[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


File: House & DominionNWQ.jpg (28 KB, 810x425)
28 KB
28 KB JPG
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 more allies and damaged ships are encountered and recovered. It does have limitations however and is unable to properly repair Medium cruisers in the field, forcing you to scavenge for equipment to repair salvage Medium cruisers.

Last time you launched a string of devastating raids against sectors in the Maelstrom galaxy which has now been in enemy hands for some time. With the assistance of your Krath intrusion expert and new hacking tools your fleet has begun to capture an increasing number of enemy ships. The latest of these is a Heavy Cruiser scale Neeran Tanker with most of a full payload of fuel. Your reserves have been refilled which will keep the fleet in the field for some time.
>>
>>34579948
I wonder if we could use that tanker to sneak within range of the Ori Supergate. We'd obviously need intel support, and to Pack it with Vectron torps of course.
>>
>>34579948
FOR HOUSE AND DOMINION
>>
>>34579948
FOR HOUSE AND DOMINION!
>>
File: MAP-NW-DWG-3 Core f3.gif (31 KB, 1246x776)
31 KB
31 KB GIF
Things will almost certainly be slower than usual this week as 1) I'm getting used to this new schedule and won't have much time on the other weekdays, and 2) my wrist injuries are worsening to the point where I can barely use a Mouse right now.

Evacuation of the small colony you found in sector 42 of the galactic core has begun now that the repair crews have had time to patch up the old Dominion Battleship you salvaged. While weapons, shields and engines have been replaced it will never really be combat worthy. It's still structurally sound enough to transport refugees however.

The mining team is hard at work trying to establish a hidden base for the incomplete Medium cruiser slipway your teams recovered. Crews aboard Host are using the industrial modules to produce more repair arms that can be attached to the station frame. While that is underway some of your smaller repair ships continue to do what they can for the crippled Medium cruiser found in the graveyard.

Engineers are happy to let you know that the cloak is still aboard the Silent Hunter you recovered. It is damaged but can be repaired which will be a great help to recon efforts.

Your raids have put many regions of the galaxy on alert, causing more reinforcements to be called in and convoy traffic to slow to a crawl. Multiple smaller transport and Tanker convoys are grouping together, each larger unit being accompanied by a Super Heavy Cruiser and its full escort.

A Neeran taskforce has begun combing the regions you've raided for signs of your presence.

You have yet to explore the other outpost sectors in the core of the galaxy.

>Your orders?
>>
>>34580519
>>Your orders?
Light raids of the trade route centred around sector 32 with the wings and individual squads not used in the last series of raids?

The guys doing the raiding at the end of the last thread would get to do some R&R, scouting, and patrols.
>>
>>34580519
We move towards the core and explore possible outposts there and then I think we should head into the right galaxy arm. Seeing as they will probably hunt us here now it makes most sense to start causing trouble elsewhere where they have a lower alert level so as to keep the risk to our fleet at minimum.
>>
>>34580765
What about raiding some of the sectors toward where we entered the galaxy?

They may believe we're moving back there to withdraw, buying us some time to get stuff done in the core systems and potentially even throwing their search in an entirely different direction than our actual travel, rather than drawing their attention potentially over the core sectors.
>>
>>34580898
It's also the direction of one of our possible escape routes, so I'd rather not do that.
>>
>>34580519
I say we should investigate the other outpost sectors to see what they have starting with Sector 43.

This is actually good news for us as the more Super's they have guarding convoys the less they might have guarding planets.
>>
>>34580712
>>34580765
>>34581053
Most of the fleet will be moving to investigate the other outpost sectors. Some of the Attack Wings will hit some convoys to make it look like you're still active.

Sound good? / Objections?

If none roll 4d100.
>>
Rolled 67 (1d100)

>>34581165
Sounds good to me.

>If none roll 4d100.
Rolling.

1
>>
Rolled 7 (1d100)

>>34581191
2
>>
Rolled 3, 61, 53, 55 = 172 (4d100)

>>34581165
First roll of the day!
>>
Rolled 70, 20, 36, 17 = 143 (4d100)

>>34581165
Sounds good to me.
>>
Rolled 51 (1d100)

>>34581240
3
>>
Rolled 8 (1d100)

>>34581291
4
>>
File: MAP-NW-DWG-3 Core g.gif (31 KB, 1246x776)
31 KB
31 KB GIF
Sorry for the delay

Your people left to continue convoy raiding don't disappoint. While they're unable to do more than inflict some minor losses on a few, one of the convoys they tackle is completely destroyed.
A few of your squadron leaders have the presence of mind to grab some salvage regardless of the dangers, making off with a pair of plasma cannon turrets off of some destroyed battleships and Battlecruisers. Siri Thal suggests that they could be grafted onto one of the incomplete battleships you've salvaged, though the work might be a bit too complicated for the engineers.

The remaining convoys after that take average levels of damage before the strike wings are forced to pull back. Enemy reinforcements have arrived and it's not likely the wings would avoid detection for long if they kept up the work.


Sector 43
The presence of two Neeran Fleets in the sector is not welcome news. Both appear to be looking for potential sites to establish colonies and are moving through the sector in the general direction of the opposite spiral arm. They might also be looking to establish trade lanes.
>FLEET 1
BS 50
C 45
T 3
H 5
SH 2

>FLEET 2
BS 20
C 32
T 4
H 2
SH 1

>Mining Operation
An abandoned surface mining operation, there is still some gear here that must have been too large to simply load onto transports. While technically in the habitable range of its star this world's atmosphere has been stripped by the environment of the galactic core, if it ever had the chance to form to begin with.

>Jammer
A Neeran jamming ship has been crippled and hijacked by a trio of friendly ships. Two blockade runners and an assault transport were able to jump it with a couple of SP Torpedoes. They're hoping to salvage the jamming system and other equipment for later sale.
Until then they've directed the jamming equipment at the local sensor array, effectively blinding it.
>>
>Allies 1
A PCCG Mercenary group consisting of a single Battlecruiser and an escort of smaller craft have been located. Their main ship seems to be armed with a set of repulsor based mass drivers running the length of the ship. They've been trying to lay low with the enemy fleets passing through the region.
1x Mass driver BC
2x LCRS
5x FRG

>Allies 2
Your people are able to make contact with a group of light cruisers lead by a pair of Guard Cruisers. Initially mistaking them for a trapped Dominion unit it turns out they're actually a group from South Reach that salvaged a bunch of them in the Lat'tham coup. They're hiding from a small unit that was chasing them when they strayed into range of a local sensor array.
2x Guard Cruiser
5x LCRS

>Sensor array / Com relay
A Small enemy unit is guarding this outpost. They seem unaware that half their sensor coverage is useless.
BS 5
C 3

>Logistics Station
Enemy troops have brought this abandoned manufacturing station and supporting infrastructure back online. It's not yet producing parts and supplies but could be soon.
BS 18
C 12
CX 5
BT 2
H 1

>Logistics Planet
This Kavarian modular surface base looks old enough to have been set up back in the Faction wars. It's hard to tell with the amount of natural camouflage the locals have set up.

>Asteroid /planetoid /Moon Base
This abandoned base may be discovered by the enemy soon. There are still intact planetary shield generators. Do you want to destroy them or attempt to salvage them before scouts arrive?

>Smuggler Planetary base
Suspended in the atmosphere of a smaller gas giant this smuggler base is really more of a station that can submerge to hide itself. It is not capable to relocating at this time but you can get fuel from them.

>Graveyard
An abandoned graveyard, there are 9 ships that look to be salvageable.

2xCorvette
2x Frigate
1x Centurion
2x Attack cruiser (Rovinar Light Cruiser, Custom AC?)
1x Republic Battlecruiser
1x Gungnir type Battlecruiser


>Orders?
>>
>>34579989
It may be possible. Keeping it hidden while repairing any obvious damage and getting weapons shipped out here would take some time but should be doable.

Commodore Mezan has been looking over the lists of available personnel and captured equipment. Partly to humor increasingly vocal elements of the Shallan unit wanting to set up a resistance effort.

Neeran Hulls that are space worthy or could be repaired enough to use:
~150x CRV
4x BS
2x Carrier
4x CX Transports
1x Tanker

Even if the fuel tanks were not removed from the Tanker/Transport your captured Flotilla could deploy a force of some 192 Neeran corvettes. Of the 150 or so you've recovered 20 have been refit with Faction control systems which are being tested. The standard controls of many others are operational but it will take some time for pilots to adapt to the native systems.

At any rate you now have the option to infiltrate enemy systems with captured vessels.

Available Shallan military forces recovered so far include:
85x Starfighters
20x Tanks
50x IFV's
1x Marine Battalion
3x Infantry Battalion (Currently training and upgrading to Marine levels)

There are some 3,000 volunteers from the roughly 72k refugees that could be trained either as Marines, starship crew or pilots.
>>
>>34580519
>2) my wrist injuries are worsening to the point where I can barely use a Mouse right now.

Have you considered getting a cheap trackball? I don't like them because they're terrible for me when it comes to playing games but using one should reduce the stress on at least one of your wrists significantly.

>>34582789
>Until then they've directed the jamming equipment at the local sensor array, effectively blinding it.

Neat.

> making off with a pair of plasma cannon turrets off of some destroyed battleships and Battlecruisers. Siri Thal suggests that they could be grafted onto one of the incomplete battleships you've salvaged

Would it be possible to put these on the salvaged Shallan medium cruiser?

>>34583371
>Orders?

Contact the friendly ships in the sector, I'm sure the SRL crews will be glad to link up.

>Sensor array / Com relay
Approach from the jammed side and take it out asap. Would Mike's unit and the command squad enough to do this quickly and without danger of taking losses? Would it be possible and useful to capture it?

>This Kavarian modular surface base looks old enough to have been set up back in the Faction wars.

Are the locals friendly or hostile? If friendly, do they want to be evacuated?

>This abandoned base may be discovered by the enemy soon. There are still intact planetary shield generators.

I'd prefer to salvage them, but if enemies should show up just destroy them. Would it be possible to mount the shield generators on the medium cruiser we're currently repairing?

>Suspended in the atmosphere of a smaller gas giant this smuggler base

Are they selling anything of interest other than fuel?

>An abandoned graveyard, there are 9 ships that look to be salvageable.

Grab what we can once the sensor array has been disabled.
>>
>>34582789
Visual aids for our battles.


https://www.youtube.com/watch?v=yFTUazuGdTw

https://www.youtube.com/watch?v=M7VVwLuidIE

https://www.youtube.com/watch?v=T0GI2GHgwBI
>>
>>34582789
Did we get info on how the various allied units ended up here? Original defenders? Is the group that hit the Jammer with any of them?

Is anything covered by the Sensor array besides the Jammer?

Can we get an estimate of what it would take to secure the planetary shield generators?

And is that Graveyard smack on top of any other sites that would make it dangerous?
>>
Our periodic raiding is nice and all but how about organizing a underground railroad.

I mean with the listening post and the small fleet element in last weeks episode and with what is around here, we would only need another such group to serve as a way point outside the galaxy.

With the Neeran ships we have we only need some codes or something and we could make up some believable excuse as to their presence when in transit. And if the bases can hide like the Smuggler ones that it would allow a level constant surveillance and low level traffic for evacuation and covert insertion.

Infiltrating systems for a raid is nice, but setting up a french resistance underground railroad would be quite a achievement for a newly minted general.

That and allow us to keep tabs on any major mobilizations or moves in the area. Thus if we do raids we could get partial intelligence on all sectors and not have to enter them to get it.

With such intelligence other units could have a easier time raiding and pulling other bullshit stunts.
>>
>trackball
Hell I don't even know if they even sell those around here. I suppose it'd be worth checking out. I havent used a trackball since the old Icon computers back in gradeschool.

>>34583575
>Plasma cannon turrets
>Would it be possible to put these on the salvaged Shallan medium cruiser?
No, they're incompatible.

>Contact the friendly ships in the sector, I'm sure the SRL crews will be glad to link up.
They are, though it will mean less options to keep all the loot for themselves.

>Sensor array / Com relay
>Approach from the jammed side
>Would Mike's unit and the command squad enough to do this quickly and without danger of taking losses?
It depends if the carriers were able to launch corvettes. If they did you'd probably be in trouble.
>Would it be possible and useful to capture it?
"Could we have any use for a sensor array?"
"We could always move it near a trade lane like that other one we found. Then we could track convoys." Suggests Arron.

>>34583545
>Did we get info on how the various allied units ended up here? Original defenders?
The PCCG and South Reach Mercs were part of a larger group that went behind the lines earlier this year with the intention of stealing as much as possible since it wouldn't be illegal here. They split up into small groups
Those that occupy bases are local.
>Is the group that hit the Jammer with any of them?
They're from the local smuggler base and have decided they would like to get out of this galaxy.


>Are the locals friendly or hostile? If friendly, do they want to be evacuated?
Friendly and yes, though they would like to evacuate the logistics equipment. This could be a time consuming effort however.

[ ] Hide the base using recovered Holographics
[ ] Just abandon it for now
[ ] Evacuate equipment
[ ] Destroy it
>>
>>34583371
>>34582789
Offer the allies the chance to join us with us as we raid across the stars.

>Sensor array / Com relay
See if we can't approach from the Jammed area and get the drop on that Sensor array. Salvage if possible.

>Asteroid /planetoid /Moon Base
If possible salvage the shield generators and destroy any scouts that show up.

>Smuggler Planetary base
They have anything beside fuel? Information on any of the surround areas would be nice. Though fuel is cool to.

>Graveyard
You know the drill. Salvage what we can.

>>34583545
"If" we do plan on going through with building a resistance force we would most likely focus on manning the Tanker plus the CRVs. Then move to the BS and carriers.

In this case the Tanker would make a great mobile command center and all you need is some repair & manufacturing capability to be all set. (Though manufacturing not as important for Neeran vessels until we steal their secrets)

It would require us to find a place to "lay low" for awhile as I get the feeling that training would take awhile.
>>
>>34584291
The Neeran "are" looking for a new trade lane. When that establish one we just put a sensor near it.

[X] Hide the base using recovered Holographics
[X] Evacuate equipment

Hide everything and slowly start to get everything out of there while carefully avoiding anything coming to take a look around.
>>
>>34584291
>[X] Hide the base using recovered Holographics
while
>[X] Evacuating equipment
>>
File: MAP-NW-DWG-03 Sec43.gif (52 KB, 1688x1410)
52 KB
52 KB GIF
Attempt 3 at uploading this.

>>34583575
>planetary shield generators.
>I'd prefer to salvage them, but if enemies should show up just destroy them. Would it be possible to mount the shield generators on the medium cruiser we're currently repairing?
You could but they're configured for projecting through an atmosphere. There might be some side effects.

>Are they selling anything of interest other than fuel?
Just some minor equipment. They could be holding out on you though.

>Can we get an estimate of what it would take to secure the planetary shield generators?
You'll need some Frigates or other atmosphere capable ships with cargo bays, which mean Smuggler Frigates that have not been converted for combat because they don't have enough cargo space.
The Combat Barge could probably help if given a day or two to convert their bays.

>And is that Graveyard smack on top of any other sites that would make it dangerous?
It's at the trailing edge of the Neeran fleet's search area.

>>34584435
>>34584477
Equipment evacuation is a go. Sensor buoys are being deployed at the edges of the system to give ground crews the all clear to lift off with each shipment.

...you seem to have a distinct lack of transport capacity for all of the equipment. Did you want to bring in one of the captured CX Transports? Or use the Dragonboat transport since it has more Faction tech in it? The latter will require more trips.
>>
Rolled 2 (1d2)

>>34584874
>You could but they're configured for projecting through an atmosphere. There might be some side effects.

See if there are any engineers around who could look into this.

>Did you want to bring in one of the captured CX Transports? Or use the Dragonboat transport since it has more Faction tech in it? The latter will require more trips.

Hmm.... I'll let the die decide.

1 = CX
2 = Dragonboat
>>
>>34584874
Why not both transports? When one is finished they switch positions.
>>
File: Some homeless kid.jpg (24 KB, 569x416)
24 KB
24 KB JPG
>>34585162
>See if there are any engineers around who could look into this.
Captain Oralth wonders if they could just be kept on Millennial Host for use in emergencies since he has been working on configuring a couple of captured reactors as a backup power source. Then again if thrown on the Medium maybe it could help protect smaller ships in an engagement if they extend them.

>>34585179
>Why not both transports?
Anyone up for this?

>>34583974
>Resistance/Underground railroad.
This is something most smugglers in Shallan space already want and are attempting to work towards. Mostly so they can sell to whoever they want without oversight like they always have. While this could be incredibly useful for Alliance intel as you've pointed out it can work both ways, making it potentially dangerous as a Neeran infiltration vector.

>>34584321
>"If" we do plan on going through with building a resistance force we would most likely focus on manning the Tanker plus the CRVs. Then move to the BS and carriers.
>It would require us to find a place to "lay low" for awhile as I get the feeling that training would take awhile.
They might find the occasional gifted individual that would take weeks instead of months.

The medical level of the fleet is high enough to allow memory imprinting but there isn't any data to speed up the training process.
>>
>Sensor array
People would like the enemy force there taken out and the array salvaged.

[ ] Send Mike + Command Squad (Roll 2d20)
[ ] Send an Attack Wing (Roll 2d20)
[ ] Send 2 Attack Wings (Roll 4d20)


It looks like we're salvaging the shield generators one way or another.

Do you want to send some Frigates now to get them or wait 30-ish hours for the Combat Barge to be readied to pick them up?
How larger of an escort do you want to assign in either case?
>>
Rolled 16 (1d20)

>>34585919
>[X] Send Mike + Command Squad (Roll 2d20)
and
>[X] Send an Attack Wing (Roll 2d20)

>I'm assuming we will need 4d20 for that combination

1

>Do you want to send some Frigates now to get them or wait 30-ish hours for the Combat Barge to be readied to pick them up?
Wait for the Combat Barge.

>How larger of an escort do you want to assign in either case?
Would one attack wing be enough?
>>
Rolled 7 (1d20)

>>34586008
2
>>
Rolled 7 (1d20)

>>34586079
3
>>
Rolled 12 (1d20)

>>34586107
4
>>
Rolled 7, 10, 16, 16 = 49 (4d20)

>>34585919
>[X] Send Mike + Command Squad (Roll 2d20)
>[X] Send an Attack Wing (Roll 2d20)

Rolling four just in case.

I would say send in the Frigates as time is of the essence and have one of our wings plus the allied mixed attack squadron watch over as they work.
>>
Rolled 20, 2, 13, 4 = 39 (4d20)

>>34585919

[ ] Send Mike + Command Squad (Roll 2d20)
[ ] Send an Attack Wing (Roll 2d20)
>>
File: Manta Attack Cruiser 2.png (73 KB, 1200x1353)
73 KB
73 KB PNG
>>34584874
If we find ourself in this situation again would it help if we bring a HLV or two with us next time? We should get more evacuation transports too.

Did a little work on the Manta attack cruiser idea. It looks really rough because I'm still just working out where stuff goes. So far the idea is to make an upgraded light cruiser similar to the Knight, but one with module slots that can be upgraded into other configurations. Spinal weapons, turrets, warhead launchers and engines would all fit into slots on the hull, in addition there are two large pod sockets. Pods are 200m wide disk shaped modules that can carry all sorts of equipment, but the most basic is just a hollow cargo pod.

This is all really complicated because we are essentially creating omnimechs. Every time you change the module configuration you change the balance of the ship and the engines must compensate. The benefits are obvious, different faction equipment can be built into a module of specific dimensions and then it will fit in any compatible socket. This would make reconfiguring and repairing a fleet much easier because you can switch modules almost on the fly and swap out damaged modules with fresh ones while the broken ones are repaired.

I'm still working the armament, based on feedback from last time there will be warhead launchers but I haven't figured out where to put them yet.

All phase weapon mounts are linked to the array net and can raise damage level by 1 (just not all at once)
*marked weapons require an array for full power

Spinal mount options:
0-2x Twin-linked phase cannon
0-2x Heavy phase/pulse cannon
0-2x Quad-linked phase cannon*
0-2x Twin liked heavy phase or dual pulse cannon*
0-1x Fusion or republic light plasma cannon (requires fuel pod or ammo very limited)

Ring mount options:
0-8x Light phase turrets
0-8x Phase turrets

Wing mount options:
0-4x Phase or Pulse turrets

Warhead launcher options:
??? - Torpedo/Missile launchers
??? - External Torpedo/Missile racks
>>
File: D-Assault Corvette MK3.gif (20 KB, 1170x574)
20 KB
20 KB GIF
Rolled 5 (1d6)

You decide to take an extra wing along just in case as you head out to take down the sensor array and its escort.
Predictably Mike's squadron gets in so fast that they're able to destroy many of the enemy corvettes while they're still docked. Those that do launch are soon cut down by fire from the other attack wing, too disorganised to put up much resistance.
For a brief moment you think that it might not have even been necessary to bring the attack Wing. Your command squad could have thrown out nearly as much fire to take down the corvettes.

Then your Battlecruisers are hammered with focused fire from the Battleships. Your ships are barely able to rotate positions in time as the target ship's shields fail.

Your Fast Battleship then the Devourer take some armor damage before the last of the Neeran ships are destroyed.

Mike contacts you. "You know eventually someone is going to live long enough to figure out that they should be shooting the Battlecruiser with the big gun that looks like a Shark at the start of a Battle."

It does stand out you admit.

"Put troops aboard the sensor array and secure it for salvage. Call in the Repair Barge once we're ready to pull it from the system."

In a few hours everyone is back at the carrier and repair crews are looking over the array. It should be ready for deployment within 1d6 days.

>>34586008
>>34586192
Split vote.

>>34586710
>Every time you change the module configuration you change the balance of the ship and the engines must compensate.
You could also try to make sure the weapon options require similar levels of power, or have additional space in the design that can be swapped out for more generator output.
>>
>>34586710
>This is all really complicated because we are essentially creating omnimechs

Might I request that any design have a clear goal as to what the ship is meant to accomplish? The fact that I can't really determine what the goal of this ship design is anymore is very worrying. Especially as the original goal was, as I understood it, to create a ship that... reduced logistics needs?
>>
Rolled 5 (1d6)

>>34587185
I'll be the tie breaker then and say that the Frigates look like the better option to me. Speed is life.

>>34587303
I thought the original idea was to create the next generation Light Cruiser as a replacement for the Polaris? Ofcourse why get a Light Cruiser when you can get a Attack Cruiser instead?
>>
>>34587185
Is it possible to hide the main gun on the Devourer with holographics until we fire the first shot?
>>
Rolled 86, 82 = 168 (2d100)

>>34587185
These circular modular pods, are they only on the top and bottom of that particular ship class?
Because mounting quad linked phase cannon on them would be useless.
Plasma cannon would be right out unless you had two of them or a counter balance otherwise the center of mass would be out of whack. >Twin liked heavy phase
I don't think R&D has even started on these yet. Possible.

Looking over this ship this isn't a light cruiser, or even an attack cruiser you're designing, this is a Battlecruiser.
I wonder about making that forward section the face on view of the bow...
Spending too much time on this. Moving on!

>>34587628
>Is it possible to hide the main gun on the Devourer with holographics until we fire the first shot?
You can but it's still going to look like a big shark the size of a Battlecruiser.
Oh yeah, you could also get that other holographic mod that does the exact opposite, and emphasizes that the main gun is powering up.
>>
The Frigates you sent out to loot the planetary shield generators and their escort arrive as soon as they can get the jump data to the transport Frigates brought along. The team is only on site for 5 hours before a Neeran Scout ship jumps into the system and hits everything with a high intensity scan.

"7th Wing to Reynard, we've need pinged by an enemy scout ship."
"Did they pick you up?"
"Deffinitely. We're pulling the shield generators we have and getting out of here. Would you like us to nuke the base or leave it? Or should we hold our position?"

[ ] "Just leave."
[ ] "Nuke it. GTFO"
[ ] "Hang on I'll bring in more ships."
[ ] Other
>>
>>34588413
>[X] "Nuke it. GTFO"
>>
>>34588189
I've been wondering, what kind of firepower could we actually put on a Cruiser? I know we can fit a plasma cannon on one fairly easy as the Transcendant has one and that ship is a Light Cruiser at only 500m. The heavy Pulse cannons do not look that big either and neither does the Torpedo launchers. Is it a matter of ship systems inside or?

Or is that which separates a BC and a Cruiser not size but firepower?

>>34588413
[X] "Nuke it. GTFO"
They know about it now so there is no point in trying to set up a hidden base there.
>>
>>34588413
>[ ] "Nuke it. GTFO"
>>
>>34588413

[x] Nuke it. GTFO

[x] Prepare an ambush of any potential enemy pursuit force. Possibly jump them through a system with a cloaked Rovinar ship to get intel before the ambush?
>>
>>34587303
Starshadow has a really bad habit of design creep. He keeps adding and tweeking features to anything he designs.
>>
>>34588521
The Transcendant has some problems. Its only weapons are its plasma cannon and a ton of missile launchers. It's not the best example since it has so little power output available besides its main gun.
>The heavy Pulse cannons do not look that big either and neither does the Torpedo launchers.
The Assault corvettes are starting to bleed into frigate territory in terms of size. Despite this they still don't have enough power to use both their main weapon choice and the optional light phase cannon turrets. Those are more aesthetic than anything at this point.

>Or is that which separates a BC and a Cruiser not size but firepower?
It's a mix of size, tonnage and firepower. Guard Cruisers for example are chopped down Battlecruisers. They're very close.

Your people disable the remaining generators then nuke them once they reach orbit, pushing to get out of the gravity well.

"All ships have returned safely to the fleet."
Good. Hopefully 7th wing being sighted won't bring in that taskforce from elsewhere. The last thing you need are them snooping around in these sectors.


According to a report from one of the sensor buoys left near the now abandoned colony in Sector 42 a Faction Medium cruiser enter the system and dropped a probe before jumping back out. One of your spare ships nearby have already picked up the probe which was transmitting a series of encoded messages which include times and rendezvous coordinates within the core.

Do you wish to send one of your ships to meet up at one of the times and places? If so who?
>>
>>34588934
Mikes fast squadron of course. If its a trap, he can run away the best.
>>
>>34588934
Ask the Mercs if they had such a Medium with their force.

Send one or two of the cloaked Rovinar ships? Would they mind taking us aboard in our armor to the next rendezvous? Possibly our bodyguard and double, as well?
>>
>>34588934
Either Mike or a Silent Hunter since you know... Stealth and all. Yeah, a Silent Hunter should do the job.

>it has so little power output available
>they still don't have enough power

Well shouldn't that be easy to take care of if it's a matte of power? I mean if we design a 800-900 meter Attack Cruiser we should have plenty of room for more generators to lessen the power problems that the Transcendant and the Assault Corvette has. So we just slap a spinal mounted plasma cannon in it as a main gun, 2-4 torpedo launchers and perhaps 4 Heavy Pulse cannons and behold! An Attack Cruiser that counts as a BC.
>>
>>34587185
It should be possible to make some kind of power formula for phase weapons. Something like:

- 1 unit of power charges up 1 unit of particles
- capacitors can store X units of charged particles
- 1 array section can store X units of charged particles
- A phase or pulse emitter can discharge up to X units of charged particles in one shot or volley

So a phase "weapon" is an emitter combined with enough capacitors to discharge a beam of specific strength, light, medium or heavy. If there are enough external capacitors it becomes an array and boosts the damage by 1 tier. But, you can't boost a light emitter to heavy levels or it would melt.

That sound about right?

So just as rough estimate, light phase weapons would need 1 power and 1 capacity to fire. Medium phase weapons 2, and heavy phase weapons 4. This is just an estimate of power draw and doesn't necessarily reflect actual damage levels because a larger "bore" will have a greater impact.
>>
>>34586710
how about you design a custom spec battle barge? everyone like those.
>>
>>34588965
Mike is standing by.

>>34589043
>Ask the Mercs if they had such a Medium with their force.
They did not. The brief scans indicated it was a Terran long range model.

>Would they mind taking us aboard in our armor to the next rendezvous? Possibly our bodyguard and double, as well?
Provided you don't sneak around the ship too much and disturb the crew.

>>34589148
>Silent Hunter

You give Daska and Mezan orders to come save your ass if anything goes wrong and tell them you'll only be gone for a few hours. You never really had the opportunity to go aboard a Rovinar warship, just their consular ships. The interior is unexpectedly spartan. The usual crash padded corridors like on most Faction war ships are present.
You expected additional repulsor systems everywhere to reduce impacts if you were thrown by a weapon hit or things like that. All of that does require resources, even the Rovinar have their limits you suppose.

On the bridge Rufaro covertly points out a display on the weapon console.
This ship is armed with Terran SP Torpedoes! Rovinar ships are supposed to have special launchers that prevent other factions from simply loading their own munitions if they were to capture one. That was the whole reason you sold Rovinar SP weapons to the pirates that one time, so the warheads with tracking devices would be distributed to captured Silent Hunters.

[ ] Ask the ship captain about this.
[ ] Keep it to yourself.
[ ] Other
>>
>>34589419
>[ ] Keep it to yourself.
>>
>>34589419
>[X] Keep it to yourself.

And give Rufaro a cookie for noticing that.
>>
>>34589419
Naughty naughty Rovinar.

[X] Keep it to yourself.
I am sure this information will be useful sometime in the future.

>>34589468
He certainly deserves a gold star in the scrapbook.
>>
>>34589419
I imagine the Rovinar are burning through SP stockpiles and the Terrans have bigger production numbers, forcing ships like the ones assigned to infiltration duties to be capable of recovering whatever SP torps they can find.

[x] Keep it to yourself

Focus on the mission. Or at least give the impression we are. Wondering if the Endeavor we recovered was sent to link up or if this is Terran spec ops. Or a trap.
>>
>>34589419

If I remember correctly, when we were negotiating for better work conditions for Versa and the other AIs you said the Terrans have been allied with the Rovinar for centuries.

Do they have spec-ops codes or procedures we could use to ensure we're actually dealing with Terran allies instead of running into a trap?
>>
>>34589850
>Do they have spec-ops codes or procedures we could use to ensure we're actually dealing with Terran allies instead of running into a trap?
Potentially if they're Terran.


Right on time a Terran Medium cruiser jumps in at the listed coordinates. An Endeavour type, it's been upgraded with a powerful looking ECM Suit and a pair of light plasma cannons. A few DHI Mk 3 Assault Corvettes are also hitching a ride.

["We're receiving a coded transmission being broadcast on short range."] Reports the coms officer.
"Activate Audio." orders the captain.
The bridge speakers click on letting you hear the voice of a human Male with a slight accent similar to your homeworld.
"This is Captain Matyáš Fox of the Medium Cruiser "Meteor" to any Alliance ships in the area please respond. We're looking for the 264th Fleet under the Command of General Sonia Reynard."

>Your orders?
>>
>>34589882
Have the Rovinar respond. Ask about the irregular method of contact.
>>
>>34589882

"Did they confirm that promotion, or are you just trying to earn points in my book, Captain Fox?"

Regardless, I think we need to send them new coordinates to talk at, in case any of their shit was intercepted. Safety first!

Who thought it wise to send this ship out to link up with us instead of sending it to the main J-D fleet?
>>
>>34589882
The Rovinar can respond and say they'll relay a message from them to General Reynard. No need to tell them we are on the ship after all. Can't trust the Terrans to not blow us up or try to kidnap us when we are this exposed.
>>
>>34589882
That could be the Endeavour type we managed to salvage for our house during our last deployment behind enemy lines.

If they identifiy as belonging to J-D, we should be able to verify that easily enough.
>>
I thought our rank as General hadn't been confirmed yet. Let the Rovinar do the talking.
>>
>>34590057
To be fair, the Corvette's have been identified as specifically DHI MK3 variants, I'd be very surprised if the Neeran have any MK3's in operational condition, much less ones from DHI.
>>
You have the Rovinar captain hail the ship first then ask about the irregular method of contact.

"Due to the deployment plans for the fleet there was no way to be certain when or where the fleet would be at any given time. Baron Winifred was aware that the fleet would at some point head for the outpost colonies in the galactic core in the hopes of finding survivors or salvage. If you followed proceedures sensor bouys would be left at the edges of systems you'd conducted recon of. Abandoned colony worlds seemed to be the best bet. Eventually one of them would detect our probes."

"We're attached to the 264th Fleet and will relay a message from you to General Reynard. One moment please."

After muting the audio you speak up.
"I think we need to send them new coordinates to talk at, in case any of their sh- uh probes were discovered and their transmissions ntercepted. Safety first!"

"Very well." The captain resumes audio. "Meteor, we're sending you new location data in case this area is compromised."
"Understood."

Both ships make a short jump. The downside of being aboard another ship is that you don't have access to the databases on House Personnel. One thing you can do is make them identifiy as belonging to J-D, you should be able to verify that easily enough.
Once the ships have dropped to sublight you have the crew broadcast that the Meteor switch transponder from Alliance to House J-D.
Registry data reads as having been added two days before your fleet jumped out.

Next you ask the following recording be sent; "Did they confirm that promotion, or are you just trying to earn points in my book, Captain Fox?"

"Neither, it was simple expediency." He replies flatly. "To address a superior as Acting or Brevet General would be seen as disrespectful among the nobility. Were I to address you as such it would be intended as an insult that decorum would then not allow you to levy formal complaint against."

This guy reminds you of Daska.

>Your orders?
>>
>>34587303
It looks like a disorganized mess because I'm basically doodling on a bar napkin at this point trying out different ideas. But the intent is to create a modular attack cruiser (eventually). Main things to work out at this point are how the sockets functions and where the ships generators are located. I might have found a way to combine the two together.

>>34588189
Sorry I'm working on the frontal profile last because I'm bad at visualizing that angle. The ship is very flat like the Kavarian designs, only instead of mushroom shaped it's wider at the back like a manta ray, hence the name. There is only one spinal mount right down the center and there is a depression for the disk shaped pods on the top and bottom. On my last attempt at drawing it, the total height of the cruiser was only about 150m. Not sure how that compares to our old EX-K, I'd have to check the other drawing.

Now that you mention it though I WAS thinking of designing a battlecruiser using the same socket technology. It would be more or less the same shape, but substantially bigger. (or as big as it's currently drawn, seeing as the dimensions are a little high)
>>
>>34590695
Well we should figure out why Winifred sent a medium all this way to link up with us. Firepower is handy and all, but reinforcements don't usually link up this far in the field. It's probably here to deliver something.
>>
>>34590695
"Right then, are you here to reinforce my fleet with another Medium. Because two just aint enough. Or has something important happened that I need to be aware of? If someone has invaded House space I am going to become annoyed."

My hope is that he is here to hand over the Medium to us as our new Command Ship. Or is that ship still being repaired and retrofited?
>>
>>34590979
>"Right then, are you here to reinforce my fleet with another Medium. Because two just aint enough. Or has something important happened that I need to be aware of? If someone has invaded House space I am going to become annoyed."

I don't really disagree with these questions but we should ask in a way that doesn't make Sonia sound like a complete jerk.
>>
>>34590697
>But the intent is to create a modular attack cruiser (eventually)

F-35 ver. Reynard. Cower in fear, budgets...

Design goals are your friend, Starshadow. Some kind of IRC brainstorming chats may even be, too.
>>34590695

Damn, human Daska.

Is Winifred punishing us?

I assume he's carrying updated Nav data, reports from FA, orders from FA & the good Baron, and general news from the front.

Let's verify anything the Rovinar can while we link up with Devourer and some other J-D ships. Transfer over while his codes are verified, and then bring him into the main fleet.
>>
>>34591081
Basically this.
>>
>Let's verify anything the Rovinar can while we link up with Devourer and some other J-D ships. Transfer over while his codes are verified, and then bring him into the main fleet.
Your command squad and half of 3rd Wing are waiting for you at the redezvous. After boarding the Devourer you check the data you've recieved so far.

It seems that Knight Captain Fox was from the same class as Sylvan and Dayton, and likewise commanded a training unit for several years as well as teaching at the accademy part time. Daska was one of his students.
He's been assigned to the home fleet up until recently.

>I assume he's carrying updated Nav data, reports from FA, orders from FA & the good Baron, and general news from the front.

There is nav data should the fleet need to make a hasty retreat.

Winifred was under the impression that you wanted more firepower and was concerned that the crew of the Shallan Medium backing you up might leave to pursue their own goals. Realising that an Endeavour just doesnt have the same firepower as the more heavily gunned shallan ships she threw in a few spare assault corvettes as well.
Their crews have also just transfered in from the homeworlds but they've undergone extensive training with some of the test pilots. Unlike the highly trained rookies you started the campaign with each is already a Knight.

INTEL UPDATE: A Warlord fleet with no less than 3 of their super heavy cruisers has entered the southern tip of the Maelstrom galaxy. Admiral Secnar, who in theory is of equivalent rank to you, has outfitted his fleet with enough gear and supplies to remain in the field for some time. Each ship has more than enough repair capacity to keep their fleets operational and the Admirals command ship "Casino Royale" is armed with 4 scrap cannons.
More worryingly is that he's secured the use of a Krath mercenary company. No one has been able to figure out how yet.
>>
>>34591757
>More worryingly is that he's secured the use of a Krath mercenary company. No one has been able to figure out how yet.

We should probably send him a Rovinar ship with the intel we've been able to gather so far.
>>
>>34591757
>3 of their super heavy cruisers

Suddenly I feel like we need to work hard so that we won't be outdone.

>More worryingly is that he's secured the use of a Krath mercenary company. No one has been able to figure out how yet.
>Krath
>mercenary

I didn't even know that was a thing.
>>
NEWS: There has been a minor uproar as a result of the South Reach Conspiracy to secure Warlord ships. It seems Winifred was finally able to push forward with the data you gave her. Must have required a lot of political wrangling for it to take this long. Maybe she was fending off assasination attempts or making sure she wouldn't be the target of them, who knows.

Despite this one of the few Dro'all Warlords Tabith Erkelium has married into House Kelarium. A minor House far less powerful militarily than Jerik-Dremine, what they do have are the financial reserves to modernise an entire fleet. This could give them a tremendous advantage if the more than 20 remaining super heavies in the Warlord's fleet are added to their forces.

It could also disrupt the hierarchy of the South Reach League far more than the conspiracy to steal ships could by itself. Some are calling for the Warlord to be cut off from South Reach contracts and fleet reinforcement. Others want the Dro'all's head.
Talk is beginning to circulate about the need for some of the other Factions to pull ship away from the front as they could be needed to suppress an internal conflict that might otherwise spill into the rest of the cluster.
The Faction Alliance has stated that they can release officers that are needed from their commissions but that they can not pull ships from fighting the Neeran as any problems with South Reach are now an internal dispute.
>>
>>34591757
>he's secured the use of a Krath mercenary company
Wat? I diden't even know there where Krath mercenary's to begin with! I thought they where a bit like the Shallans in that the people are kinda controlled, more so since they are about as sneaky about everything as Terrans are about their tech.

>Winifred was under the impression that you wanted more firepower
Bless you Winifred, you sure know just what to give us to make us happy.

>Warlord fleet
We should send a ship to them with a data package containing trade lanes, sector data, targets hit, colonies not yet evacuated and so on. Not to mention a friendly warning that we've stirred the hornets nest something fiercely. But with any luck they should be able to wreak shit with those 3 Supers.

>NEWS
Something tells me we might want to either get on the good side of House Kelarium or distance ourselves from them entirely. However I'd rather see that Kelarium and SRL merged as that would mean more Supers for the Dominion for when this is over and the second faction war begins.

Also, holy shit they have suffered massive loses to their Supers. Didn't they have like 100 at the end of operation Typhoon?

>>34592025
Man, we've destroyed like 5000 ships already and that's without any Supers.
>>
>>34592190
>Also, holy shit they have suffered massive loses to their Supers. Didn't they have like 100 at the end of operation Typhoon?

Unless I misinterpret what TSTG wrote, Warlord Tabith Erkelium alone has 20 Super Heavies in his personal fleet.
>>
TSTG, could you be so kind and post the specifications for the Shallan Medium Cruiser?
>>
>>34592025
>Krath
>mercenary
>I didn't even know that was a thing.
>>34592190
>Wat? I diden't even know there where Krath mercenary's to begin with!
Really there are people from every Faction species in South Reach and the PCCG so it was fairly inevitable.
>I thought they where a bit like the Shallans in that the people are kinda controlled
And there were even a few Shallan in South reach before the war. Not many mind you but a few.

>>34592190
>Also, holy shit they have suffered massive loses to their Supers.
They have, but that 1 Warlord personally has 20. There are some 15 Warlords.
The old man tries to keep his personal fleet at close to 100 (often closer to 80) which are split between the front and protecting the shipyard.

>We should send a ship to them with a data package containing trade lanes, sector data, targets hit, colonies not yet evacuated and so on. Not to mention a friendly warning that we've stirred the hornets nest something fiercely.
>>34591803
>We should probably send him a Rovinar ship with the intel we've been able to gather so far.

Fox wants you to know that Admiral Secnar's intentions are not yet known. It's highly likely the entire operation will be about war profiteering.

You stare blankly at this statement.

"As opposed to helping refugees back to the lines, supplying the Shallan military with recovered hardware or material. Which they could still do, but it will be at market costs. With the Krath personnel included we believe their intention is to capture as many Neeran warships as possible and return them to South Reach."

That could be good in the short term, depriving the enemy of ships. Long term is not looking so good.

Discuss your plans. I'll be resuming tomorrow after 7PM EST.

Thursday and Friday will be a bit earlier. It may change, we'll see.
>>
File: Rep-HCar-MH 8.gif (39 KB, 1480x800)
39 KB
39 KB GIF
>>34592975
I'll have to double check the exact specs but its weapons loadout is 2 spinal mount medium plasma cannon, 6 spinal mount heavy phase cannon, and a ton of turrets. Point defense is fairly light but it does have some.
4-6x SP torpedo launcher
At least 1 starfighter wing.
2.6km long
3km wide (length/width might be a bit off)
1.2km tall
Heaviest Medium cruiser in terms of tonnage but has lots of engine power to make up for it. The Republic and Shallan Mediums are not quite to scale in this pic.
There are plans for some to carry newer heavy torpedo launchers as are used on a few of the newer fast battleship designs.
>>
>>34593153
Thank you. Another question: What's the smaller ship to the left of the upper Republic medium?
>>
>>34593467
That's a Silent Hunter. Also not to scale. Probably.
Silent Hunter = 469.58m (Thought it was smaller than this.)


Gamma class = 315m
Jenning = 251.7m


Pre-Prototype assault crv (Mk.0) = 285.76m
Flaws: Poor quality source materials, Parts availability/customisation, structural weakness (Fixed), various/other
Status: Retired / Collectors item (2 surviving J-D versions, 4 surviving replicas)

Dominion Assault Corvette Mk.1(A) = 277.51m
Flaws: Armor, fuel stores, capacitor size, heat dissipation, structural weakness, misc component failures, parts compatibility failures
Positive: Light, smaller profile than pre-prototype
Status: Retired / Collectors item (42 surviving, 3 in J-D space)

Dominion Assault Corvette Mk.1(B) = 303.14m
Flaws: Armor, fuel stores, superconductor connections (Fixed), capacitor size(Fixed), heat dissipation (Fixed), center of mass issues, structural weakness (Fixed), FTL reliability (Fixed)
Status: Rear line / training use (Surviving +300)

Mk.2 = 303.14m
Flaws: fuel efficiency, capacitor size**, FTL reliability (Fixed), thin armor in some sections(Fixed)

Dominion Assault Corvette Mk.3(B) = 313.82m
Flaws: Armor*, fuel stores*, fuel efficiency*, capacitor size**, structural weakness*

* = Side effect of new high maneuver drives. These issues are not expected to be fully solved in this iteration.
** = A result of optional light phase cannon turrets. Adding such weapons substantially reduces ship capacitor size and increases power draw.

Finished the new assault corvette designs after the question about their stats came up other day.
>>
>>345.r92993
What are standing Alliance orders regarding the level of cooperation in the field? I would rather like to avoid any reprimand or punishment for failing to cooperate where we should have. I would also rather err on the side of short term gains, since we will first need to win this war, before internal struggles become important again.

Also, while this thread is here: is there any specific reason why the largest ships in this universe are super heavy cruisers and heavy cruisers seem to be more powerful than battleships. I'm asking because at times the deviation from "normal" sizing conventions irritates me.
>>
>>34589317
Not a big fan of the combat barge concept to be honest. It's just a big brick with oversized engines and not enough agility. Basically a medium with better linear speed. Our career was built on fast attack ships and I think our ideal endgame would be some kind of assault cruiser or high-manoeuvre battlecruiser.

Also it seems like I have been vastly overestimating the size of weapons and this has been inflating my ship size on the schematics. Will correct that.

>>34593934
I get the impression that these are warlord forces, not alliance forces.
>>
Bump.
>>
>>34593153
Should Sonia ask the Shallans what a production license for that class would costs?

I wouldn't be surprised if we could get a pretty good deal considering how much she has done for them.

Also, how long will it take to get that second medium combat capable again?
>>
We should probably send at least 1 cloaked ship to try and at least make contact with the Admiral Secnar.

Info on the sectors we've stirred up would be a suitable greeting, and we can arrange for the Merc forces we've come across to join his force if they would like.

It may also be worth arranging some system to contact each other through the Rovinar or Krath mercs, so we can give him a heads up when either fleet decides or is forced to withdraw.

Possibly some kind of regular dead drop just to let the other force know we haven't been destroyed by a massive Neeran taskforce?

... and we could always sell him some of our scouting data on trade lanes and neeran convoy set ups. Or the Rare Element planet locations...
>>
File: scale.jpg (7 KB, 249x84)
7 KB
7 KB JPG
>>34593153
>The Republic and Shallan Mediums are not quite to scale in this pic.
>>34593727
>Also not to scale. Probably.

Scaled properly, I hope. I got 1 pixel = ~32.5 metres after measuring the length of the Heron and then scaled things according to that.
>>
Bump of life
>>
bump
>>
File: Shipscales.gif (17 KB, 1349x731)
17 KB
17 KB GIF
>>34593934
>What are standing Alliance orders regarding the level of cooperation in the field? I would rather like to avoid any reprimand or punishment for failing to cooperate where we should have. I would also rather err on the side of short term gains, since we will first need to win this war, before internal struggles become important again.
It's a bit grey about operations behind enemy mines due to the need to keep the enemy in the dark about actual fleet strengths and plans for future attacks. Once you start operating in closer proximity then you'll definitely need to cooperate but that isn't strictly necessary yet..

>Also, while this thread is here: is there any specific reason why the largest ships in this universe are super heavy cruisers and heavy cruisers seem to be more powerful than battleships. I'm asking because at times the deviation from "normal" sizing conventions irritates me.
This has been mentioned but it has been quite awhile.(It's also why I created this handy guide for on the wiki!) Originally the largest warships were Carriers and Battleships. Anything that got bigger than that were the occasional special command ships or mobile docks like the Anchorage. (Which were much less mobile back then.)

The Kavarians developed Medium cruisers first but they were treated more like mobile gun platforms.
The Terran LTSC's were the first medium cruiser sized Carrier but it was known as the super carrier of its day.

The Dominion Ascendancy class and a similar sized Terran prototype warship developed around the same time period were considered super heavy cruisers.

Starting in the Expeditionary Wars and leading into the Faction Wars there were an increasing number of what are now medium cruiser classes. When the Kavarians started producing what are now referred to as super heavy cruisers the Light, Medium and Heavy designations were reassigned. Battleships and carriers have always remained around the same size
>>
>>34603083
I think he's asking why OOC, you chose to use the designation, since it sends conventional naval categorization on its head, and is thus inherently confusing for new readers.

Other random question: did the prototype HAG come along with our reinforcements?
>>
>>34603083
>>34603210
Yeah, this is pretty much what I was trying to get at, obviously now, several years into the quest it's not something that should be changed, I was just wondering what the reasons behind the unorthodox naming conventions were OOC, since you could have just as well decided to have the cruiser tiers first and then have Battleships, super heavy battleships and idk, dreadnoughts or something like that. It's mostly OOC interest why I'm asking.

Also regarding the warlord, maybe send him parts of our intel, the data where the larger enemy fleets are, so that he does not get "free" salvage and captures by easily raiding lightly defended (read 1-2 SHCs) convoys but is prompted to fight against forces where he enjoys less of a superiority. That way we have both given him assistance, while hopefully not making it too easy for him to enlarge his fleet.
>>
Ah, crap...

How much longer do we have before J-D forces or some of our allies are due to rotate off the front? I recall that we spent a good deal of our deployment's time in the first galaxy we raided.
>>
>>34604257
if we are on a time table we should also make good use of our krath agent, if we don't use him well this time his superiors will likely not let us have him again
>>
>>34605391
I vote we steal one of the Converted Heavies.
>>
File: 1408340820175debearded.jpg (287 KB, 800x455)
287 KB
287 KB JPG
>>34604257
I can't wait for the next Homefront arc. Sonia should give a speech at her old school.
>>
>>34607093
Personally, I kinda want to take our Sister and Parents on a tour of our facilities in South Reach, both to impress them, and to see what havoc Little Sis can get herself involved in.
>>
>>34607523
>>34607093
There was also talk of leaving almost right when we get back so we can finally have that Bounty off our head.

Would allow us to check up on the Triad problem as well.
>>
File: unfair.jpg (105 KB, 556x898)
105 KB
105 KB JPG
>>34607626
I have the feeling the Triads and the SRL bounty will be the least of our problems if we don't spend at least a week or two with Bekka and mom.

We also need to visit Linda's castle.
>>
>>34603210
>I think he's asking why OOC, you chose to use the designation, since it sends conventional naval categorization on its head, and is thus inherently confusing for new readers.
Initially it barely even came to mind and when it did I figured I'd just flat out state the sizes of them were it an issue. Creating a ship scaling guide was something I started to think about after Sonia graduated from the training squadron. You could have easily died in the battle of Loran II ending the quest there.

Partially it was also because of familiarity with the vehicles and vessels. Reordering things along more conventional lines in hindsight would have made things easier for people. I have no idea what current Neeran Super Carriers would be called under an alternate system. Fleet Carrier?

In the not too distant future the Factions Alliance is going to be giving some of its ships new designations. Super Heavies will be designated as capital ships with additional ID to tell their roles apart be it straight up combat or those geared more for support. Perhaps It would be a good opportunity to come up with some other new ID's.

>>34603210
>Other random question: did the prototype HAG come along with our reinforcements?
YES! That was the other thing. You now have one.

With your Wing commanders conducting raiding missions of their own would you like them to call in the HAG should they encounter a situation that would let them test it out in the field? Presumably with some backup should anything go wrong?
>>
>>34608377
>Possibility of testing out the HAG

Do you even need to ask? The answer is HELL YEAH!
>>
>>34608377
>I have no idea what current Neeran Super Carriers would be called under an alternate system. Fleet Carrier?
Nah, Super Carrier works well. I'd call the Rovinar Heavy Carriers Fleet Carriers. Super Heavies would be Super Dreadnaughts, Heavies Dreadnaughts, Medium carriers would be B-Ships, Battleships would be battle cruisers, battle cruisers would be heavy cruisers, everything else would be unchanged
>With your Wing commanders conducting raiding missions of their own would you like them to call in the HAG should they encounter a situation that would let them test it out in the field? Presumably with some backup should anything go wrong?
Yes
>>
>>34608377
Call the more support supers fast fleet auxiliaries. Its funny because its a blatant lie
>>
>>34608377
>test out HAG

Dear god no. We're a raiding force. If something were to go wrong the HAG could be beyond recovery behind enemy lines, and we sure as hell shouldn't be assaulting planets beyond destroying them with horribly rare cases.

The thing was meant to support an invasion or repel one.
>>
We should do some firing trials of the 16 inch mass drivers on some dead world and give them a rating from 1 to warcrimes. We should be able to compare that to combat data on the neeran supertanks and see if they measure up.

If not we may have to see about mounting bigger guns.
>>
File: Family creast.jpg (27 KB, 304x323)
27 KB
27 KB JPG
>>34608377
Yes. Also, have a family crest.
>>34608900
... Starshadow, that is undoubtedly something they already tested during the design of the gun. Its only basic physics after all.
>>
>>34607093
That was the Billy Bishop one right?

>Sonia should give a speech at her old school.
I'm sure they'd be glad to have the visit.

>>34597406
>production license would costs?
Probably only a Billion. That could be negotiated down with a few conditions.
>Also, how long will it take to get that second medium combat capable again?
Two more weeks.

>>34598414
>We should probably send at least 1 cloaked ship to try and at least make contact with the Admiral Secnar.
>Info on the sectors we've stirred up would be a suitable greeting, and we can arrange for the Merc forces we've come across to join his force if they would like.
Is everyone okay with this?

>It may also be worth arranging some system to contact each other through the Rovinar or Krath mercs, so we can give him a heads up when either fleet decides or is forced to withdraw.
>Possibly some kind of regular dead drop just to let the other force know we haven't been destroyed by a massive Neeran taskforce?
This would take time to set up but could prove to be invaluable. Do you want the recovered Silent Hunter assigned to looking after this once it is repaired?

>... and we could always sell him some of our scouting data on trade lanes and neeran convoy set ups. Or the Rare Element planet locations...
Confirmation on selling this data?

>>34604001
>maybe send him parts of our intel, the data where the larger enemy fleets are, so that he does not get "free" salvage and captures by easily raiding lightly defended (read 1-2 SHCs) convoys but is prompted to fight against forces where he enjoys less of a superiority. That way we have both given him assistance, while hopefully not making it too easy for him to enlarge his fleet.
This is another option.
>>
>>34608933
What was the point of dragging this prototype with us behind enemy lines if we are not going to test it in the field? History is full of equipment and weapons that work great in controlled tests but fail under combat conditions.

Besides there is no way Sonia could resist the urge to blow shit up after getting her hands on a HAG for the first time.
>>
>>34609257
>What was the point of dragging this prototype with us behind enemy lines if we are not going to test it in the field? History is full of equipment and weapons that work great in controlled tests but fail under combat conditions.
Then why are you proposing another controlled test (shooting random stuff on an uninhabited planet) that's undoubtedly already been done before? They probably checked that the guns would fire before sending it behind enemy lines.
>>
>>34609255
>>maybe send him parts of our intel, the data where the larger enemy fleets are, so that he does not get "free" salvage and captures by easily raiding lightly defended (read 1-2 SHCs) convoys but is prompted to fight against forces where he enjoys less of a superiority. That way we have both given him assistance, while hopefully not making it too easy for him to enlarge his fleet.
I like this option more.
>>
File: Family arms Reynard.jpg (17 KB, 169x259)
17 KB
17 KB JPG
>>34608933
I suppose there's bound to be multiple Reynard family crests out there. This was all I could find at the time I was last looking for one.
Wait, is that using the generate your own crest part of the page or is that an actual historical one?

Shield pattern:
Commander
Authority
Wisdom
etc...
Neat.

>>34604257
It is currently September. You're due to be recalled in mid December.

>>34605429
The Tankers converted into heavy cruiser/carriers?
You broach this topic to your Wing commanders.

"We could find one that was operating on its own, or nearly so, but they tend to be nearly as tough as regular heavies unless we use SP Torps." Points out Alex.

"Then we should use one of the captured ships to get a team aboard one and disable its defenses." Suggests Daska.

Mike also has a suggestion. "We should be able to find a yard where these things are being built. Raid it with nearly the full force, overwhelm them then board and capture one or more of them while they're in dock."

>What say?
>>
>>34609257
Should we not have the HAG tested on a world where the Factions and Neeran are in more of a stalemate? The ship is designed to counter their tanks and generally support ground forces, right? What is the point of deploying it on a raid behind enemy lines instead of where the prototype can be put through proper combat paces and the pilot be allowed to develop changes to the ship's tactics in the intended role.

We wouldn't test a warship designed for massed fleet combat during one of our raids.
>>
>>34609547
>Wait, is that using the generate your own crest part of the page or is that an actual historical one?
Online generator. The family motto is Latin for "Do well while doing good" Which is basically our motto

>Mike also has a suggestion. "We should be able to find a yard where these things are being built. Raid it with nearly the full force, overwhelm them then board and capture one or more of them while they're in dock."
I like this idea. Especially the part where we blow up a heavy cruiser yard. What about captured ships? Do they have any intel on this?
>>
>>34609547
Raiding a yard would be good for more reasons than the possibility of capturing Tanker heavy hybrid. We could get the yard core with it's data stores of ship schematics that we missed out on on the last raid. If we got that intact then i think the House would be rather pleased with us once they figure out how to make it produce ships we can use.

"Well we haven't destroyed any yards in a while and I would like to get my hands on one of those station yard cores. Let's do that!"
>>
>>34609547
I like the sound of " One or More" that comes with raiding a yard.

Also, probably most bang for our buck if we have to scrap other things. Not to mention it fits with our objective of denying the enemy facilities and materiel.
>>
>>34609547
>Mike also has a suggestion. "We should be able to find a yard where these things are being built. Raid it with nearly the full force, overwhelm them then board and capture one or more of them while they're in dock."

Depending on what we find, we might want to coordinate with the SRL fleet for that operation. Anyway, good idea.
>>
File: MAP-NW-DWG-3 Core g2.gif (31 KB, 1246x776)
31 KB
31 KB GIF
>Carrier / BS Production data.

Sector 46 has 2 shipyards but also has 2 fleets in the region conducting exercises while they stock up.
Shipyard 1 is similar to what you're looking for. It has Heavy Tankers and varients under construction along with lines for smaller ships.
Shipyard 2 primarily produces the new Medium Cruiser but there is a converted Tanker in dock undergoing repairs. No carrier or battleship production.

Both yards are protected by a heavy cruiser each along with more than 12 Battleships and Carriers.

Sector 65 has 1 shipyard and more importantly no large Fleets with super heavies present. They must have been called off to help with the convoys are have simply moved on.
This yard has multiple tankers and one converted version in dock. There are carriers and Battleships under construction.

A heavy cruiser, 25 battleships and 30 carriers are guarding the facility, though a few are rotating out of the system on patrols.
>>
>>34610249
I think we should lay low and continue scouting until the second Shallan Medium is ready for combat.

Even all our current forces could easily run into problems with the ships around the yard in sector 65.
>>
>>34610249
Sector 65 looks promising, if we can ambush it correctly.
>>
>>34610316
Agreed. We should finish our recons of the remaining two abandoned sectors and see what our attempt to contact the SRL Admiral brings.

There are also the two abandoned systems, one in each spiral arm, that we may want to send cloaked ships to investigate? The SRL may locate the one on their arm, but do we really want to risk them finding it first?
>>
File: MAP-NW-DWG-03 Sec43c.gif (48 KB, 1338x1408)
48 KB
48 KB GIF
Rolled 68, 54 = 122 (2d100)

>>34610316
>>34610400
Did you want to send some forces to deal with the remaining logistics base in Sector 43 before leaving?

>>Logistics Station
>Enemy troops have brought this abandoned manufacturing station and supporting infrastructure back online. It's not yet producing parts and supplies but could be soon.
>BS 18
>C 12
>CX 5
>BT 2
>H 1

Dice are for the friendly logistics base being evacuated.
>>
>>34610708
Sure, smash it.
>>
>>34610708
>>>Logistics Station

Could we simply throw near c asteroids at the base like the Neerans did a few months back?
>>
>>34610708
>BT x2

Converted tankers into effectively heavies, right?

I'm not sure we want to risk tangling with a force that effectively has 3 escorted Heavies, especially in such proximity to the SH's scouts.

I see way too many SP torps being expended on such an attack, if not a possible disaster if the SH or escorts intervene.
>>
>>34609626
Unless the shit has really hit the fan (see WWII Germans facing T-34s for the first time) you don't take first gen prototypes and throw them into combat on the front line to see if they sink or swim. You start small, the HAG is meant to suppress/destroy large numbers of ground targets so you send it to attack some isolated ground base out in the boonies. That one op we did with the landed HLVs with overlapped shields for instance. If something breaks (and stuff WILL break, remember the repulsor armour test we did?) you then have some leeway to pull it back for repairs and implement whatever fixes you made into the next prototype.

>>34610316
>>34610355
>>34610400
Would it help or hurt us to have the SRL fleet in the area if we hit 65? It might draw forces away to deal with the big threat leaving the shipyard even weaker, but it would put them on alert to begin with.

An infiltration op to get in and secure the station datacore before the fleet arrives might be a good idea too.
>>
>>34610867
>Would it help or hurt us to have the SRL fleet in the area if we hit 65?

I guess the SRL fleet will work its way up the other arm of the galaxy as skipping directly to ours would likely get them spotted by one of the nav stations scanning the void. So it's likely they won't be able to help even if they wanted to unless we wait several weeks for them to catch up.
>>
>>34610249
>>34610867
Do we wan to "hit" the shipyard or infiltrate it "then" hit it?

If the goal is to steal data it might be better to go in stealthy first then have the fleet come in.
>>
>>34610762
What forces did you want to send?

>>34610774
Did you have a spare cloak you wanted to put on them to keep them from being detected until it was too late?


>>34610830
>Converted tankers into effectively heavies, right?
Blockade runners. If I had one for the converted Heavy tankers I cant find it. Anyone else having trouble with suptg loading really slow?

CRV - Neeran Corvette
CRV(FTL) - Neeran Scout Corvette
ACRS - Attack Cruiser
LCRS - Light Cruisers
BS- Battleship/Battlecruiser
C- Carrier
CX- Carrier sized Transport / Construction ship
BT- Blockade Runner / Marauder
M- Medium
T- Tanker / Heavy Transport
>T/HC- ? Suggestions?
H- Heavy Cruiser
SH- Super Heavy (Scorcher / Carrier)
>>
>>34610976
>Did you have a spare cloak you wanted to put on them to keep them from being detected until it was too late?

N-no ;_;

>What forces did you want to send?

None. At least for now.
>>
>>34610976
>not converted tankers

I'm still going to have to voice dissent on wiping out that logistics site.

If the idea is to lay low and not draw attention, we should probably avoid a site with this many Neeran ships and a pair of SH fleets that will certainly report it missing.

The smaller forces could be chalked up to small groups being a pain in the ass, but if we deploy in too much force we're going to draw attention our way when we seem to want to lay low for a bit. It just seems counter productive to our temporary goal.
>>
>>34610976

suptg is indeed being a bit whacky lately.

Might I suggest changing the Blockade Runner / Marauder's shorthand to something like BRM or BR/M? The T seems a bit out of nowhere on that one, and I can't think of anything that would conflict, unless we simply haven't encountered it.

The Tanker/Heavy conversion seems good with T/HC, imo. Unless they get some kind of Factions shorthand name that works into something better. They're annoyingly tough nuts to crack.
>>
>>34610925
Good point, I guess it depends on how much data we share with them and how long we plan to lay low here. If we point out the juicy targets in an area we already mapped and disrupted greatly they might prefer that over starting from scratch in the east arm and mover over to this area. Then again I'm not sure how much of a leg up we want to give the pirates.

>>34610950
According to the other thread we only have the partial data for the slipways we captured earlier, the rest of the data was in the computer core. Infiltration is a risk but if it works we can get what we need plus full data for the tanker slipways too.

Last time we weren't able to secure the whole shipyard because of reinforcements, but the shipyard at 65 is more isolated. We might be able to secure it entirely, but that's also a risk in that we may not be able to get to the computer in time.
>>
File: MAP-NW-DWG-03 Sector 44.gif (51 KB, 1778x1410)
51 KB
51 KB GIF
Sector 44

>Colony
A group of enemy ships are closing in on this colony which should not even be ready for habitation if the records are correct. It's possible refugees from other areas have fled here.
BS 4
C 3
CX 2

>Tanker group
Crippled enemy tanker. The crew are all dead, most having been killed by boarders. Anything of value has been looted. Repairing this ship back to useable status is beyond the capability or you engineers.
This system counts as having been raided.

>FLEET
A Neeran super was detected jumping out of this system. It seems to be leaving the sector.

>H-Colony Terraforming 1
This planet has been raided by enemy forces. Several abandoned refugee transports on the surface have had their drives destroyed. The colony itself was hit by tanks and starfighters. Any industry must have been destroyed in the attack or by the defenders trying to deny the enemy resources. If there were any survivors the enemy must have taken them.
A Neeran locator beacon has been placed in orbit, possibly to help other fleets locate it.

>H-Colony Terraforming 2
This planet looks abandoned, with surface transmitters set in standby mode indicating the locals left several years ago. When one of your ships gets close enough for a more detailed scan they're contacted by locals requesting evacuation.
Population: 57,818

>Mining Operation 1
Abandoned for several years. Could be a good location to set up a hidden surface base.
>Mining Operation 2
Abandoned more recently. There are signs of mining having been conducted within the past month.

>Jammer
A friendly held jammer. The local smugglers appear to be using it to disguise their movements.
>Allies
Another part of the mercenary group you encountered earlier. Their fleet consists of many light attack ships hitching rides aboard a few salvage ships, converted transports and a Scrap Carrier.
>>
Huzzah, I didn't get word filter banned.
>>34612190
"You know how all the new ships are getting upgrades with the latest emergency thrusters? Well we bought the older thrusters meant for larger ships and have them stuck on the smaller attack craft. Trying to hit them is like a crapshoot for those plasma cannons."
After letting them know that you've run into friends of theirs they agreee to stick with the fleet for the immediate future.
The group claims to be responsible for killing the enemy tanker in this sector.

>Logistics asteroid /planetoid /Moon
Enemy forces captured this facility on their way out of the sector and are getting it operational. HLV's are ferrying equipment down to the surface of this moon from the transports in orbit.
CRV 95
HLV 8
BS 5
C 7
CX 3
H 1

>Smuggler asteroid /planetoid /Moon 1
>Smuggler asteroid /planetoid /Moon 2
Two smuggler bases are in the region. They plan to stay put and not evacuate, expecting more refugees to flee into the core over the long run. As usual they are willing to buy or trade but warn you to be mindfull of anyone following you.

They have a small stockpile of SP Torpedoes for sale if you wanted to trade drive components.

>Graveyard
A pair of enemy Battlecruisers are slagging the remains of any faction ships remaining at this battle site.
Roll 1d20 to see how many salvageable wrecks you can save.
>>
Rolled 16 (1d20)

>>34612459
>they're destroying Factions salvage!

THE MONSTERS.

Any Neeran stuff to salvage because you know we're going to rape those Battlecruisers?

>Logistics site
>CX's full of goodies
>HLVs

Do our new friends want to join us in the most noble of pursuits? Killing Neeran and taking their fancy toys?
>>
Rolled 4 (1d20)

>>34612459
>Roll 1d20 to see how many salvageable wrecks you can save.

>Population: 57,818
How much room do we have left?

>A group of enemy ships are closing in on this colony which should not even be ready for habitation if the records are correct
This could be a good way for our less experienced units to gain some combat experience while the other wings hold back a bit and make sure nobody takes losses.
>>
Rolled 2 (1d20)

>>34612459
If we wanted any proof of the Neerans inhumanity we need only look at that perfectly good salvage they are destroying.

Anyways, salvage, evacuate, destroy the local enemy force. With any luck we can use this spot as a resistance area for when we leave if we clear it out for them. And yes to SP's from smugglers.
>>
>>34612190
>H-Colony Terform 1

What size are the refugee transports? I believe we'll require them to return to service.

That beacon sounds like a source of intel/codes.

>Destroyed Tanker group
Into the local star/planet it goes! After we deal with more pressing matters.

>>34612539
and I'm this samefag.
>>
With the threat of lost salvage close at hand your closest squadron jumps in and destroys the Battlecruisers as quickly as possible.
16 ships seem to be recoverable, but a number of them are Faction cargo ships. As usual they'll need some repairs. A bit of line is forming in that regard. Not much to be done about it.

>>34612539
>Any Neeran stuff to salvage?
Not at the graveyard. From recovered flight recordings it looks like some damaged transports that escaped the battle at the graveyard jumped to the nearby colony.

>>34612591
>How much room do we have left?
More than 5k. It depends on how secure you want that Legacy Battleship to remain. You could probably fit another 10k total if you weren't too worried about security.

>>34612922
>What size are the refugee transports? I believe we'll require them to return to service.
Between the ones in the graveyard and the crippled ones on H-Colony 1 you should be able to salvage just enough transport capacity for them.
You could also evacuate people to another sector temporarily until more transports are repaired.

>This could be a good way for our less experienced units to gain some combat experience while the other wings hold back a bit and make sure nobody takes losses.

Mezan's Medium, BC's, Mixed attack squadron
Allied Mixed attack squadron
PCCG Mercs (Mass driver BC)
SRL Merc unit (Scrap Carrier)
SRL Merc unit (Guard & Light cruisers)
Smugglers & Mercs

Which did you want to send?
>>
>>34613459
We could send the SRl units, the PCCG unit, the Allied Mix Squadron and the Dragoons to deal with that small group of enemy's while the rest of the fleet attack and wipe out enemy forces at the Logistics asteroid. Perhaps that logistics base could be used by the us and the resistance if we capture it intact?

>you should be able to salvage just enough transport capacity for them.

Well that's good, would suck to have to leave some behind when we are taking most of the rest. I only wonder how long it will be until we can ditch them back behind our lines again. How does the fleet look on supplies and fuel at the current moment? Should still be plenty of both right?
>>
Also the small Mk 3 assault corvette group that Fox brought along since you've yet to see them in action. Then again the Meteor hasn't seen action before either.

>>34612922
>That beacon sounds like a source of intel/codes.
It's just a basic locator beacon intended for anyone to pick up, though it is broadcasting on subspace channels normally used by the Neeran.

>>34612657
>Anyways, salvage, evacuate, destroy the local enemy force. With any luck we can use this spot as a resistance area for when we leave if we clear it out for them.
Salvage underway.
>And yes to SP's from smugglers.
SP Volleys for use by 3 squadrons have been traded for bringing your reserve up to 7.

>send the SRL units, the PCCG unit, the Allied Mix Squadron and the Dragoons to deal with that small group of enemy's

If there are no objections to this roll 5d20.
>>
>>34613459
Alex's wing covers/supports Mezan's forces + Allied Mixed?

Alex is one of our more range-minded commanders, so his style should work best in a supporting role. And he has the knowledge/experience to know if/when he needs to press the attack if things get sour. I imagine he'll have our corvettes attack with Mezan's people to ensure the rookies get experience and the numbers difference isn't too bad if the alpha strike on the carriers doesn't go too well.

And is one or a pair of the Rovinar cloaked ships feeling up to shadowing that departing Fleet for a bit? They may lead us to some more deep space relays or reveal a future target.
>>
Rolled 5, 6, 16, 19, 1 = 47 (5d20)

>>34613810
>>
Rolled 14, 20, 9, 11, 7 = 61 (5d20)

>>34613810
Rolling and praying for the best to happen cause I am going to bed now before I faint. Don't get killed and keep salvaging.

Also snipe that beacon.
>>
Rolled 20, 16, 5, 16, 18 = 75 (5d20)

Squadron 5 isn't looking so hot, lets see if I can do any better.
>>
The mercs open fire from maximum range, being careful not to get too close. Meanwhile the light attack ships launch from the transports and carriers. More than fifty Scarabs, Delta's and even a few Rovinar light attack craft head in closer while adding their fire. The attack squadrons cover the flanks and move to pincer the Neeran force.

All of the Neeran corvettes had deployed before the fleet arrived, and quickly pull back to reinforce their heavier ships. One of the carriers activates a cloaking field hiding the enemy force from view.

Mike uses the opportunity to charge in, catching them while they're attempting to form ranks to better advance on the mercs. With his squadron's ECM the Dragoons are able to clearly pinpoint each vessel, sweeping through and thoroughly disrupting the fleet's movements. The allied attack squadron also helps exploit the situation buying time for the light attack craft to get into metee range.

The battleships and carriers fall to focused fire from the mercenaries while the light attack craft tie up the corvettes long enough for the mixed squadrons to destroy them. Not that they don't rack up some kills too.

With Mike there any fleeing hostile ships are unable to make their escape to FTL and soon you get a report back that the colony is secure.

One enemy transport had landed on the surface despite the difficulties of doing so and was preparing to set up a ground side garrison structure. They must have been short on HLV's because the landing destroyed everything within a couple kilometers of the LZ. Thankfully it was some distance from the main population centers. While built sturdily enough that they could have survived the engine wash there still might have been damage.

The crew of the second transport abandoned ship in orbit and self destructed.

"We have another problem. Or an existing one that keeps getting bigger."
"What is it?"

Mike sends you the colony census data.
Population: 214,992 (+1 Infantry Battalion)
>>
>>34613667
>Perhaps that logistics base could be used by the us and the resistance if we capture it intact?

Revisiting the topic of resistance force assets, you have 4 squadrons worth of attack corvettes sitting in your reserve. Memory imprinting for piloting those craft are available. However they are owned by the House which cant afford to throw away even ships that might seem outdated to some.
If you wanted to leave them behind when your tour ends expect Winifred to be displeased. Though she'll likely just press the Shallans for compensation.

>Logistics asteroid /planetoid /Moon
Enemy forces captured this facility on their way out of the sector and are getting it operational. HLV's are ferrying equipment down to the surface of this moon from the transports in orbit.
>CRV 95
>HLV 8
>BS 5
>C 7
>CX 3
>H 1

What are you plans?

See you briefly in the morning then I'll be resuming after 5PM EST.
>>
>>34614925
... I presume they lack the ability to produce stasis units for us to increase capacity of our transports.

Have we ditched those prisoners we took? At this point the only ones that seem worth keeping are Neeran, which we may have to transfer to military ships in stasis... All the others? Ditch them on that colony the Neeran left a beacon over and leave something in orbit to jam any attempts at communication they may find? After making sure we take those transports, of course.

... do the smugglers have any stasis pods?
>>
>>34614925
>Population: 214,992 (+1 Infantry Battalion)
Oh fuck. Could we use that shipyard we salvaged to start producing transports?
>>
bump
>>
Ouch. What was the total capacity of our 4 stasis transports? I tried looking for it on moe but I think it was only mentioned on the survey. If we have any cargo-grade stasis fields we could try packing people into empty bays at standing room only. Desperate times and all that. We could also just house and feed some of them but that's an obvious security risk and will eat into our supplies.

How much longer do we plan to stay in this galaxy? We definitely want to hit that tanker shipyard at least, but if we keep gathering this many refugees we may need to prioritize the capture of transports.
>>
>>34615144
>Revisiting the topic of resistance force assets, you have 4 squadrons worth of attack corvettes sitting in your reserve. Memory imprinting for piloting those craft are available. However they are owned by the House which cant afford to throw away even ships that might seem outdated to some.
>If you wanted to leave them behind when your tour ends expect Winifred to be displeased. Though she'll likely just press the Shallans for compensation.
What about the raid on the tanker yard? we could probably get the Shallan to agree on a reduced share of the loot in return for the 4 squadrons of attack corvettes. And since they're supplying a large portion of the troops their haul would probably be substantial.
>>
>>34619271
I believe this colony is actually over our stasis transport limit even if they were empty.

>>34615144

3rd, 5th, Command Squad, Shallans and possibly Meteor or at least her Mk3s?

The usual 'SP the Heavy for cripple', Pop the Carriers + BS, cripple any CX that can done without risk, and try to secure HLVs like Daska did at that Rare?

Possibly bring Mike or an extra corvette squadron to ensure nothing can make a run for it, unless we want to get some more allies in on the fun for experience.
>>
>>34615177
>... do the smugglers have any stasis pods?
Not many. Maybe a few dozen.

>Have we ditched those prisoners we took?
You're still carrying several thousand POW's in stasis.

4x Stasis transports 18k each (nearly full. room for 3k more?)
Legacy Battleship 10k-15k (5k passengers)

Damaged transports
3x cruiser sized / blockade runner 8k each
10x light transports 2k each

Once the salvaged transports are repaired and provided the Legacy Battleship is filled to full evacuation capacity you'll have room for another the 57k refugees.

60-61k if the POW's are kicked off the stasis transport.

With both colonies in this sector the number of civilians needing to be moved is: 272,810


>>34616861
>Could we use that shipyard we salvaged to start producing transports?
The ones you hauled away were set up for constructing carriers and Battleships and lacked complete production data. It would take a month or more to convert it to build Faction ships, you'll also need the design specs for some transports.

>>34619886
>and try to secure HLVs like Daska did at that Rare?
Actually she captured the CX transports and didn't manage to get any HLV's that time.

>3rd, 5th, Command Squad, Shallans and possibly Meteor or at least her Mk3s?
Any objections or additions to this plan?

See you in a few hours!
>>
>>34620636
>The ones you hauled away were set up for constructing carriers and Battleships and lacked complete production data.

Could it produce space worthy habitation modules? We'd simply attach them to the larger ships when we retreat from the galaxy.

>Any objections or additions to this plan?
Can't really think of any. Do our Wing Commanders think that setup will provide enough ships to safely handle the enemy?
>>
>>34615144
One thought I had was to send our Filled up evac transports out now, and send them out with a small escort. They're job is to return, unload the refugees, and infiltriate the galaxy again with reinforcements from House Veritas. After all, we're setting up a resistance/terrorist organization, I hear they have a few people who know how to do that.
>>
>>34620636
Ditch any POWs that aren't Neeran (move them to other ships in stasis) on H1.

Once we've hit the enemy logistics base, Mezan is in charge of determining who stays at that Colony and who goes. Legacy BS should only be filled to capacity if we're going to send refugees back to friendly lines.

Everyone else will have to stay put for now.

>>34621163
I calculated the numbers as being 132 Mixed/Corvettes (+2 of the Jitos with Mezan, +4 mk3's from Meteor), 17 Battlecruisers/Fast Battleships, two Medium Cruisers (1 of which has or can have a healthy little starfighter force, may need to transfer from EBON?) and 4 escort carriers. We could always bring along a few extra squadrons of our corvettes if we wanted some more numbers.

Oh, hey... Meteor has 4 corvette carry-along points and what are more or less highly trained test pilots for the mk3s... we should see how they handle some of the Neeran corvettes while Meteor isn't fighting! And possibly equip Meteor with 4 Neeran corvettes. Wouldn't that fuck with our favorite Baron?
>>
>>34621571
>Ditch any POWs that aren't Neeran (move them to other ships in stasis) on H1.

I have to disagree on that. Many of the POWs are likely more valuable than random colonists.
>>
a parting bump and thought on the proposed resistance force.

as I see it, the proposed resistance force is a pipe dream. We'd need experienced intel people, likely skilled krath, to successfully impersonate Neeran captains/commanders. Sure, our friend might be able to pull this off while we're here, but in the long term we simply lack the skilled personnel to make this work, and Mezan's people want this to be long term.

The whole idea is right there with that fool Baron's 'let us open a new front!' idea, to me.

I'll try and post more on this at another time, but the TSA calls.

Thanks for running TSTG! Hope your wrist situation improves soon and the dentist didn't give you any PTSD points!
>>
>>34622976
>as I see it, the proposed resistance force is a pipe dream. We'd need experienced intel people, likely skilled krath, to successfully impersonate Neeran captains/commanders. Sure, our friend might be able to pull this off while we're here, but in the long term we simply lack the skilled personnel to make this work, and Mezan's people want this to be long term.
Dunno, they have a lot more force, and a better population to recruit from than the FPL did way back when. If we can get House Veritas to provide technical support and advice I can see this turning into a nightmare for the Neeran.
>>
>>34623085
I think it really depends on how willing the Neerans are to go into death star mode with their scorchers when a world starts causing trouble.
>>
>>34623166
That tactic didn't work out very well for the Empire did it?
>>
>>34623250
The Empire started blowing up its own citizens, it's not really surprising their population got upset when that happened.

It's not really the same situation for the Neerans.

Also, it's seems genocide between spacefaring species isn't that rare in the H&D universe. The wiki states the Republic drove at least one hostile civilization to extinction in the past.

I think TSTG also alluded to less developed but nevertheless sentient species falling under the wheels of progress during terraforming operations by more... pragmatic companies. Can't find a quote on that however.
>>
>>34623467
>Also, it's seems genocide between spacefaring species isn't that rare in the H&D universe. The wiki states the Republic drove at least one hostile civilization to extinction in the past.
That would be several hundred years ago at least.
>It's not really the same situation for the Neerans.
No, but they are trying to assimilate their conquered territories. Blowing up planets doesn't help that.
>>
>>34620636
How dangerous would it be for our transports to make a return trip to the Alliance and drop off the evacuees? meeting back up with us would definitely be difficult and I guess leaving the galaxy, so maybe we could escort them to the edge of the galaxy and set up a system for them to get back in touch with us once they return.
In my opinion it is becoming increasingly clear that there are so many refugees that we can't take them all without making several trips or dedicating significant resources and time to fixing up transports.
>>
>>34623085

Local planetary resistance wasn't the proposal, though. They want to use ships we've captured to form a resistance fleet / invisible fleet.
>>
>>34623930
And the FPL know how to do that as well. Since that's what they did.
>>
Bump
>>
>>34623977
Somehow I get the feeling that the Shallan government may not be entirely pleased by the idea of FPL personalities teaching insurgent tactics to people they intend to once again hold power over.

Or, you know, anyone in the Dominion ever liking it. Remember that knights are political figures. We would be endorsing a group and tactics that our Faction viewed and in many cases still views as domestic terrorism
>>
>>34620636
>With both colonies in this sector the number of civilians needing to be moved is: 272,810

Our Shallan allies should probably start making a list of people who should be evacuated first. Especially if we should run into even more colonies.

I'm sure they'll be able to figure out for whom Neeran occupation will bring especially unpleasant results, or whose absence would deny the enemy important abilities or knowledge.
>>
>Ditch any POWs that aren't Neeran (move them to other ships in stasis) on H1.
>I have to disagree on that. Many of the POWs are likely more valuable than random colonists.

Looks like we'll probably be doing a survey over how to deal with the civilians and the POW's. Any other suggestions for the enemy personnel? Sending them back to friendly territory with some of the refugees is an option, as is ditching them on a colony. Or spacing them but that might end up on your record. What else?

There will be a question regarding your intentions for any ships being left behind. Whether they would be for a resistance force or not.

>>34621163
>Could it produce space worthy habitation modules? We'd simply attach them to the larger ships when we retreat from the galaxy.
Basically container blocks with life support systems? (But larger?)
It might be possible to get one of the Neeran yards producing them. It would be far easier to have the Heavy Carrier fabricate some, but they would not be suitable for mounting on the exterior of a starship. Did you want to fill the cargo bays of a Neeran transport with them?

>Do our Wing Commanders think that setup will provide enough ships to safely handle the enemy?
Probably.

>>34621571
>we should see how they handle some of the Neeran corvettes
The 4 Knights, all of whom are older than you, are not impressed with the idea of trading in their new ships for the cheaply produced Neeran craft. Fox has to order them to do so. Two of the pilots prove to be be quick studies and are soon able to match the performance of elite enemy units you've encountered before. The others are significantly less adept with the omnidirectional thruster systems, expecting them to operate similar to the newer assault corvettes and quickly finding this not to be the case.
All request to continue using their Mk 3's.

>possibly equip Meteor with 4 Neeran corvettes.
Does anyone else want to do this? And will you be using the two better Knights?
>>
>>34628869
>>Does anyone else want to do this? And will you be using the two better Knights?
>All request to continue using their Mk 3's.

Don't deliberately piss off senior knights, even if we outrank them.

>Basically container blocks with life support systems? (But larger?)

I guess something to sit or sleep on would be nice too. But yeah, that's the basic idea.

>Did you want to fill the cargo bays of a Neeran transport with them?
Depends on how many additional people we could transport with that method.
>>
Let them stay in the Mk3s. Thank them for their time and inform them that we're certain Baron Winnifred and the Faction Alliance would appreciate their take on the experience of having flown both the Mk3 and a Neeran corvette, especially the two that would qualify as Neeran elites
>>
>>34629102
We may have to do both, fill empty cargo bays and attach external pods to those ships that can carry them.

How big is that tanker we captured compared to other transports? If we topped up every fuel tank in the fleet and replaced the tanks with colony pods would that help the situation?
>>
>>34629226
Why don't we just take who we can without dedicating resources beyond ship repairs?
>>
>>34628869
So, what you're telling me is that we should raid & salvage some more transport capable ships?

I mean, that IS what we do best.

Also, can we maybe talk to the Warlord fleet and get them to help out with the refugees? Especially since they apparently plan to be in the field for some time.

We're part of a larger army, and we have allied assets in close proximity now. Lets use that instead of trying to solve every logistic problem ourselves.

Besides, the Warlords could use the good PR.
>>
File: Tanker.gif (9 KB, 705x560)
9 KB
9 KB GIF
>>34628982
>>34629102
The older knights will stay with their vehicles of choice for the time being and you make sure to thank them for their contribution.

>>34629226
>How big is that tanker we captured compared to other transports?
It's pretty big. The size of a heavy cruiser.

>if we topped up every fuel tank in the fleet and replaced the tanks with colony pods would that help the situation?
That would be a lot of work for your crews. If somehow all of the tanker space was replaced with refugee transport modules... You could probably get close to a million people aboard with no stasis systems.

Roll 8d20 for the attack on the logistics base.
>>
Rolled 8, 11 = 19 (2d20)

>>34630292
>Roll 8d20 for the attack on the logistics base.

1,2
>>
Rolled 5, 17 = 22 (2d20)

>>34630348
3,4
>>
Rolled 10, 17, 16, 12, 12, 17, 12, 5 = 101 (8d20)

>>34630292
We totally need to go and capture another Tanker or a Tanker Heavy hybrid soon.
>>
Rolled 19, 20, 18, 8, 14, 8, 1, 4 = 92 (8d20)

>>34630292
Rolling
>>
Rolled 15 (1d20)

>>34630417
5,6
>>
Rolled 16, 4, 17, 7, 9, 15, 17, 8 = 93 (8d20)

>>34630292
Let it Rock! Let it Rooooll! I need the sound to save my Souuuuul
>>
Rolled 2, 18, 17 = 37 (3d20)

>>34630473
6,7,8

>That new option field >_>
>>
Rolled 16, 7, 20, 7, 14, 9, 6, 5 = 84 (8d20)

>>34630292
I got a feeling!
>>
>>34630439
Salvage! It solves all problems.

But seriously, lets do the yard raid instead. More Salvage!
>>
>Rolled 19, 20, 18, 17, 16, 17, 18, 17

Not bad.

>>34630292
How hard would it be to refit that tanker so it can act as a colonist transport?
>>
>>34630566
What about that one?
>>
>>34630205
>talk to the Warlord fleet and get them to help out with the refugees?
One of the Rovinar ships are attempting to make contact.

>maybe send him parts of our intel, the data where the larger enemy fleets are, so that he does not get "free" salvage and captures by easily raiding lightly defended (read 1-2 SHCs) convoys but is prompted to fight against forces where he enjoys less of a superiority. That way we have both given him assistance, while hopefully not making it too easy for him to enlarge his fleet.
Is everyone still okay with giving the Warlord Admiral this much data?

>>34630566
>How hard would it be to refit that tanker so it can act as a colonist transport?
Resource and manpower intensive. The materials stockpiles can be replaced thanks to the mining barge but it will mean keeping the Carrier near the mining operation more often to refine everything. It will take most of your available repair crews 2-3 weeks at best. No other salvage repairs would get done over that period and most repair bays would be skeleton crewed.

Captain Oralth is aghast at the idea of pinning his ship in place for that long and at the reduction in engineers available to fix combat craft. Instead he suggests pulling one of the industrial modules from the Millennial Host and sticking it with the base you're trying to hide in that one asteroid field. It can produce the needed materials.
"Once that Medium cruiser yard is up you can have it work on converting part of that transport. Do not expect my people to crew it. They did not come here to babysit civilians.
>>
>>34631035
>Is everyone still okay with giving the Warlord Admiral this much data?

We should probably run it by Kavos, Alex and Mikie, and our more politically inclined knights like Daska and Fox on top of that.

This has the potential to be a political minefield.
>>
>>34631035
I say we offer to give data on easy targets only if he will evacuate the colonies we have encountered
>>
WTF. I mean, his alternate idea is a good one, but is he threatening to disobey orders? What does our FA observer think about his?
>>
>>34629825
>You could probably get close to a million people aboard with no stasis systems.
This could work. We don't need space for a whole million people, at least not initially. We only need enough space to make up the difference.

I think we may be going about this backwards.

1. Reshuffle the refugees in stasis, pod any dependants and draft anyone capable of crewing reserve/salvaged ships and doing construction work.
2. Instead of converting the tanker into a evacuation ship with all the complex life support that entails. Empty the fuel tanks and convert them into cargo bays. This should be relatively easy because it only involves cleaning up and installing floors.
3. Move all stasis pods onto the converted tanker and use any available cargo stasis fields to pack people into empty rooms like sardines. Keep POW pods on a separate ship.
4. Use our smaller shipyard assets to roughly convert the now empty transports into evacuation ships, to save time they will only get life support and sanitation working. Use drafted manpower to do the finishing work on the interior, the quicker they work the sooner they won't have to sleep on the floor and the more people we can move in. I doubt anyone will complain.
5. Use the infantry battalion to handle security on the evacuation ships.

Doing it this way dramatically reduces the amount of time we tie down the heavy carrier. Converting tanker to cargo ship is far less labour intensive than converting tanker to evacuation transport. All of our smaller transports are at least powered and pressurized so getting them to hold people isn't nearly as complicated.
>>
Rolled 42, 31, 54 = 127 (3d100)

>>34630499
>That new option field
Btw, that's why the thread title is blank today.

Everyone jumps in guns blazing. Elements of 3rd and 5th Wings score early hits, disabling two carriers, several defensive emplacements and most importantly the aft shield sof the Heavy Cruiser.

Once Mezan has arrived and brings the Shallan heavy guns to bear plasma cannon impacts begin to eat into the damaged heavy.
"Don't be afraid to use your plasma cannons." Mezan advises Fox. "The Carrier can provide plenty of reloads."
Your battlecruisers add additional fire to what the Mediums are throwing out, occasional directing it towards corvettes that are beginning to group up.
The Attack Wings meanwhile break through the corvettes, several squadrons targeting the base structures and manufacturing equipment. The remainder turn back towards the dogfight attempting to take down any ships looking like they'll escape. The Shallan mixed attack squadron is doing much better than in previous battles and the newly arrived Knights are proving to be a match for many of your own.
Not better than the more experienced veterans in 3rd and 5th mind you.

You want these rolls to be high. Low isn't utterly terrible however.
>>
>>34631035
I think we should just make contact and assess their disposition first, only give them general data on the status of this galaxy. Our fleets are currently so far apart that any intel we give them won't be of much use and outdated by the time they arrive. If they get closer we can share what tactical data we have on the surrounding regions to be a good ally. If they want to cooperate on something then we can plan together in greater detail.
>>
Your people manage to capture one of the transports, though the crew do resist. The crews of both other transports attempt to scuttle their ships then abandon them but are only partially successful. The cargo bays are largely untouched by the resulting explosions, leaving behind the supplies they were carrying.

Hacking teams are soon able to jump the remaining ship out of the system to a holding location.

>>34631229
>but is he threatening to disobey orders? What does our FA observer think about his?

Sayerna pages through some reading on her terminal. "A captain has the right to refuse an order that puts the ship and crew in excessive danger or would constitute a suicide mission. Such decisions can and be reviewed by court martial at the request of either party."

>>34631100
>run it by Kavos, Alex and Mikie, and our more politically inclined knights like Daska and Fox on top of that.
Everyone agrees that informing the other fleet about the locations of larger Neeran groups are located is certainly the bare minimum that should be sent. After that things become more divided.
Most eventually agree that it would be best to send data on the convoy routes as well.
"We shouldn't advertise that we have sensor arrays watching the passage of ships through any of the lanes. They'll send more ships to help cover those areas which we may not need."
Anything else to add to this?
>>
>>34632432
>Sayerna pages through some reading on her terminal. "A captain has the right to refuse an order that puts the ship and crew in excessive danger or would constitute a suicide mission. Such decisions can and be reviewed by court martial at the request of either party."

Good to know. Seeing as "saving civilians" doesn't qualify as either of those situations, maybe Captain Oralth needs to be reminded that his refusal to aid civilians would definitely come up in a Court Martial, and that while we appreciate him being here, he's no good if he won't follow orders.

Then we thank him for the idea to use the industrial modules and proceed with that instead. It is a good idea. But it's a bad precedent to allow Captains to just pick and choose what orders we give.

We are more than happy to discuss orders with our Captains, and encourage ideas to be presented, but if we tell him to crew the goddamn transport, he will crew the goddamn transport.

I suggest making this a private conversation. We don't want to undermine his authority with his crew. But if we give him reasonable orders, he is NOT allowed to disobey them just because he doesn't want to do the job.
>>
>>34632666
Do we have anybody around who's experienced with Hune culture?

Relegated any of his crew from a heavy carrier to a transport could force the next 10 generations of his family to drag the stone of shame behind them, for all we know.

I think that's something we should check before we talk to him about this.
>>
>>34632432
>A captain has the right to refuse an order that puts the ship and crew in excessive danger

I think this may actually apply. He may think sending any of his crew to the transport would significantly impact the ability of the carrier to defend itself.
>>
>>34632755
> Excessive danger or a suicide mission.

But yes, that is why we are discussing this in Private with him. That way, he can explain his concerns, and we can listen to them, and then we can reinforce the fact that we will try our best to work with him but by god he will follow orders or we will have his family cast out from the hall of records as mutineers and traitors.

Seriously, I can't see disobeying orders as being the lighter punishment.

Also, it should take the sting out of our reprimand since we're going to go with his much better idea of using the Industrial module, or come up with one of our alternate ideas.

But he doesn't just get to veto orders. What does that do for the rest of the fleet, especially our auxiliaries? The chain of command is a serious fucking issue, and violating it can and has destroyed armies.
>>
>>34633133
Well, let's talk to him about it. He certainly didn't frame his refusal in those terms, "My men didn't come here to baby-sit civilians" doesn't exactly sound like he's in a threatened position at all.
>>
>>34633226
It might be good to learn some of his motivations for being here, too. It doesn't hurt to know what he wants to get out of this - especially if we want to work with him again later, or his government.

Although, haven't we had some issues with Hune's in the past?

Shadowruns.
>>
>>34632432
No, I think we're good there. Lets do some diplomatizing with the Warlords and our Captain.
>>
>>34632755
>Do we have anybody around who's experienced with Hune culture?
>I think that's something we should check before we talk to him about this.
When given the choice between stopping to help civilians or keeping a war fleet in combat most Hune commanders will prefer to fight and end a conflict more quickly than divert resources to noncombatants. This does not mean they'll leave civilians to starve to death but they won't do anything that will impact the effectiveness of their fighting force if at all possible. This is what is taught in their military academies. Many commanders with time in the field will often disregard elements of what they might have been been shown in school simply because experience has shown them different.

> is he threatening to disobey orders?
You hadn't yet ordered him to man the station with his repair crews, but they'll be needed to get the work done quickly if you choose to convert it now before the Medium slipway is ready.

>>34631229
>>34632666
>>34632755
>>34633133
>>34633198
>>34633226
>>34633422

You decide to have a private conversation with the fleet captain where there won't be anyone to overhear things and result in additional complications later.
"Please explain to me your arguments regarding the transport conversion work. I don't want to undermine your authority with your crew. But if I give you reasonable orders, you are NOT allowed to disobey them just because you don't want to do the job. "
>>
"My ship and my engineers are here to fix warships and get them back into the fight. Salvaged cruisers and even transports with captured supplies are all valuable war materiel. Endangering the Millennial Host, the center piece of our military operations, and degrading its ability to repair warships -its sole reason for existing- only to pull a few thousand civilians out of a combat zone?

I respect the... contribution such rescued people can make given their tendency to enlist once returned to friendly lines. The morale boost of getting them out can also be good for the spirits of the crews. If we had more time to spend behind the lines it would be less of an issue. A smaller number of teams could fix the slipway AND help train recruits to work on converting transports. But we don't have much time here, you're determined to keep moving then hit as many targets as possible before the end of your tour.

We should leave them. Take as many as your current transports allow and leave the rest. I can spare teams to convert one of the smaller transports if you insist but any more than that will impact the operations of this fleet and endanger the lives of your people in the attack wings when they need repairs in a hurry.
And your ships consume spare parts faster than the worst scrap yard. Especially the Dragoons."

"Will you follow the order if I give it?"
"Under protest. Sir."

Well that's his opinion. It seems to be a strong one, but what do you expect from a Hune?

>What say?
>>
>>34635115
>When given the choice between stopping to help civilians or keeping a war fleet in combat most Hune commanders will prefer to fight and end a conflict more quickly than divert resources to noncombatants.

This isn't a conflict that's going to end anytime soon. Also, we're still punching WAAAAAY above our weight, so it's not like this would have a significant impact on our mission.

I think we should clarify in our discussion, is he focused on getting the job done - and does he think that we aren't doing it?

Because that is what we are all about, but we aren't going to leave refugees trapped behind enemy lines if we can avoid it, if we're already doing sufficient damage to the Neeran.
>>
>>34635388
Well, I agree with him entirely. Still want to have House Veritas do what they do best.
>>
File: minimap4-1.gif (13 KB, 640x608)
13 KB
13 KB GIF
SURVEY!
https://www.surveymonkey.com/r/P7MZDD7

It seems you've been able to make contact with the South Reach/Warlord fleet. They're flying their Alliance IFF's to show that they do claim to be friendlies. At the moment they're still progressing up the other spiral arm, taking things slowly but not too slowly, making sure to change their course to avoid interception.
https://www.youtube.com/watch?v=qP_-WUMi-nw#t=9m28s

They're willing to take on some refugees, but no more than 30k per week. Getting them there could also be difficult as it means either a long flight through the arm, or a jump across the regions monitored by the nav stations.
>>
>>34635388
>Well that's his opinion. It seems to be a strong one, but what do you expect from a Hune?
>>What say?

"I can respect that opinion."

Anyway, how are captured Shallan populations treated by the Neerans? Some of our POWs were Factions species IIRC, could we interview a few of those guys?
>>
>>34635523
Can you add the House Veritas suggestion?
>>
So long as you follow orders, we don't have a problem. I do not want to give the order to take the Medium out of it's role as support, you are correct that it is invaluable where it is.

But we aren't going to win the war in one blow here. We are already achieving quite a bit, and if we have to tweak the mission parameter to save lives then that is a possibility. If there is a way to save these people and achieve our mission goals, then we will take it. Otherwise, there will be a difficult decision to make.

That's why I value discussion with my officers. Your idea to use the Industrial model instead is a perfect example of why I value discussion.

I wish also to reassure you that I do NOT intend to compromise our mission. We will drive a nail into the heart of the Neeran efforts here.

Incidentally, regarding the rate that we're going through spare parts, are there any issues regarding supplies that we need to look at? I do have some, ahem, experience in combat supply acquisition behind enemy lines.
>>
>>34635523
I'd just like to say, if we give the Pirates the POWs (non-neeran) they can go all slace-collar on them.

Our hands stay clean, they're no longer a problem, and hey! They're helping the war effort!
>>
>>34635689
>Can you add the House Veritas suggestion?
Done. The survey options should be set to allow people who have taken it to change their previous responses.
Should.
Let me know if it's not working.

>>34635443
>I think we should clarify in our discussion, is he focused on getting the job done -
Yes.
>and does he think that we aren't doing it?
You do, up until you run out of room to rescue civilians at which point it becomes a crisis in his opinion.

>>34635569
>how are captured Shallan populations treated by the Neerans?
Rather well all things considered. There is rationing on most colonies but there is enough to go around. ID checkpoints. Certain sections of cities are high security zones.
Puppet governments with locals helping to run the bureaucracy are usually put into place within 2-3 weeks of the invasions. Depending on their effectiveness they're either left in place (with oversight) or restructured within 3-6 months. They'll still try to keep some of the locals involved to help give a public face to things going on and to reduce casualties of Neeran personnel due to assassination attempts.

Off world news is censored heavily with media instead being directed to cover things going on within the local system. Construction efforts to help the civilian populace, etc. They'll try to put a positive spin on things without trying so hard that it seems implausible and fake.

Stories about destruction of colonies are inconsistent. The Neeran are for the most part only recruiting workers from worlds that don't know much about the use of Scorchers.
>>
>>34635569
Enslaved (softly) and or drafted. We've come across shallan fighter pilots in Neeran service during our covert ops.

Something we should explain to the Hune is that captive populations are very much war material. Our whole purpose here is to steal what we can and burn the rest. But ships and spare parts don't build themselves. Rescuing hundreds of thousands of shallans keeps them out of Neeran hands and pre-emptively destroys the dozens of ships the Neeran could have them build if we leave them behind for a few years. We're not going to let the Neeran have them any more than we would useful salvage.
>>
SURVEY! <<<<<<<<<<<

https://www.surveymonkey.com/r/PN6TLHW

The first question of the previous survey was supposed to be multiple choice, multiple answer. Apologies.

Most people want to hang on to the POWs for now.

The 2 most popular options for the resistance"
>Leave them some of the Neeran ships and equipment =5
>Leave them corvette squadrons + some Neeran equipment =4

Majority are okay with getting some House Veritas personnel in here but only if cleared by the Shallan government.

7 people want to attack sector 65.
>>
>>34637320
>Majority are okay with getting some House Veritas personnel in here but only if cleared by the Shallan government.
I expect the Shallan gov to be in favor, because having a populace trained in rebellion would help deter foreign powers in the aftermath of the war, when they will be rather weak.
>>
File: MAP-NW-DWG-03 Sec45.gif (51 KB, 1842x1412)
51 KB
51 KB GIF
Sector 45
>Colony
A friendly colony seems to have escaped the notice of Neeran patrols. Located on a moon tidal locked to a gas giant the only real settlements are on the side facing away from the planet. The radiation output of the larger body explains why. However the powerful magnetic field of the giant planet provides some protection against rigors of the galactic core.
Defenses are minimal and the only "spaceport" is a landing field outside the capital covered in scorch marks. Infrastructure is minimal and most of the inhabited area is made up of agricultural regions.
Population: 1.6 million

>Logistics Station 1
This former logistics base seems to currently be the site of a patrol base. Battlecruisers and FTL scouts are making runs along what seems to be another trade lane. There is very little traffic besides survey ships.
CRV 80
CRV(FTL) 40
ACRS 2
LCRS 4
BC 14
BS 4
C 6
CX 2
Misc Transports 15

>Logistics Station 2
An abandoned station. There are signs that someone has been systematically looting it for parts.

>Station Base 1
This base looks to have been gutted in fighting. There are signs that a few starships were destroyed nearby but little remains have been left.
>>
>Station Base 2
Your people almost miss this base. A holographic projection cloaks the station which is in a low orbit of a planetoid, itself captured at the L4 Lagrange point of the system's gas giant. Faction ships are hiding here trying to decide what to do next. At the moment they're waiting to see if the enemy reinforce this sector in response to raids elsewhere.
Apparently they've conducted raids on sectors 49 and 50 giving the impression their base was near there.
They've been behind the lines in the region after losing contact with another force about 8 months ago. A convoy was hit closer to sector 48 a few months ago for more supplies. It may have driven supply routes into the convoy routes that you've raided since your arrival. Knight Commander Cret'sien speculates that if trade lanes in both arms could be hit at the same moment it would disrupt the convoy movement far more than raids against any one.
87x Attack corvettes
19x Standard Frigate
23x Knight class light cruisers
2x Carriers
Shukhant Medium
6x Y-type transports
1x Tanker

>Smuggler asteroid /planetoid /Moon
These guys may have SP's for sale! Roll 1d20 for number of volleys for sale. First roll only.

>Graveyard
An enemy Dragonboat transport seems to be acting as a salvage ship, looting the remains of this battle site.
"Aww crap, we almost had this thing paid off. Look, we're not with the whole war thing, we're just trying to get by. So could you possible forget you saw us and I can just forget how my sensor log got wiped again?"
3x CRV
2x FRG
1x Heron Medium

Your people what to know how to handle this salvage team.

See you after 5PM EST Friday!
>>
Rolled 19 (1d20)

>>34638761
>Knight Commander Cret'sien speculates that if trade lanes in both arms could be hit at the same moment it would disrupt the convoy movement far more than raids against any one.
Let's coordinate with these guys
>>
Rolled 8 (1d20)

>>34638761
Heh. Heheheheheheh. HAHAHAHAHAHAHAHA!

Tough Titties, this is war and they are the enemy. Their choices are 1) Surrender and be looted. or 2) Fight, get shot at , and looted.

One of these options involves them staying in a space-ship.
>>
>>34638761
>Your people what to know how to handle this salvage team.

Sorry, no can do. They get to keep the ship, or a faction model of similar value, once we return to allied lines if they surrender without causing any trouble.
>>
bump
>>
Page 9? That just won't do.

Quick questions about drive plates. There was an explanation of how FTL worked many many threads ago and I only remember bits of it. More drive plates results in more speed in a jump. Drive plates are made of rare materials. Etc.

What I'm wondering is how and where they are mounted. Do they have to be on the outside of the ship? Do they have to be connected to or nearby the engines? Do they have to be oriented a specific way?

I seem to recall something about drive plates acting like fins that dig into subspace, but that was a really long time ago and I'm having trouble finding it on the archives.
>>
Bump and a simple 'WTF', guys.

Civilians are a secondary objective AT BEST. Diverting any of our repair teams from their jobs is foolish.

Our primary objectives here are to force the enemy to turn focus onto us because we are wrecking their shit and to bring as much of our force home as possible.

Looting intact, critical enemy tech is a secondary objective.
Locating vital things for other people or ourselves to raid later is a secondary objective.
Salvaging lost ships and getting them back into the fight is a secondary objective.

The Hune is right.

Save who we can without impairing the fleet, because we have a damned war to win.
>>
>>34643986
Even if we did convert the tanker to a transport, with the latest colony we discovered even that capacity wouldn't be enough to get everybody out.
>>
I'd also like to request the Knight Commander's House and to generally see if we can assist them with anything. I believe we have a healthy supply of fuel and can produce reactors/engines with the DHI module?

As for the dragon ship... We can't let them go, but that ship could provide valuable intel and possibly means to get ourselves codes/nav data. Desire to know more about this ship and crew intensifies.
>>
bump
>>
>>34638761
First off I think we can let them go under curtain conditions.

Where exactly are they taking all this salvage to? I mean if they are taking scrap to a shipyard then we might be able to use them.

Information would be nice as well. Surely there are others who don't want to be part of the war but also wouldn't mind "helping" in some way.
>>
bump
>>
>>34638761
Right then, buy those 19 volleys from the Smugglers. We could always use more and if we are going to be stealing any more Tankers or Heavy's it will be good to have some extra.

I don't suppose those faction ships want to come with us, strength in number and all. If they worked with us they would have fuel and repair access and could call on reinforcement after all and we could more efficiently fuck shit up with more ships.

Yeah, we are not letting any enemy forces away with any intel of us just because they tell us they will forget about us. Capture them and salvage the site, another Medium to add to the fleet.

>>34643986
I kinda agree but not entirely. As far as I see it we are primary here to win this war, win prestige for the House and win prestige for ourselves. And looting enemy tech and salvaging is vital to the House JD war effort.

Also I'd like to say we've done a rather good job so far at breaking enemy things. Two or so months more and we'll have fleets of enemy Super Heavy Cruisers hunting us.
>>
File: Drive Fields.png (75 KB, 921x410)
75 KB
75 KB PNG
>>34642274
>Quick questions about drive plates. There was an explanation of how FTL worked many many threads ago and I only remember bits of it. More drive plates results in more speed in a jump. Drive plates are made of rare materials. Etc.
The larger the ship the more drive plates you generally need to get up to high speeds. If the number is not increased as the size of a ship is scaled up jumps will become less energy efficient.
You need 2 or more drive plates for a ship to jump otherwise it would be like a tank trying to drive with just one tread. I suppose it could be possible to jump with just 1 but nobody stupid enough to try it seems to have survived. Normally safety systems would abort the jump.

>What I'm wondering is how and where they are mounted. Do they have to be on the outside of the ship?
It's generally a good idea. You can armor over drive plates for protection but they become less efficient. Vengeance Types, Knight class Light Cruisers and most warships not intended for high FTL speeds will have them beneath an armor layer.
The Excalibur and Clarent class both have protective blast shutters that open up when they jump and drop down into place when it reverts to sublight to reduce battle damage.

>Do they have to be connected to or nearby the engines?
They don't have to be but they require a considerable amount of power to operate. Hooking them directly to the ships main sublight reactors are the best way to provide that on smaller craft. The plates and the core also get power from the ship's capacitor banks.

>Cont.
>>
>>34655514

>Do they have to be oriented a specific way?
Outwards so they push against each other. The tank tread analogy above seems to fit here. Warship crews have to be able to easily detach their drive plates for field repairs in the event some need to be moved to the opposite side of the ship.
Faction Corvettes tend to have 4 drive plates so that they have some redundancy. Frigates have between 4 and 8 depending on configuration. Light Cruisers have 8 and Battlecruiser 10 or more generally.
Early Terran Frigates used 3 which turned out to be a less than ideal system but modified them so that the plate alignment could be reconfigured on the fly should 1 be lost.

There are various sizes with the larger plates being more powerful but smaller ones can be swapped in should there be a shortage of spares.
The Excalibur uses 32x 100m or 120m drive plates. It can be reconfigured to carry 56x 75m plates
The EX-K and Clarent use 24x 75m plates.

>I seem to recall something about drive plates acting like fins that dig into subspace, but that was a really long time ago and I'm having trouble finding it on the archives.
Fins, paddle wheels, tank treads, magnetic field lines, whatever works to help visualize it.

Drive plates just propel the ship. You still need the drive core to form a bubble around the ship enabling it to tear its way into subspace.
>>
>>34647036
>I'd also like to request the Knight Commander's House and to generally see if we can assist them with anything.
House Curi'sien. Apparently the Knight Commander is a distant descendant of the founder of the House.
Few relations with J-D. Their homeworlds are in another galaxy.

>I believe we have a healthy supply of fuel and can produce reactors/engines with the DHI module?
They could use some higher grade fuel like He3. The commander hasn't wanted to risk an extended scoop operation in the past month or so, as a result they're relying largely on Deuterium.
Some reactor parts would let them get a few more corvettes operational. Their damaged Frigates can also be fixed up, but they're geared towards cargo hauling not combat.

>As for the dragon ship... We can't let them go, but that ship could provide valuable intel and possibly means to get ourselves codes/nav data. Desire to know more about this ship and crew intensifies.
Salvage/other
>>34638894
Salvage
>>34640289
Salvage/other

>>34649884
Catch & release

>Where exactly are they taking all this salvage to?
They're hauling it back to the logistics base for sale. Supposedly when the first wave of Neeran ships swept through the area in pursuit of retreating Shallan ships they failed to report the locations of a number of battle sites back to their command. That or they were killed elsewhere by Faction reinforcements before having the chance to do so, the crew haven't been able to figure out which.
Because they know the area the crew have been able to bring in a steady stream of salvage. Enough that the Neeran were willing to sell them a larger transport ship since their modified constellation wasn't good enough. Their old ship is being held as collateral until they can fully pay off the dragonboat.

"How did you get a job with them?"
"It wasn't easy." explains the captain. "We had to carry a tamper proof bomb aboard the first couple of trips to be sure we came back."
>>
>Information would be nice as well. Surely there are others who don't want to be part of the war but also wouldn't mind "helping" in some way.
"Well there's the local colony. They just want to be left out of it and since most of them choose to live without much technology the Neeran agreed to leave them alone provided they meet certain conditions."
"Such as?"
"Not providing aid to the Factions, their fleets or personnel. They also have to export food supplies, a set amount of which are to be handed over as tribute. It's only a few percent higher than they were exporting before. The Neeran are also permitted to send up to 500 observers at any time for an inspection."

Do you plan to make use of the ship and its crew, simply add it to the list of salvaged transport craft, or let them go?

>>34653881
Torpedoes traded for using the captured supplies.

>I don't suppose those faction ships want to come with us, strength in number and all. If they worked with us they would have fuel and repair access and could call on reinforcement after all and we could more efficiently fuck shit up with more ships.
They're willing to work in parallel to your raids though they'd rather not be stuck having to stay with your fleet. You have the rank and authority to order them to join your group.

>Your orders?
>>
>>34657932
>>Your orders?

>You have the rank and authority to order them to join your group.
Let's just coordinate with them. They seem to be doing fine so far, so there's really now reason to force them to tag along.

>Do you plan to make use of the ship and its crew, simply add it to the list of salvaged transport craft, or let them go?

Hmmm... this is a bit difficult. How much time do they have before they're expected back?
>>
>>34655514
>I suppose it could be possible to jump with just 1 but nobody stupid enough to try it seems to have survived.
deflatingballoon.gif

>>34657932
We seem to be setting up a lot of assets behind enemy lines. If this force doesn't want to come with us when we retreat we could give them supplies and the facilities we have hidden so they can keep fighting.

Dunno what exactly to do with the salvagers. We could easily give them a job elsewhere, but doing so would void their relationship with the Neeran which might be a useful intel asset.
>>
>>34657932
Well we can let them work for us, while under the guard of some Marines, until we head back to our own lines again. Once back we simply hand them over to someone else for processing and they can decide if they get to keep their new ship or not.

Commander Cret'sien should stay relatively close to us. Like in the same are we are currently raiding until it goes into alert. Else wise it's standard Wolfpack orders that apply. Pick a sector and raid at will and be prepare to pull out with the rest when told to. That should give the Commander some level of freedom to act while still letting us make good use of them. Who knows, maybe this is a start of a beautiful friendship?

Anyways, full force on that Logistics Station and let's see if we can capture some of those Transports or really any ship. And then we bail and hit the yard in sector 65.
>>
>>34658372
>How much time do they have before they're expected back?
The captain looks to one of the other crew who shrugs before responding. "Days? We're partly killing time while we try to recruit personnel needed to salvage the big stuff."
"By the time we get back there should be 10-11 new resumes which we then need to run by the base administration for security check and registration."
The captain suddenly realises what he just said. "Right, "If" we get back... Wait, stan can fly the light transport right?"
"I think so."
"He broke the starboard fenders last time." Adds a third crewman.

The captured crew breaks down into bickering at this point. Not much more info to be gained here.

>>34658520
>deflatingballoon.gif
You had something planned?

>Dunno what exactly to do with the salvagers.

>>34658771
>Anyways, full force on that Logistics Station and let's see if we can capture some of those Transports or really any ship.

All Attack Wings, Command squad, Shallans, allies & Mercs?
Did you want the Dominion fleet to help out or keep them hidden for a bit longer while they fix up the rest of their damaged ships?
>>
>>34658962
>Dunno what exactly to do with the salvagers.
if only we had some covert agents or something
>>
>>34658962
>All Attack Wings, Command squad, Shallans, allies & Mercs?
Yupp, why make a weak attack while all our forces are located in one spot anyways. Better to overwhelm the enemy and hope that we can capture some transports intact.

>Did you want the Dominion fleet to help
Let them rest and repair for now. No point in them losing ships because they are already broken.

I have this urge to get out there and destroy more yards. We haven't destroyed nearly enough of them since we got here and we totally should.
>>
>>34658962
>You had something planned?
Well it does mean I have to move some stuff around on the design.

But mostly I think a ship with one only drive plane would be like a deflating balloon. Propulsion with zero control, flopping all over space while the crew makes funny noises and or dies horribly.

>>34643986
We're not planning on saving everyone. The new colony we just came across would be better off if we just left them alone entirely. But if the people want us to evacuate them they must have good reason to be worried, so we will do the best we can to bring them all with us.

If we can set up that tanker with enough production resources to be self contained we can use the shallans as workers to convert it. They don't need to fix up the whole thing, we just need enough room to make up the difference.

>>34659044
What would an infiltration op on the logistic station get us? We are probably just better off giving them a job in exchange for their graveyard location data.
>>
File: Logistics combo.gif (7 KB, 694x550)
7 KB
7 KB GIF
>>34659394
>What would an infiltration op on the logistic station get us?
The ability to turn off some or all of their shields for one thing which would make capture of the station easier if you were going for that.

The logistics portions are made up of a modular station while the military docking area is part of a small Neeran station attached to it.
>>
>>34659758
I don't think risking our infiltrators for this is worth it.
>>
Bringing close to 330 ships to bear you have your forces jump in on the logistics base and lay waste to the defenders. ECM ships are all ddirected to operating in full jamming mode preventing anyone from getting off a distress signal.
One of the problems you know you'll face is the presence of the trade lane. Even if the Neeran havent fully mapped the shortest route along it they'll still make use of it to move their transports and warships. A potential source of reinforcements that will have to be looked out for.

With this in mind Mezan gives the order to hold back on plasma cannon fire just in case.

Your Command squad moves to cover Mike as his Dragoons try to knock out any ships making a run for the lane's reversion and jump out point. Your fire superiority is more than enough to keep that from happening. Within two minutes the shields on the station fail.

Roll 3d100 for salvageable equipment on both station halves and the transports.
>>
Rolled 89 (1d100)

>>34660353
>Roll 3d100 for salvageable equipment on both station halves and the transports.
Rolling.

1
>>
Rolled 88, 19, 56 = 163 (3d100)

>>34660353
>>
Rolled 42 (1d100)

>>34660460
2
>>
Rolled 37, 37, 10 = 84 (3d100)

>>34660353
>>
Rolled 73 (1d100)

>>34660521
3
>>
Secondary explosions consume more than half of the modular station, breaking the other half into it's individual sections. The transport docks snap off throwing it and any ships still attached spinning off into space.

"Secure those transports and the remainder of the station before they're too far away. Salvage teams get in here immediately."

Wing commanders launch troops to assault the neeran station sections and are soon aboard, advancing quickly through the confusion and battle damage.
"The Neeran have some strateigic stockpiles aboard the newer part of the station. Drive components for repairs, weapons systems."
"Neeran Power armor?"
"No sir. There are a few finished plasma cannnon turrets that could be slotted into the captured Neeran Battleships."

Your people pull the equipment and get it aboard the salvage craft ASAP.
11 transports of various makes and models are also quickly secured. Some are faction built ships pressed into service, others are like the Dragonboat, using a mix of technology but are otherwise unimpressive. There is one CX transport which has suffered damage to its cargo bays.

Did you want to wait and ambush the next convoy to pass through the trade lane or leave?


A slim majority has voted to wait on attacking the shipyard until the other Shallan Medium is fixed. What do you wish to do until then?
>>
>>34661179
>Did you want to wait and ambush the next convoy to pass through the trade lane or leave?

Let's leave, we've done more than enough damage.

>A slim majority has voted to wait on attacking the shipyard until the other Shallan Medium is fixed. What do you wish to do until then?

Continue scouting sectors and going after smaller targets of opportunity. Let our wing commanders off the leash for a bit.
>>
>>34661179
Convoy raiding.
>>
>>34661179
Wolfpack convoy hunting sounds good to me until the Medium is combat ready. We've given the Neerans a long enough breather for now. Also I am for waiting for the next convoy with our 330 ships. Perhaps we can capture another tanker that we can give to the resistance to use.
>>
>>34661179
We have enough on our plate after that haul, lets leave.

What's the verdict on converting that tanker for evacuation? We only need to convert a fifth of it to have enough space. There have been plenty of ideas to speed things up.
>>
>>34661278
I'll second this.

I'm also suddenly reminded that I was worried Mezan would go nuts trying to rescue every civi, but I guess Sonia will cover that for her.

But hey! New Heron for our Republic friends!
>>
>What's the verdict on converting that tanker for evacuation?
Only 1 vote for converting the heavy tanker.

Highest voted options are:
>Finish loading the current transports to capacity, send them back to friendly lines
>Evac/put dependants in stasis, draft anyone capable of crew/construction work
With numerous additional support options that wouldn't contradict one another, especially with the help of those workers.
Very little support for sending them to the Warlord fleet.

>>34662073
>But hey! New Heron for our Republic friends!
And another ship in the lineup for repairs.

>>34661278
>Let our wing commanders off the leash for a bit.
>>34661279
>Convoy raiding.
>>34661326
>Wolfpack convoy hunting sounds good

Which areas do you wish to target for convoy raiding?
>>
>>34662284
The bit near 61
>>
>>34662435
Yeah, that area looks like it was made for us to hunt convoys while still being close to each other. We could then continue down in a counter clockwise move along the areas which are on alert. I am in for a free for all Neeran destruction mayhem in that area, anything and everything is a valid target!
>>
>>34662284
See if anyone wants to scout that yellow above the 61 cluster before joining the others around the 61 cluster?
>>
>>34662435
I can second that, the bit between 61 and the nav station probably has a ton of traffic.

>>34662284
If we're not working on the tanker do we have enough transports to make up the difference or do we have to steal more?
>>
>>34662797
>he bit between 61 and the nav station probably has a ton of traffic.
And is apparently missing the convoy alert markers I specifically added.

>If we're not working on the tanker do we have enough transports to make up the difference or do we have to steal more?
I need to do some calculations as with many workers remaining behind will change things. Most of the cargo ships you've recovered are not set up for moving refugees. They're still going to take time to convert as would one of the empty CX transports.
Weather there is enough room for all of them or not, do you guys want the EVAC transports sent back now? You still have nav data provided by the Meteor that should be good and can send a small escort of salvaged ships with them.

>>34662435
The Rovinar and Mike will be attempting to locate and destroy any sensor arrays that are watching the trade lanes unless you otherwise reassign them.

Knight Commander Cret'sien is going to launch a raid against Sector 82 which will hopefully be seen as unrelated unless you would like another area struck instead?
>>
>>34663087
Weather there is enough room for all of them or not, do you guys want the EVAC transports sent back now? You still have nav data provided by the Meteor that should be good and can send a small escort of salvaged ships with them.
Sure. We'll be sending along the request for house Veritas's "technical assistance" with them right?
>>
The various mercs with you are also interested in hitting some targets and will see if there is anything of value. Mezan will stand by to help either your people or the mercs

Roll 8d100 for Intercept!
>>
Rolled 27, 68, 84, 16, 9, 44, 55, 87 = 390 (8d100)

>>34663293
>>
Rolled 86, 54, 49, 88, 85, 6, 64, 93 = 525 (8d100)

>>34663293
>>
Rolled 48, 57, 81, 30, 11, 81, 3, 96 = 407 (8d100)

>>34663293
>>
>>34663087
The transports with the stasis pods on them? Once we shuffle out the workers and shuffle in the dependants they should be free to head out.

I'd suggest sending one of the hunters with them to scout the route ahead of the transports and map out the enemy forces along the way.. If the corridor is still open we might be able to use it ourselves when we leave the galaxy.
>>
Using the experience gained attacking other convoy routes your people split up and go after targets of opportunity while others deploy starfighter assets at realignment points.

A few of the convoys prove too tough and are avoided while others are wiped out to the last ship. 3rd and 7th wings seem to be doing especially well, as are elements of 9th Wing. Daska ends up withdrawing early in several cases worrying about additional ships on long range sensors. One of these cases turns out to have been a legitimate concern but the others less so, becoming wasted opportunities.

Then the words you don't like to hear.
"Receiving distress signal from 9th Wing!"
"What does it say?"
"It's a general distress call, they must be trying to cut through jamming."

What forces will you respond with? Your attack wings will take time to pull back from their raids and are effectively unavailable.
You have the command squad, Shallan unit, Meteor & escort, Smugglers with their combat barge.

The other Mercs, the Dragoons and rovinar ships are scattered through the surrounding sectors and it's hard to tell if or when any of them could get to 9th Wing's position quickly. You could still ask them.

>Your orders?
>>
>>34664114
Take our units to help. have anyone else be ready to assist.
>>
>>34664114
Let's take all available units that we can muster. If it's something an entire wing can not handle on it's own then we are better off bringing overwhelming force to the field to prevent excessive loses on our side.

Now I am tired and going to bed.
>>
>>34664158
>>34664490
Did you want the other attack wings to head straight to the location as soon as possible or to regroup first?

Roll 6d20 for your first group to arrive.
>>
Rolled 9, 16, 20, 7, 16, 1 = 69 (6d20)

>>34664743
>>
>>34664765
huh, guess I'm the last one here. Guess we pick up next week?
>>
Rolled 2, 16, 19, 7, 9, 16 = 69 (6d20)

>>34664743
>>
Rolled 11, 5, 10, 9, 14, 16 = 65 (6d20)

>>34664743
dice
>>34665150
nah I just forgot to put auto update on
>>
File: 9th engaged.gif (6 KB, 748x724)
6 KB
6 KB GIF
A set of system alarms go off that you haven't heard since back when you were fighting the Warlords. The Devouer drops back to sublight much more sharpy than usual, enough to rattle the ship a bit. Alarms continue to issue from Linda's station as your sensor displays fill with enemy contacts.

"Report!" you demand as your gunners acquire targeting locks.
"Artificial gravity well dropped us out of FTL early. We're half a million kilometers from 9th Wing."

Son of a- they stole your idea!

"Arron what are we looking at?"
"Three heavy cruisers in a tight formation. One converted Heavy Cruiser/Carrier and another converted Heavy Tanker carrying what I can only assume is an artificial gravity generator. There are multiple starfighter screens deployed protecting the main group. Some Shallan fighters are among them. 9th Wing is being pursued and harassed by equal or greater numbers of corvettes which are rotating back to the carriers for repairs on a regular basis. The 9th has lost 1/4 of their ships an-INCOMING!"

A squadron of enemy Battlecruisers and FTL corvettes have jumped in almost on top of you, likewise dragged out of FTL by the gravity well. Some of the Neeran BC's use their spinal mount cannons which you rarely get to see used to their full effect. Probably because your attack ships are always evading them.
"Everyone break by flights!"

The Shallan attack ships are able to come about the fastest and put fire into them, buying time for the turrets on the Medium cruisers to be put to good effect. Your battlecruisers and the Combat Barge at the focus of most incoming fire. The Gungnir type guarding your flank takes fire, losing a turret, an engine and a good chunk of armor from the close range fire. As you attempt to maneuver, swinging behind Mezan's command ship for cover, focused cannon fire punches through your top side shield and damages the armor surrounding the starboard torpedo launcher.
"Shields rerouted." reports Kavos.
>>
>>34665699
When you finally get one of the enemy ships under your guns it doesn't last long from your return fire. Two plasma cannon shots and a sustained hail of heavy pulse cannon fire at point blank range breaks the other vessel in two.

The Shallan attack ships and Fox's Knights tear through the corvettes. Meanwhile the Mediums inflict enough losses once your command squad is back on its toes that the battlecruisers quickly retreat.

"Damage?"
"Nothing critical. We can keep fighting without much loss in performance, but one of our torpedo launchers are out and another battlecruiser is down an engine. If it takes additional damage it will not be able to keep up in a retreat."

"Additional enemy reinforcements are bring dragged out of FTL by the gravity well. It's helping them cut off the 9th's escape route."

>Your orders?

Game will resume next week, Tuesday the 9th. I will attempt to start at 12PM EST but can't promise the start won't be delayed a bit depending on things that are going on.

If you have any questions I'll attempt to answer them in the morning before I head to work provided that the thread is still up.
>>
File: battleship-board-game.jpg (159 KB, 500x375)
159 KB
159 KB JPG
On an unrelated note, I've been thinking of a rules light tabletop ship battle game for H&D for quite awhile. Practically since I started the quest. I'm thinking of using small models with holes in the base for pegs that would count damage. Probably pegs from one of the battleship games I have lying around to start with.

I'm hoping to start getting some things fleshed out to let my aunt test it out who is just about the only person I know in the county who still plays board games. And she mostly sticks to monopoly and cheat at it.
I was wondering if anyone knew of any systems that could work well to build off of?

I was figuring just go with a few d6 for ships to attack with and any damage taken past the number of hits shields could take per turn would damage the hull. Really basic stuff. Thoughts?
>>
>>34665978
There are a few tabletop spaceship wargames. Also, on an unrelated note have you thought up fun shenanagins for our return home?
Becka with a crush on Alex or Mike would be hilarious.
>>
File: thekiss04.jpg (58 KB, 428x412)
58 KB
58 KB JPG
>>34666034
shallan observer intensifies

On a slightly more serious note I wonder how many propaganda posters our career has inspired over the years.

Thread schedule is back to tuesdays right?
>>
>>34665862
Thanks for the thread TSTG, looking forward to next week.

With regards to the Salvage ship, how about we use them to infiltrate the logistics base before attacking and capturing it, in return for them getting their old ship back.
>>
>>34669026
Verellis' wing but thanks got archiving. my internet crapped out after my last post and couldnt archive.

See you next week, I'm late for work!
>>
>>34671206
Thanks for the thread, TSTG!

See you next week, hope your wrist gets better!



[Advertise on 4chan]

Delete Post: [File Only] Style:
[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [cm / hm / lgbt / y] [3 / adv / an / asp / biz / cgl / ck / co / diy / fa / fit / gd / hc / int / jp / lit / mlp / mu / n / out / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / wsg / x] [Settings] [Home]
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.