be going with Daska's unit by the looks of it. Send the Allied mixed squadron, or one from the other two wings with Smuggler Frigates?

>>33774883
>>33775394
You can custom order them the same way you custom ordered that Salvage Barge. They're mostly built in the Pandora Cluster.

>>33775525
>absolute shit for maneuverability
Pretty much unless you do some very special engineering work and even then its not a small target.
>>
>>33775525


Well, you are probably right about the maneuverability, but really, if we were relying primarily on dodging we would be flying the Ex-K or a Mark III assault corvette right now.

The Combat Barge is the logical pinnacle of the way Sonja has been selecting her ships. The Gungnir, the Unnamed Guard, the Devoirer, each of them sacrificed maneuverability.

Im fairly certain that the few shots that the devourer can evade better than a combat barge would be stopped by her shields.

Against the Neeran at least. I get that SP torps specialise in chewing up ships that cant dodge.
>>
>>33775788
>She's going to be going with Daska's unit by the looks of it. Send the Allied mixed squadron, or one from the other two wings with Smuggler Frigates?
The allied mixed squadron should be able to handle it then on it's own, not like there are a lot of Neerans in this sector to watch for.

>Or you could transfer refugees to the Heavy Carrier.
I'd rather lose out on a ship to transport them back rather than risk infiltration on the Heavy.

Now let's go save our allies from the Neeran Corvette menace.

Also could you just not put a bunch of those Combat Barges in wall formation and tell them to go forward. No need for fancy maneuvers in the wall of death.
>>
>>33775788
>>33775864

Hmm.. the SP torps might be a real issue here, though I remember that we were doing research on SP resistant armor or something like that.

I guess looking our past ship selection it's pretty clear that's our kind of ship, but it's feasibility is a question. Maybe the maneuver trusters research could be implemented here, just on larger scale?

How feasible would this kind of a ship be? Costs sure, maneuverability maybe, but what else? Lower FTL?
>>
>>33775788
>They need as much as one of your attack cruisers would need. The fleet it still good for the time being but that won't last forever.
Do we have a plan for refueling at some point? Or do we just need to leave once we're running out?

>>33775788
>Daska's unit is currently preparing to deploy and raid another sector on the other side of the galaxy.It looks like most people are okay with this.
This is ok by me too.
>>
>>33775788
>Daska's unit is currently preparing to deploy and raid another sector on the other side of the galaxy.It looks like most people are okay with this.
Who do we send to save the smugglers?
>>
>>33775788
>Sale
I would say buy any food supplies, rations, HE3, and any munitions that could help us restock.

They can always stick around to leave when we do or if we are sending the refugees off we could go together. A important question would be do they know of any other smuggler outposts within the cluster or have they heard of any faction forces still alive.

Another question: Just how complete is this Shipyard?
>>
>>33775788
>Sale
We should probably talk to Captain Oralth to see what we need or what could be of use to us.

Did the FA give us some kind of budget to work with for this kind of situation?

>Transports
Could we attach the station modules to the transports and use them to house additional refugees?
>>
bump
>>
>>33775864
>probably right about the maneuverability
Thought of something while at work. Does anyone remember how the Millennium Falcon handled in Rogue Squadron 3D?

>>33776380
>I remember that we were doing research on SP resistant armor or something like that.
You can still buy the currently available stuff from the House Posat armor company. One of the other Knights you know could probably get you even better stuff produced by Iratar if you needed it.

>Maybe the maneuver trusters research could be implemented here, just on larger scale?
Possibly. It will take a little while for the new high maneuver drives to be redeveloped for larger ships.

>How feasible would this kind of a ship be?
Certainly possible, expensive though.
>but what else? Lower FTL?
It depends how much money and extra weight you're willing to put into the design. If you reduced the size of the cargo bays or removed a weapon emplacement here or there it would be possible to keep the extra tonnage down. A really powerful FTL would cut into options for more maneuvering systems.

>>33776531
>Do we have a plan for refueling at some point? Or do we just need to leave once we're running out?
You can return to the lines, or you can risk conducting an in field refueling operation, scooping gas from a small gas giant. It's also possible to raid an enemy logistics base.

>Who do we send to save the smugglers?
By save them you mean throw money at them right? Though I suppose you could always just take their stuff since you have the guns.

>Did the FA give us a budget?
Nope! You can always barter in materials, information and other things, or buy things yourself since you and your Knights are far from bankrupt. The Alliance or the House might compensate you later.

>>33777251
> how complete is this Shipyard?
The framework has been set up so that production lines for Shallan battlecruiser, attack cruiser and frigates can be slotted into place. There are no station core, defenses, or residential blocks.
>>
>>33780067
>The framework has been set up so that production lines for Shallan battlecruiser, attack cruiser and frigates can be slotted into place. There are no station core, defenses, or residential blocks.
All I see here is attach it to a station, put workers on it, have blueprints for Shallan ships and we got ourselves a Battlecruiser shipyard for free. Let's go salvage it so we can later jump it to JD territory.
>>
>>33780317
I don't think it's worth dragging that crap around with us behind enemy lines. It's probably the cheapest component when it comes to shipyard construction anyway.

>>33780067
How many months into our 6 month tour of duty are we right now btw?
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>>33780067
>Does anyone remember how the Millennium Falcon handled in Rogue Squadron 3D?
At this moment I can't remember.

Would it be possible to cut up the framework in such a way it could then be easily rebuilt later?

Suddenly a shipyard ready to be completed right when we get back.
>>
>>33777277
>Could we attach the station modules to the transports and use them to house additional refugees?
Yes but they'd be nearly immobile.

>>33780317
Keep in mind the skeleton for the base is 15 x8 x1.5km. You could change its orbit, or chop it into pieces but you cant jump it in its current state.
>>33780603
Yes but it would take some work. One of the salvage ships would need a week and some supplies to prep it. If you wanted to do it in a hurry a Battleship could cut it to pieces with its heavy phase cannon.

>>33780430
>How many months into our 6 month tour of duty are we right now btw?
Week 8-ish since deployment? I've been planning to go back and look over a few parts to better calculate it.

First things first. You have Drake send out a squadron to help out the blockade runners, killing their pursuers and escorting them to a rally point. The crews thank you for helping them out. They've been on the run since a smuggler base in another sector was discovered and had to be abandoned. Their group had made the mistake of providing shelter to refugee transports in the region which were then tracked to their base.

"We were trying to hide too many ships at once. Eventually a search group tracked us leading more transports back to base and attacked it."

"Did they ask you to surrender?" Asks one of the squadron leaders.
"They did, and half of our people did just that. The rest of us took the fastest ships and ran for it."

A few ships from Alex's unit head out with a salvage craft to pick up the civilian evac transports, carrying extra fuel just in case. They return to the rally point with them not long after the first group of allied ships.

The Allied mixed attack squadron are now beginning salvage operations at the logistics base.
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>>33773670
>Make sure that the FTL corvette dies.. hmm.. wonder what peaked it's attention though? I think we should try to capture it relatively intact to see what's the deal, maybe even get some position data of their fleet.
Does anyone want to attempt capture of the scout corvette investigating H-Colony Terraforming 1?

The civilian ships you've helped get out of the sector are overcrowded. Too much so to take on more.

How do you plan to evacuate the remaining colonists from the other planet?
With your idea about using the recovered station modules Kavos suggests that they could be docked to form a temporary modular station. While not the most structurally sound and with poor defenses, it could still house everyone until you find ships to move them all back to the Alliance lines.
Using a currently unmanned ship from your reserves is also still an option.
Tes'us remarks that the enemy haven't located the colonist yet. Perhaps you could come back with transports at a later time?

>Your orders?
>>
>>33781534
If we can capture that scout all the better.

The main question is how are the colonists doing on supplies such as food and the like? Because the more people we take on the larger the strain on our resources will be.

Hell the planet could be the place where we put refugees until we are ready to leave.

At this point i'm not sure what will make us leave first. Running low on supplies and fuel or having to take on larger number of civilians.


An interesting note: That large sensor that we knocked out near the trade lane leading into heavy Neeran activity? Would it be possible to literally raid enemy supply lines?
>>
>>33781851
>The main question is how are the colonists doing on supplies such as food and the like? Because the more people we take on the larger the strain on our resources will be.
They have basic supplies. Food, water. They can take enough with them to last for a month or two. They have hydroponics planet side that can't be evacuated so they could certainly last without external trade for a long time.
>Hell the planet could be the place where we put refugees until we are ready to leave.
Yes that's possible.


>An interesting note: That large sensor that we knocked out near the trade lane leading into heavy Neeran activity? Would it be possible to literally raid enemy supply lines?
Yes. Just be aware that warships will almost certainly be passing along that route as well.

You ask your intel people about it and they soon have a report. Given its length and average speed of FTL traffic within the borders of a galaxy, an FTL intercept would have to take place within a 5 minute window to stand any chance of catching a ship and dragging it back to real space.
If a ship were to get off a distress signal after intercept and being brought out of FTL you would have a little over 2 minutes to get out of the corridor before a response fleet could hit you.
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>>33781534

First off, our fuel, food and water supplies are now a very limiting factor. We need to have someone ensure that doesn't fall too low.

We need to determine how much space those stranded folks are going to take up on us, as well. Can we fit them on the EW-BS if we convert it for refugees and tear out some/all of the weapons? Will we need to use the combat barge's cargo areas as well?

Then comes the big question. Do we keep them with us? Give them an escort to the galaxy's edge and then let them fend for themselves? Run an attack to distract the Neeran while they make the run to friendly lines?

Either way, we need to have the defense fleet on alert. We can't risk some traitor among their group activating a beacon to give us away.

Could the station modules be brought online as they are, attached to Millennial Host?

We probably need to check out the last 2 sectors with possible friendlies, and possibly relocate Millenial Host soon. Worst case, we could try to mine out an asteroid and fit the station modules inside after our move. Fill it with refugees until we make our break, and leave it plugged with an asteroid cap as an abandoned facility when we depart?

And shouldn't that Shallan medium be repaired by now?
>>
>>33782479
>fuel, food and water supplies are now a very limiting factor.
Fuel and water are easy enough to get. Few warships ever have a water shortage.
>We need to have someone ensure that doesn't fall too low.
Warnings once fuel levels drop to 30%?

>Can we fit them on the EW-BS if we convert it for refugees and tear out some/all of the weapons?
Remove the forward weapons and capacitor banks then seal and repressurise the sections. I'd say it could fit 3500-4000.
The Marauder can also carry refugees thanks to their cargo bays, it would just mean you'd lose a salvage ship for a bit. 4500-5000

The Long Range Battleship could carry ~5000-6000 thanks to normally having room to carry a good compliment of Marines.

>Will we need to use the combat barge's cargo areas as well?
They could probably carry 6000-7500 refugees or more. Keeping them away from the front lines would probably be for the best.

>Could the station modules be brought online as they are, attached to Millennial Host?
It would not be a good idea but yes. Moving them inside the hull would be preferable if you were planning to jump the ship but is not strictly necessary.

>>33782479
>And shouldn't that Shallan medium be repaired by now?
Getting close. There were enough parts so they're making sure its ready to fight not just escape. Once the sector 35 situation is finished it should be good enough.
>>
>>33782875
replied to anon here.

>30%

Sounds good, assuming that is well above "fuel to make the trip across this galaxy + back to friendly lines twice" for the fleet.

>Refugees & ships

Lets prep the Marauder and combat barge for refugees.

>on that FTL corvette over the last world in 35

Kill it. They'll likely just wipe the computer core with a thought or something, anyway.
>>
[ ] Move the refugees to H-Colony Terraforming 2
[ ] Set up station modules in remote system
[ ] Blast out an asteroid in remote system, hide station modules within
[ ] Activate modules on outer hull of H. Carrier (More dangerous, bad for Civ morale)
[ ] Put modules inside H.Carrier (Reduced ship repairs)
[ ] Put refugees aboard a mix of warships (to be determined)
[ ] Leave them there for now, send transports back to lines with escort, they can return for more.

Any other options I'm missing?
>>
>>33783332
Nah, that looks good to me.

I'm guessing it's that time again? Survey time!
>>
>>33783332
Looks good to me.
[X] Move the refugees to H-Colony Terraforming 2
>>
>Survey time!
Indeed. SURVEY <<<<<<<<<<<<<<

https://www.surveymonkey.com/s/5Z5MYHH
Highest voted techs from the last survey.

Rapid Construction/Automated Repair Systems=11
Mining & Materials processing=10
Stasis tech=7
Power Cell Armor=7


>Kill it.
The scout corvette is dead. The abandoned colony shows no signs of anything unusual and is in much better shape than the one you saw in Sector 11. The magnetosphere seems to interact with solar wind strangely. This may have been why the scout was spending so long in orbit.

Your allies have finished looting the old logistics base.
Roll 4d100 for food, fuel, materiel & misc equipment.
>>
Rolled 85, 7, 28, 38 = 158

>>33784439
Rollin
>>
Rolled 49, 76, 47, 75 = 247

>>33784439
>>
Rolled 82, 33, 82, 61 = 258

>>33784439
>>
Rolled 94, 94, 62, 84 = 334

>>33784439
Dice.
>>
Thread is archived.

There's an Aries Fast Battleship among those salvaged. I know someone mentioned they were looking for one at some point so I thought I'd mention it was there. It's in among the currently crippled ones. The Terrans may try to acquire it after you return to the lines since by contract Aries is only allowed to produce them for the Terran Alliance.
There are rumors that Aries is lobbying to have that contract amended so that they can sell them directly to the Factions Alliance.

Top votes are for moving refugees to the colony or leaving them there and sending the transports back.

Most are voting for spending personal cash.

Split vote between hitting that trade lane now or later.

Daska and her unit return from carrying out a pair of minor raids and begin repairs.
"I'm having a difficult time deciding where I want to commit strongly enough that a Medium Cruiser would be more help than a liability. The enemy might just turn all their fire on it and try to cripple her which from a tonnage standpoint would hurt the fleet much worse than the loss of a corvette squadron."
>What say?
>>
>>33785575
"They're extremely difficult to use in our position, from that standpoint. But their firepower can be a powerful reserve or additional force to break a station's shields."

Consult her on the refugee situation.

another thought... could we put the Helios so that one of the engine sections is in the Carrier's bay, essentially turning the crippled Helios into a spinal mount weapon for the Carrier while its under repair?
>>
>>33785575
In my experience it is a lot like handling battleships & battle-cruisers except on a slightly different scale.

Since we are in the business of raiding such ships will be in a support role. A hammer to our faster ships anvil, but sometimes you have to use them as a distraction also. One of our raids ( I can't remember which one) the command squad had to for a short time keep some of the Neeran Battleships busy which could have gone badly if not for us buying a little time for the others to mop up some of their forces so they could then engage the Battleships.

It all comes down to the situation. Sometimes you won't need it, sometimes you will want that extra bit of firepower, sometimes you need someone to hide behind while you get your shields up, and sometimes you just need to make the enemy look a different direction while you stab them in the back.

At least that is what I have learned from piloting some of the larger ships.
>>
>>33785575

I'd say leave the refugees to the colony, and then once we pick up some more friendlies and ships, we grab them with us.

>>33785575
>Split vote between hitting that trade lane now or later.
I'd say it's too dangerous right now to hit the lanes, unless we get more info on when the reinforcements could arrive if we screw up.
>>
File: Siege cannon.jpg (24 KB, 534x338)
24 KB
24 KB JPG
Next game will again be Sunday, hopefully at 11AM. With any luck nobody else will call off sick and I might get a second full day in with next week's thread.

>>33786096
The main gun was removed from the hull of the Helios so that it could be repaired more easily. Also so that the gun itself wouldn't be captured if Neeran searchers located the asteroid base while the hull was being repaired there.

>>33786096
>>33786394
>It all comes down to the situation.

"And waiting for that situation takes patience, I do understand sir. Not all of my subordinates may be aware of that."

>>33786464
>I'd say it's too dangerous right now to hit the lanes, unless we get more info on when the reinforcements could arrive if we screw up.
"We could always go after the reinforcements first." Daska points out.
>>
Walking the corridors you notice that plenty of the faces aboard are still unfamiliar. Nearly 40% of the crew were assigned by the House when you returned to the front lines. Those crew that helped originally build the ship are easy to identify with a custom unit patch for the Devourer which are not given to those on temporary assignment.

Roll 1d100
>>
Rolled 53

>>33786523
>"And waiting for that situation takes patience, I do understand sir. Not all of my subordinates may be aware of that."

I have a feeling she is talking about a certain Captain of a certain Medium Cruiser.

>>33786683
>Rolling while looking at new people we don't recognize.

This is something either A) Good or B) Paranoia inducing.
>>
Rolled 74

>>33786683
>>
Rolled 32

>>33786683
>>
>>33786683

Its a fucking Krath, isn't it?

inb4 our buddy from infiltration has been sitting on our ship the entire mission here
>>
>>33786523
>"We could always go after the reinforcements first." Daska points out.
Not actually a bad idea per se, we could identify the reinforcements and their movements, wait for a good opportunity and then strike.
>>
>>33786773
>I have a feeling she is talking about a certain Captain of a certain Medium Cruiser
We might want to ask directly. Seems that the Barin is more of a liability that I thought.
>>
A crewman who just passed you was wearing a normal jumpsuit but the unit patch was on the wrong side. Was that the right patch? You couldn't see because of the angle. Probably being paranoid. The House trains key personnel to high standards for the attack wings now. They can't afford to spend that sort of time on everyone.

"...screw it might as well double check."

Turning you see the same crewman, his eyes going wide in surprise.
"Hey-" you start to say but don't finish.
He takes a swing at you with his right hand, his fist a blur. You step back just enough for him to miss. Or he would have missed if he wasn't holding a knife in a reverse grip. The slash cuts through the tough material of your uniform and armored jumpsuit on your upper left arm, the sensation of an impossibly sharp edge parting skin and flesh underneath with little to no resistance.
Until it hits the artificially strengthened bone and deflects, ripping outwards.

Surging forward you slam his wrist with your right hand then knee the assailant in the gut. Backing away to draw your pistol the attacker suddenly jerks off of the ground. Both of his upper arms suddenly snap in several places with a few of audible cracks.
Valeri turns off his camo and slams the mans lower half against the other wall of the corridor, almost certainly breaking a few more bones and probably his pelvis.

"Are you alright sir?" He asks while checking for more weapons.

Your arm is burning where it was cut, the sensation spreading more than the usual pain of being injured.

>Your orders?

See you next Sunday!



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