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

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

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

You've returned to the front lines to help the Shallan people repel the Neeran invaders. With signs that the Neeran are preparing to renew their offensive you've been staging 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.

Between the allies you've encountered and ships your people have salvaged your force has grown to become formidable, though your core strength remains your elite attack wings. Thanks to the repair teams another allied attack squadron and an under strength light cruiser squadron have just been added to your reserves.
>>
No idea when I'll be able to post again, so I'll just dump this:

Have the damaged battle cruiser fall back to our other forces in order to inform them about this situation. Afterwards it proceeds to the heavy carrier for repairs.

Would it be possible to perform to short ftp jumps along the edge of the interdiction field to reach our allies nor quickly?
>>
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Last time you finished mopping up the outpost sectors in the core regions of the galaxy and found that there were far too many civilians for you to possibly evacuate. To make up for this the refugees have been shuffled around somewhat. Those that have engineering experience or other useful skills will remain behind to work on repairing or converting other captured transport. A few even have volunteered for combat duty.
The remainder including dependants and children have been sent back to friendly lines, escorted by several recovered Battlecruisers.

Eager to kill time and disrupt enemy supply lines while waiting for repairs to be completed, you resumed convoy raiding. Within a few hours you received a distress signal from 9th Wing. Your response for was ambushed but were able to fight off the Battlecruiser unit despite taking some damage.

It seems the Neeran stole your idea about developing an FTL interdiction system.

You're half a million kilometers from 9th Wing, the artificial gravity well forcing anyone and everyone to approach at sublight.

Three heavy cruisers, one converted Heavy Cruiser/Carrier and another converted Heavy Tanker carrying what must be an artificial gravity generator are at the center of the field. The edge of the well is moving as they attempt to keep pace with 9th Wing. Multiple starfighter screens are deployed protecting the main Heavy Cruiser group including some Shallan fighters.

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.

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

>>34750453
>short ftl jumps along the edge of the interdiction field to reach our allies?
Yes, though you'll have to jump a bit farther out first, since the distance is too short for even a micro jump.
>>
>>34750813

Could we launch torpedo volleys into the gravity well for 9th's ships to redirect onto targets?

And what units are with us?
>>
>>34750813
Ask Linda what will be faster. Authorise sp spam.
>>
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Your force currently consists of the following:

Command Squad
Mezan's Medium & Battlecruisers + Shallan attack squadron
Fox's Medium + Assault Corvettes
Smuggler & Mercs (Barge + Frigates)
1st Allied attack squadron(?) (Not specified. Were they attached to a convoy raiding unit?)

These units were deployed in convoy and sector raiding. It will take time to pull back from their raids. They can be told to get to the battle site at best possible speed, or regroup with the majority of the other units at the Carrier first.
3rd Wing
7th Wing
5th Wing
PCCG Mercs
SRL Mercs
SRL Mercs

Reserves
2nd allied attack squadron [Alliance] (newly operational)
Neeran Carrier +16x NE-ACRV (Training unit)
Millennial Host Escorts

You can also contact Knight Commander Cret'sien to see if his fleet can arrive quickly.
>>
>>34750813
>>34751237

Is the screening force on the enemy heavy ships just starfighters and the odd other ship, with most of the enemy corvettes pressing the attack on 9th?
>>
>>34750844
>Could we launch torpedo volleys into the gravity well for 9th's ships to redirect onto targets?
You can but keep in mind that range is an issue here. They can only make so many course corrections.
How many volleys of conventional torpedoes did you want to launch? Or did you want to include SP's in the mix from this range?

>>34750993
>Ask Linda what will be faster.
"You're right, the longer jump heading out and then back to the edge of the well would be faster. If not we would have to play catch up at sublight to meet up with the 9th. Though... there's something strange with these readings."
"What is?"
"...I don't know." Linda shakes her head. "I've just never seen gravity generators this big before. I'm plotting our jump."

>Authorise sp spam.
"Copy that sir." replies your chief weapons officer. Kavos reminds you that you're down to 1 forward torpedo launcher.
"How badly damaged is the starboard one?"
"Part of the loaders connecting to that magazine were damaged."
"Did we lose any?"
"Perhaps some GP's and missiles. No SP's."

>>34751501
1/3 of their corvettes are helping to protect the Heavies..

>Your orders regarding reinforcements?
>Any objections to the micro jump to head off 9th?
>>
>>34751575
>torp launches

Let's wait until we adjust our position and then loose 4 or so volleys. They should be able to conserve reaction mass by heading dead-on toward 9th, who may then designate targets for the torps to seek.

I don't think there should be any SP torps added to the mix for now. They're a bit wasteful on corvettes and bigger stuff may try to jump onto us.

It should break up the enemy formation a bit and give 9th some breathing room.
>>
>>34751237
>7th Wing
>5th Wing
>PCCG Mer
Have them rally at the carriers then head towards the fight tell the others to be on stand by
>>
>>34751575
>Though... there's something strange with these readings."
How long can these generators usually be kept online without the need to shut down?

Can they increase the range by simple increasing the power input?

>Your orders regarding reinforcements?
Jumps should at minimum be performed by two units, one of which has one of our elite wings.

>You can also contact Knight Commander Cret'sien to see if his fleet can arrive quickly.

Yes, please.
>>
>>34751949
>questions about a system never before encountered and considered theoretical at best by the Factions

eror 404 information not found

>>34751237

Whichever force Mike was with should be rallied and called in immediately. Jump in as a wing.

Daska should rally the other two wings and the Mercs and prepare to either set an ambush for a pursuit force or to jump in and assist us.

Millenial Host's escorts should be put on alert and the ship prepared to relocate.

Contact Knight Commander Cret'sien and ask for assistance, specifically linking up with Daska's force.
>>
>>34752065
>>questions about a system never before encountered and considered theoretical at best by the Factions
>eror 404 information not found

>>34751575
>"I've just never seen gravity generators this big before. I'm plotting our jump."

Just because the scale has been increased doesn't mean the basic principles don't apply.
>>
Rolled 78, 25 = 103 (2d100)

>>34751949
>How long can these generators usually be kept online without the need to shut down?
"I don't know. If they're like normal ones it could be a very long time, though at this size it would use a lot of power."
>Can they increase the range by simple increasing the power input?
"No, ye- uh, I can't be sure. There was supposed to be optional class that studied this but I don't know of anyone at my school who took it. The class was mainly to keep researchers employed as teachers while waiting for their next grant."

>Just because the scale has been increased doesn't mean the basic principles don't apply.
"All of our training covered stellar phenomena! The only man made stuff was the result of Veckron weapon damage. Most stations we need to worry about are within or near natural gravity wells. Nav stations provide clearly marked reversion areas on their jump data."

>>34751909
>Have them rally at the carriers then head towards the fight tell the others to be on stand by
>>34751949
>Jumps should at minimum be performed by two units, one of which has one of our elite wings.

Alex, Daska and some the PCCG mercs will jump in once their full forces are ready.
Drake will form up with the other mercs, the spare attack squadron and Mike if possible.
Objections?

"This is Oralth. I am relocating the fleet to a closer position and bringing our sensor arrays to bear on your region. We'll try to keep you informed of the approach of enemy fleet groups. We could get you warnings sooner but that would require turning the arrays to active scanning which would give away our position eventualy. If you think either are too much of a risk we'll pull back."
>What say?
>>
>>34752331
>What say?
"Passive sensor cover would be highly appreciated, thank you Captain."
>>
>>34752603
Sounds good to me.
>>
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Rolled 42, 12 = 54 (2d100)

As the unit jumps you relay more orders back to Host.

"Passive sensor cover would be highly appreciated, thank you Captain.
Please contact Knight Commander Cret'sien and request immediate assistance. We may need their additional firepower. If possible I'd like them to link up with Daska's group, but if they can't just try to form up with whichever is more convenient."

On reversion you spot additional enemy reinforcements jumping in. "We should get your people and leave or this could be a very bad day." points out Mezan.

"We could have a small force attempt to torpedo the gravity generator." Suggests Fox.
"Wouldn't that be near suicidal?" you point out.
"This is why I said a small force. Skeleton crewed ships with emergency teleporters."
It might be a better plan if not for those Shallan starfighters which may or may not have captured SP's of their own. You'd also need afterburners to get in close quickly enough.
Pointing this out Kavos reminds you that Mike has a flight of 3 upgraded Jenning class, though you don't know how long it will be until they arrive.

"We'll just have to make do with what we have at the moment."

Roll 4d20 for 9th Wing and long range torpedo support.
>>
Rolled 20, 13, 1, 2 = 36 (4d20)

>>34752982

Covering fire!
>>
Rolled 16 (1d20)

>>34752982
>Roll 4d20 for 9th Wing and long range torpedo support.

1
>>
Rolled 11, 12, 3, 19 = 45 (4d20)

>>34752982
>>
Rolled 3 (1d20)

>>34753117
2
>>
Rolled 11 (1d20)

>>34753191
3
>>
Rolled 6 (1d20)

>>34753218
4
>>
"Try to establish secure coms with 9th."
"Trying sir. The jamming is quite heavy."
"We're less than two light seconds out. Use a com laser if necessary, we're certainly close enough."
"Partial secure com established sir!"
"Fire torpedoes. Reynard to Verilis, prepare to transmit targeting data to incoming warheads."
Your ships fire off a cloud of missile and torpedo fire.

It takes several minutes for your weapons to close in on 9th Wing and the enemies harassing them. They're taking damage but as you expected the more experienced pilots are making them pay for every hit with the loss of a few corvettes.

"9th Wing has expended their munitions stores."

The first volley arrives just in time, crippling or destroying 30 corvettes and causing others to break off. They're more prepared for the follow up attack but they still take, losses despite launching plasma balls and attempting to focus jamming on your ships. If they had stopped jamming 9th entirely your torps might have inflicted even worse damage.

More of the corvettes begin to back off when your people open up with their phase cannons.
"Arron, did we give 9th enough breathing room?"
"Yes sir, but there are more reinforcements and it's going to take longer for us to get out of the gravity well since we're slower. We should probably turn back now."

Alex and Daska's Wings have both arrived along with some mercs, though there's no signs of the Allied Knight Commander or Mike yet.

[ ] Turn back now, 9th can catch up.
[ ] Link up with 9th first, proceed out as a larger if slower group
[ ] Other

Do you want Daska and Alex to stay outside the gravity well and engage reinforcements, or try to help you and 9th fight your way out?
>>
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>>34753978
And the image.

Also: [Battle music of your choice here]
>>
>>34753978
>[X] Turn back now, 9th can catch up.

But keep an eye on 9th.

>Do you want Daska and Alex to stay outside the gravity well and engage reinforcements, or try to help you and 9th fight your way out?

Let them decide what will be the best use for their ships. Inform them we're planning to pull out as soon as 9th is safe, though.
>>
>>34753978

[x] Send all Corvettes and Mixed units to link up and support 9th. [That are with Sonia]
[x] Turn the heavier ships around
[x] Continue munitions barrage.
[x] Try to link up any damaged corvettes with Meteor. The Mk3's have their own FTL.

>Alex/Daska

[x] Have them send in their corvette squadrons to link up with us. They can fight in reverse if needed! (I remember why we got those rejects!)
[x] Remainder engage reinforcements. Keep the path open!

And if it hasn't happened already... Get any rovinar cloaked ship capable of doing so on recovery SAR!
>>
>>34753978
>[X] Turn back now, 9th can catch up.

I'm leaning toward a help us fight our way out by hitting those reinforcements that are already here.
>>
>>34753998
>>34754173

And a request. What is that dot between us and allied wings on the edge of the area?

I'm thinking we may need to switch our Excal to giving them a few of our personal SP torps to the face, if their composition warrants it.
>>
>>34754296
>What is that dot between us and allied wings on the edge of the area?
The red one? That's a group of enemy reinforcements bearing down on your position.

>>34754049
>>34754288
The majority of your unit comes about while the allied attack squadron and Fox's corvettes continue on towards 9th to link up with them directly. You're glad that both of the Medium cruisers with you are relatively fast otherwise you might have been in serious trouble given the numbers of enemy ships jumping in and the speed with which the Heavies escorting the gravity generator are moving.

As your ships resume fire with the aft torpedo launchers you're once again glad that your personally owned Gungnir type was upgraded with the additional firepower.

"Verilis, once your people catch up we'll be hauling out any damaged corvettes or other badly hit ships on the Meteor."
"We read you." The voice coms were still filled with static but they're able to get through now at least.

Next you have Alex and Daska send their assault corvettes into the well to link up with the rest of your force. This will leave them a bit under strength but they should still have enough firepower to take down the reinforcement groups.

Speaking of which one is angling in to cut you off. If they avoid you instead they'll potentially be able to attack 9th from the front.

"New contacts! Eight medium cruisers have jumped in on the other side of the gravity well."
Arron sends you data on the group of newer mediums. You still haven't had a good chance to see how much damage those guns of theirs do.

"We should leave before they decide to back up and take a short cut." Suggests Kavos.

Roll 6d20 for fighting your way out of here.

>Do you want to use SP's to wipe out the incoming group of corvettes and Battleships or just rely on your heavy firepower?
>>
Rolled 15, 20, 15, 10, 10, 1 = 71 (6d20)

>>34754861
>Roll 6d20 for fighting your way out of here.

SP free for all as far as i'm concerned.
>>
Rolled 15 (1d20)

>>34754861
>Do you want to use SP's to wipe out the incoming group of corvettes and Battleships or just rely on your heavy firepower?

I'd prefer to limit SP torps to battleships.

>Roll 6d20 for fighting your way out of here.
1
>>
Rolled 10 (1d20)

>>34754944
2
>>
Rolled 9, 20, 17, 8, 7, 5 = 66 (6d20)

>>34754861

SP the battleships. Can't risk them ramming. Box in the corvettes with firepower and torps if possible.

If that isn't working, SP torps are go.

Has Mezan attempted to get any of the Shallan fighters to turn on the Neeran instead of being lap dogs to an invading empire?
>>
Rolled 11 (1d20)

>>34754999
3
>>
Rolled 14 (1d20)

>>34755052
4
>>
Rolled 4 (1d20)

>>34755076
5
>>
Rolled 6 (1d20)

>>34755099
6
>>
Rolled 5 (1d100)

>>34755034
Just for fun, possible Mezan propaganda.

"We resist! The Home worlds remain free, the enemy shocked by our determination! We fight at any cost, and the other Factions have rallied to us! The Neeran try to drive fear into our hearts, hoping we'll cower and bend the knee as they shatter worlds. At any cost we will resist! We will fight them in space, on our colonies if they have the courage! We will fight them and drive them back! At any cost we will prevail and drive them back into the abyss that spawned them! Rise up and fight as Shallans, not lap dogs to the Neeran!"

At the very least, it should make the Neeran worry about the Shallan under their command...
>>
>>34754968
>>34755028
>>34755118
You appear to be having a really hard time since the dice/noko system was changed.

>>34755034
>Has Mezan attempted to get any of the Shallan fighters to turn on the Neeran instead of being lap dogs to an invading empire?
Com jamming is too heavy. There's also no guarantee that their pilots are Shallan instead of another Neeran empire species.

>>34755429
You have your coms officer forward that to Mezan's ship.
"It's worth a shot." The Commodore replies. One of the other bridge officers gets on the coms and begins broadcasting while your people blaze a path through the oncoming warships.

16 battlecruisers and two mediums can do a plenty of damage and most are soon shattered hulks. Still just in case you fire off the occasional SP Torpedo into the Battleships to be sure they cant get close.
"Don't take any chances, SP Torpedo the Battleships. We cant risk one of them ramming our Mediums."

Out side the gravity well and at its edge Alex and Daska fight to hold off more arriving groups of enemies. Alex does well to keep his heavier gunned ships where they can deal the most damage from range. Switching targets to assist who ever needs it the most. It's working well too until a pair of Daska's squadrons run into trouble. A quick report that they're having a hard time taking down some corvettes is all the warning you get before multiple damage indicators light up showing several of them taking heavy damage.

"Elite enemy corvette unit confirmed!"
"Requesting support!"
Daska's other two squadrons take a few hits rushing to their aid and with Alex's support fire they're able to relieve them before either squadron can be wiped out.

"Daska to Reynard. Half my Wing is leaving the field, they're unable to continue. The rest of my ships won't be able to stay much longer either."

At the rear the assault corvettes have joined the battle and are assisting 9th in their retreat.
>>
Enemy reinforcements continue to pour in putting more pressure on the Wings holding them back.

"This is Oralth. We have a possible Super heavy contact on our sensors. It is unconfimred, it could just be a large force of smaller craft but it is unmistakably approaching from the local sectors."
"How long?"
"Perhaps ten minutes. They're trying to get onto the section of the trade lane currently to your aft but haven't reached it yet."
"Thanks for the warning. Where is 3rd Wing?"
"Still collecting squadrons. Major Serth hasn't arrived yet either."

Dammit Mike.

"We're being hard pressed. What about our Allies?"

At that moment the fleet of Knight Commander Cret'sien jumps in. Three under strength wings of attack corvettes, two squadrons of light cruisers and a Medium cruiser add enough firepower to the local situation that Alex and Daska's situation completely reverses, driving back each group of enemy ships as they jump in.That gives you a minute of breathing room, but not much.

"Any Rovinar ships that make it back to the fleet are directed to get here and begin SAR work immediately. We my have lost ships but that doesn't need to be the case for their crews."

Once that's been taken care of Arron gets your attention. "The Medium cruiser group is reversing course. They're probably going to jump around to head us off."

"How long?"
Neither Arron or Linda can say for sure. 9th has overtaken you and begins to develop a bit of a lead. Now your gunners need to get to work.

Roll 1d100
>>
Rolled 83 (1d100)

>>34756335
>Roll 1d100

Rolling.

And tell Orlath to pull back as well, there's no need for them to hang around any longer.
>>
Rolled 51 (1d100)

>>34756335
>>
Rolled 62 (1d100)

>>34756335
>>
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Pushing the engines to redline you rush for the edge of the artificial well, watching through the com and sensor jamming to see if you can spot those medium cruisers jumping out as well. They have the advantage in this case with the heavy cruiser group moving away from them and towards you.

Embarrassingly the Devourer is one of several ships towards the back of the pack, the others being the more recently recovered Excalibur and one of the Razor class, though the Aries Fast Battleship isnt keeping that far ahead.

"Fox, Mezan, how are your blasted ships so fast?"
The Endeavour class is simply built light for the amount of engine power she has claims Fox. Mezan jokes that they would put afterburners on the Shallan Mediums if they could get the fuel efficiency high enough.

"Approaching the edge of the well."

"All ships jump the moment you're clear, don't wait for the rest of us. Those of us at the back, load volleys of SP Torpedoes in case the Mediums jump in at the last second."

"New Contacts. Super Carrier and escorts have just jumped in 150,000km to starboard. They're launching..." Arron sounds uncertain for a moment then confirms. "They're launching attack cruisers. Corsair type."

Ahead of you the other ships reach the edge of the well and jump. You follow soon after, Linda activating the drives before you reach the edge and holding them at full power until the safeties will left you jump.

"This is Oralth we're preparing to jump out of the region as planned but our sensor are still able to get some readings of that system. We believe they've deactivated the gravity well and are in pursuit."

>Where do you wish to link up with the rest of the fleet and how will you try to shake your pursuers?
>>
>>34757086
>Where do you wish to link up with the rest of the fleet and how will you try to shake your pursuers?

Any good spots nearby that might us help lose our pursuers? Could the FTL Hazard at the centre of the galaxy be of use?
>>
>>34757086
Is only our group being pursued? Trying to shake a tail on our little group probably requires a different plan than everyone that was with us needing to shake the enemy.

I'd say anyone being pursued should rally off Sector 80, where the 'zones' come to that T. Cloaked ship can tell us where Orlanth and the rest of the fleet is from there. Host will probably have more luck hiding somewhere in the core region.

Are there any especially screwy regions we've scouted that we could use to skirt gravity wells against pursuit forces that may not have data as good as ours?
>>
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>>34757556
>Any good spots nearby that might us help lose our pursuers?
You could attempt to fleet into the less heavily populated sections of the arms where colonies and trade lanes haven't been established yet. They may not expect you to hide as close as 1 or 4. 2 runs the risk of fitting into an extrapolation of your raiding pattern.
3 there is a chance of detection crossing to the other arm which is also a problem with 5.
So far anons have wanted to keep pursuers from looking too closely at the outpost sectors. The counterpoint is that the core may seem too quiet.

>Could the FTL Hazard at the centre of the galaxy be of use?
Possibly, though it could be very dangerous and would take time to navigate your way back out again.
>>
>>34757900
Area 4 looks good. If we see hostiles, we can still proceed to 5, or just try to link up with the SRL fleet if things get really bad.
>>
>>34758021
Also, that map is starting to become a bit confusing now that more and more stuff gets added.
>>
>>34758306
>Also, that map is starting to become a bit confusing now that more and more stuff gets added.
Yeah I know. Luckily the green blobs for potential safe zones will (hopefully) not be appearing on the next one.

>>34757895
>Is only our group being pursued?
Yes, but you have most of the combat forces with you along with many damaged ships.
5th, 7th, 9th, 2 mediums, CMD Squad, Mercs, Allied attack squadron, most of the House Curi'sien fleet.
The repair ships are on their way to link up with you.

3rd Wing, the Heavy Carrier, Mike, the Rovinar and the remaining reserves are pulling back without as much trouble.

>Host will probably have more luck hiding somewhere in the core region.
That seems to be their plan, though they'll send a ship with exact position data to look for you in a day or two.

>>34758021
Objections?


Reverting for a course correction you inform everyone that after the next jump the fleet will make a sharp course change and reduce to minimum FTL except when passing through regions of very dense star clusters.

What type of star system or stellar phenomena do you wish to take cover in?
>>
>>34758384
>What type of star system or stellar phenomena do you wish to take cover in?

Let our navigators decide. They should know what's best for us in this situation.
>>
>>34758384
Question...

if it came down to it, could we in theory set a ship to jump to FTL on a timer?

Say if we wanted to send some corvettes on an FTL course at high burn to distract or draw off some pursuit. Could we set the ships to jump to FTL on a timer, evac by shuttle to other ships, and then have them explode when they dropped out of FTL?
>>
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"Sonia, where do you want us to take cover?"
"Use your initiative Linda."
The other woman gives you a look that you can't quite read then begins typing in coordinate data.

"Changing course."

The fleet veers off into a widely spread out nebula then into a section of new star formation. There must be a dozen stars within 2 light years of your current position when you drop out of FTL. The gravity disturbances and radiation are quite high. Ideal for hiding from pursuit, but not for conducting repairs to the hulls of ships.

"Keep the shields up. Repair ships do what you can but your priority is to keep your people unharmed."

>>34758991
Yes you probably could with sufficient time.. Just like you could probably set one to fly into a black hole.

How long do you want to remain hidden?
>>
Rolled 8 (1d10)

>>34759317
>How long do you want to remain hidden?

18+1d10 hours.

Let's use that time to get some rest and to take stock of our current situation.
>>
>>34759317
Did we by any chance get a read on anything that may have been chasing us?

Being pursued in these events always makes me feel horribly out of my league as far as knowledge goes.

I assume we're blind unless we set some forces at picket positions.

Get a report from Verilis on a secure line, thank the Knight Commander for coming to assist us.

See what we can get done in 12 hours or a day and if there are any signs of the enemy trying to scan us down?
>>
>>34759421
>Let's use that time to get some rest and to take stock of our current situation.

Of the 60 attack ships that Verilis deployed with 15 were destroyed or crippled where they could not be reached. One of the escort carriers and 3 starfighter squadrons were also lost. Only a few fighters were still aboard their carrier. Most of those destroyed were shot down. 1 squadron landed aboard Battlecruisers from the command squad.

Daska's unit had several ships crippled a two destroyed, mostly corvettes. Thankfully you still have attack corvettes in reserve. After linking up with the fleet you'll be able to find out how many crews were able to teleport out and be rescued by Silent Hunters.

These may be some of the worst losses your units have ever taken.

>>34759650
>Did we by any chance get a read on anything that may have been chasing us?
Yes you were able to detect ship movement. Many of the pursuers attempted to move ahead of you using the trade lane and didn't expect you to perform such a radical course change. Last minute readings indicate that some of your ships were detected. There may have been a sensor array near the lane that you passed near or it could have been luck on the enemy's part. A small search force headed into the general region you're now hiding in but you may have lost them by ducking into the stellar nursery.

The Navigators are watching their sensors obsessively to keep an eye out for more pursuers.

>I assume we're blind unless we set some forces at picket positions.
You still have passive sensors but you're right, they're limited due to your proximity to the powerful stars surrounding you. It is slightly easier to look out than to look in so that's a minor advantage.
>>
>>34760019
>These may be some of the worst losses your units have ever taken.

Fuck. We should probably see how Verilis is doing.
>>
>>34760019
I'm really irritated that we didn't go for the tanker yard.
>>
>>34760019
After this happening I can see us going back to the age old tactic of "we are hitting them together or not at all"

Splitting up seems to have hurt us this day.
>>
>>34759317
>The other woman gives you a look that you can't quite read then begins typing in coordinate data.

Ask her if she was unhappy about that. I suggested letting the navigators decide because Linda stated a few minutes ago that she spent a lot of time learning about the various effects navigation hazards have on ships.
>>
>Get a report from Verilis on a secure line,
"We jumped in to set an ambush at a realignment point for an incoming convoy. It seemed fine. 8 CX transports and a few escorts arrived just like usual. A Heavy Tanker jumped in at the last second too. We had enough starfighters deployed so I decided to have the fighters move to disable weapons on the tanker and everyone else to attack the escorts and transports.

Then the cargo bays on the transports exploded, they volleyed the entire area with nukes to blind us and suddenly there were corvettes everywhere. Our Navigators reported were were in a gravity well and couldn't jump back out. Then the Heavy cruisers arrived. Each of the three jumped in from different directions dragged out of FTL by the gravity well. As we started to fight our way out they expanded the range of the gravity field until it was the size you encountered whe you arrived."

"When did you call for help?"
"The moment we realised we couldn't jump. Just before the Heavy Cruisers arrived. We tried to drop our SP Torpedoes into their heavies but their Battleships and Carriers intercepted the worst of them.
I'd like to recommend our starfighter pilots for commendation. They helped us burn a hole through the corvettes to escape as far as we had when you arrived."

You suspect a lot of people will be getting medals after today. Its unfortunate that so many of the fighter pilots will be getting the posthumous kind.

Looking over the reports each CX Transport must hav been carrying 30 corvettes in their cargo bays. A tight squeeze but possible, and the CX's would not be able to repair, refuel or recover them after the operation. A transport or a number of carriers would have to jump in later to pick them up.

60 versus 240 corvettes and that was just for the opening few seconds of the battle. No wonder they exhausted their munitions.
NOTE: I didn't erase 9th Wings SP totals. They should all read zero.
>>
You thank the Knight Commander for their assistance. They in turn are grateful to have been able to help given the severity of the situation.
"We can only hope that your force has become so infamous that the enemy are deploying experimental weapon platforms to catch you. If this is just the first sign that more of these will soon join the fighting the implications are chilling. We must inform Alliance Command about them immediately and find a way to counter these gravity weapons."

>Do you wish to tell the Commander about your own R&D project with House Ber'helum? Or do you believe it to be too classified to risk talking about it?
>>
>>34760489
>>Do you wish to tell the Commander about your own R&D project with House Ber'helum? Or do you believe it to be too classified to risk talking about it?

Well... let's think about the legal side first. Did we sign an NDA?
>>
>>34760489
Tell her. The enemy will assume that we will have a project underway already.
>>
>>34760525
>Well... let's think about the legal side first. Did we sign an NDA?
Not precisely. You agreed not to discuss or involve House Helios with the project in any way. They're a popular House and have many allies. And just as many potential enemies.

Duke Ber'helum seemed worried about the potential spread of the technology that might result if too many Houses were involved.
>>
>>34760489
Well I think that once we get all ships in running shape we should pull out. We need to get updates to Alliance Command , reloads and everything prepped to make another set of attacks in a new location.
>>
>>34760718
No. we do the tanker raid first.
>>
>>34760944
We should probably recheck the security on any target we might want to go after before deciding on anything.

>>34760630
Maybe we should simply inform the Commander we do know about efforts by allied forces to create a similar device? It's way too late for me to think coherently, tbh.
>>
>>34760630
We sent the request for House Veritas's assisntance right?
If we didn't, its a clear example of why you should never anounce vote totals until the survey closes. gives way to much room for a determined samefag.
>>
>>34761026
>Maybe we should simply inform the Commander we do know about efforts by allied forces to create a similar device?
You guys okay with this or shall it be added to: A SURVEY !?!??!

>>34761026
>We should probably recheck the security on any target we might want to go after before deciding on anything.
It seems that the locations you considered raiding to capture tankers were far enough away from recent raids that they were largely unaffected.
Wait. A Super has arrived in Sector 65 to help build up a convoy. This may complicate things. Or it may not, we'll see.

>>34761079
>We sent the request for House Veritas's assisntance right?
Yes.

Having waited out the enemy search teams long enough to conduct some basic repairs the fleet returns to the galactic core to link up with the carrier and the reserves. They'll be needed to help flesh out the damaged wings.

Several Rovinar ship meanwhile have been hard at work attempting to recover the lost crews that teleported out, even using one of the captured light transports the Neeran had pressed into service. Its IFF codes seemed to still work.

Roll oh boy 18d100!
>>
Rolled 40, 84, 94, 69 = 287 (4d100)

>>34761477
>You guys okay with this or shall it be added to: A SURVEY !?!??!

Just throw it in with the next survey.

>18d100!
4
>>
Rolled 69, 71, 26, 39 = 205 (4d100)

>>34761517
4
>>
Rolled 30, 8, 74, 25 = 137 (4d100)

>>34761547
4
>>
>>34760718
If we can escape this rat chase, we should at least stay long enough to investigate the 2 or 3 'abandoned facility' sectors that remain.

The tanker raid may need to be reassessed, but we can't run away with our tail between our legs just because the enemy bloodied our nose.

That said, -someone- needs to go back and inform the FA that the Neeran just deployed an artificial gravity well on us. Possibly the smugglers and/or the Knight Commander. I believe they mentioned being behind the enemy's lines for like 8 months? Their force would make a decent showing if they went back with some of the transports we've packed with civies.

Also...>>34751237

When did we pick up a crippled scrap carrier and House Transport? Did I miss a salvage report last week?
>>
Rolled 20, 18, 100, 14 = 152 (4d100)

>>34761568
4
>>
Rolled 25, 53, 33, 13, 67, 47, 40, 22 = 300 (8d100)

>>34761477
>>
>>34761477

>only survivor is the carrier commander
>>
Rolled 60, 8, 1, 7, 57, 84, 29, 49, 87, 11, 98, 39, 36, 12, 74, 88, 33, 2 = 775 (18d100)

>>34761477
>>
Rolled 6, 1 = 7 (2d100)

>>34761596
2

We should also probably inform the SRL fleet about the gravity well ship once our Rovinar are done with their current S&R mission.
>>
Rolled 30, 8, 44, 49, 80, 39, 49, 27, 28, 6, 65, 33, 80, 66, 44, 40, 23, 80 = 791 (18d100)

>>34761477
>>
File: 1384677111415.jpg (117 KB, 810x543)
117 KB
117 KB JPG
>>34761577
>When did we pick up a crippled scrap carrier and House Transport? Did I miss a salvage report last week?
There was an incomplete salvage report or three that took me awhile to get caught up on. Pretty much all of them from last week.

They were from that graveyard were enemy ships were destroying Faction Salvage that they didn't have time to recover themselves.

I imagine if you modified a scrap carrier into a warship it would look a bit like this thing.

>>34761577
>someone- needs to go back and inform the FA that the Neeran just deployed an artificial gravity well on us. Possibly the smugglers and/or the Knight Commander. I believe they mentioned being behind the enemy's lines for like 8 months? Their force would make a decent showing if they went back with some of the transports we've packed with civies.
They plan to wait until more of the ships have been repaired and the Neeran transport has finished its conversion. The Commander also gives his word that they won't claim the ships as their own provided you leave their hidden station in working order.

Now let's see who survived.
>>
Rolled 2, 100, 29, 84, 76, 39, 72, 48, 48, 92, 8, 82, 69, 26, 56, 6, 16, 30 = 883 (18d100)

>>34761477
Oh boy
>>
3 pilots are confirmed dead. They did not teleport out. It could have been due to a system failure or any number of things but they didnt make it.
2 recovered pilots are found medically unfit to return to duty at this time for one reason or another. They'll undergo evaluation when returned to the lines, until then they're off the roster.

>only survivor is the carrier commander
The carrier captain and some of the crew did in fact survive. It was not easy to recover them.

12 other pilots and many of their crews have been recovered and are ready to take command of some replacement ships. Daska's 5th Wing is back up to full strength and just needs some fix up work. 9th Wing however is down some pilots. There are some spare personnel you brought along to crew additional ships but with that 2nd allied mixed attack squadron and the light cruiser unit all online now there are few left.

You can plug the gaps by pulling pilots from the allied squadrons and replacing their missing number with the best performing recruits/Shallan pilots.
Put recruits/Shallan pilots into your Wing.
Hire mercs from those currently with you, from the smuggler bases, or from the South Reach fleet.
See if any of the Knight Commander's spare people could be convinced to join.

Simply swapping the under strength squadrons out for the Allied mixed units or just keeping them as they are is also something you can do.
>>
>>34750338
I really want to grab that experimental 'dictor.

Unfortunately we do not have the necessary firepower at hand.

Could we perhaps requisition a priority resupply for some SP torps and perhaps five or so Vektron torpedoes so we can blast everything in that task force and attempt to capture the dictor or at least salvage its remains if it has a self destruct (We will be boarding the ships suspected to hold it.)

I mean we have been burning our way through two galaxies with our raids mucking about deployment and consolidation plans for the Neeran. Now if we could add to that shitting up their R&D efforts by nixing a experimental weapon and perhaps get it to our own forces we could get some nice extra toppings of fuck the Neeran and perhaps extra credit, not only by advancing our war effort and getting some reknown but getting intel on what that shit needs to work and prioritizing investment to gain significant market presence in that area.


Do keep in mind that this variation of the dictor, gravity based does not in any way invalidate the later and more refined idea of having a temporary late vecktron effect generated in order to interdict a entire solar system.

that one being brutal in that it makes stellar war a multi year trench war fest across the stars.
>>
>>34762740
Move one of the allied mixed squads into the 7th wing. Have recruits crew the corvettes, we have a shipyard to raid. But first, can we stealthily move some asteroids into the path that the super will take to reinforce the shipyard? I recall the Warlords used that trick against us.
>>
>>34762821
I don't think it's really worth it.
>>
SURVEY! <<<<<<<<<<<<<<<<<
https://www.surveymonkey.com/r/7Y7MBHQ


>>34762821
>But first, can we stealthily move some asteroids into the path that the super will take to reinforce the shipyard? I recall the Warlords used that trick against us.
The Warlords used a heavy cruiser sized asteroid tug designed to move rocks larger than 20km in diameter in addition to a mix of transports to relocate a gravel pile of smaller ones. You lack the ships to do so quickly.

If you spent a week you could blast out a crater on one side of an asteroid and install fusion drives built using the industrial modules. This would create a temporary spare parts shortage.
>>
+2 Sonia grey hairs

Just throwing this idea out there without a full understanding of FTL mechanics in this setting. Gravity wells of sufficient size stop ships from jumping into subspace. So to counter an artificial gravity well, get one of roughly equal size and approach until the fields overlap. This creates an artificial lagrange point where gravity fields cancel out and could possibly allow for escape if jump plotting accounts for the friendly field.
>>
>>34765311
damn thats clever
>>
>>34765311
Even if that is technically feasible (considering that we don't have access to comparable tech yet) that only creates a point without gravity, but since the setting's FTL is not some kind of teleport, we would need a lane of no gravity, as otherwise ships would be pulled out of FTL as soon as they leave the Lagrange point.
>>
>>34762821

Anything near a super is not something we want to risk lingering around.

We'd be better off scouting the northern sections of the galaxy and hitting stuff like Rare element worlds, I think. It will bring their attention away from the yard we're thinking of raiding, and will hopefully deny the SRL fleet some loot and fill our own stores with delicious, expensive drive systems!
>>
>>34765311
>to counter an artificial gravity well, get one of roughly equal size and approach until the fields overlap. This creates an artificial lagrange point where gravity fields cancel out and could possibly allow for escape if jump plotting accounts for the friendly field.

>>34767564
>we would need a lane of no gravity, as otherwise ships would be pulled out of FTL as soon as they leave the Lagrange point.
Pretty much this.
That doesn't mean you couldn't use the Lagrange points as a gravity assist to get your people out of the area faster.

Here's a hint.
http://suptg.thisisnotatrueending.com/archive/20866010/
>>
>>34769178
TSTG, how well does the Shallan Medium Cruiser perform against other faction designs? Especially stuff J-D would face if it ran into trouble with other Dominion Houses.
>>
>>34769235
It's bigger and slightly faster than the Shukhant with similar amounts of phase cannons. There are more torpedo launchers and plasma cannons aboard though.
1:1 It's the most powerful Faction medium and probably the most expensive. This is because the Shallans don't produce Heavy Cruisers. Their mediums have to fill both roles.

I have to step out for a bit. I hope it won't be too long. Then I'll resume as soon as I get back.
>>
>>34769178
>>34767564
But clearly there is some amount of gravity field tolerance, I think that's a margin we can work with.

Oh hello Latham coup, haven't read about you in TWO YEARS

>The Terrans are rumored to have experimented with artificial gravity generators to project a false well. Gravity can warp and distort drive field formation but sufficiently powerful drives and navigation computers can overcome this to an extent. Older drives forced ships to travel much farther away from planets and stars before they could be used. This resulted in a travel time of days to the inner planets of most habitable systems. Current drives can jump to the edge of the gravity well exerted by most planets with relative safety. Approxinmately 200,000km away from an earth sized planet provided the world's moon was not in the way.

>When confronted by an artificial gav well a skilled navigator can overcome the effects but it requires disengaging certain safeties for a short period of time. Gravity warping is an indirect method of FTL jamming, there may yet be other methods of doing so directly.

So in theory if you have two gravity wells of equal mass you would have a lagrange point between them and an "hourglass" shaped zone of lessened gravity extending between the wells. If your jump drives and navigator are good enough you should be able to escape from both gravity wells at a perpendicular angle. If you had two gravity wells to make a triangle with the enemy well, this would be even easier because you could flee directly towards and between the two friendly wells.
>>
>>34769520
Thanks TSTG. That sounds pretty interesting. How much would a shipyard for something that big cost?
>>
Gotta go for a while, going to dump some other ideas before I forget:

>Fake gravity well detection, teach nav computers to recognize and account for them so that navigators don't have to disengage safeties manually.
>Better jump drive tech.
>Starship scale antigravity systems.
>Better math for navigators to jump in/out of gravity wells closer to the source.
>Visit House Berhelum on next RnR.
>Warn SRL fleet about gravity well ships.

On the offensive side of things:

>Develop tactical gravity well tech (in progress/already done?)
>Focused gravity beams (as opposed to spherical wells)
>Jump drive disruption beam (directed gravity distortion)
>Gravity well mines (One-shot wells to pull fleets out of FTL into waiting fleets and or further mines)
>FTL gravity torpedoes (like gravity well mine only with FTL engines)
>Power armour portable gravity gun

>>34769697
>Sonia designs a new medium cruiser
>It's the same crayon drawing of the Devourer only with the word "BIGGER" written on it in a different colour.
>>
>we have a carrier command crew without a ship

Guys, should we consider talking to Fox and possibly most of our Knights about that Shallan Medium under repair?

Technically, we have a salvage claim on it, but Mezan likely looks to crew it with her people and add it to her Shallan contingent. That could very well dispute our salvage claim, or weaken it.

Do we want to claim that medium for J-D? Because we may want to install a mixed Republic/J-D crew on it, with the understanding that J-D claims it, rather than putting it under Shallan command.

Hell, we could even do that just to solidify our ability to get something from the Shallan government out of the eventual salvage splitting, even if we don't intend to keep it ourselves.
>>
>>34770831
I don't think that's a good idea.

Even if we get the claim, keeping that ship supplied with spare parts etc. would probably be pretty hard for our house, and it's likely going to upset the Shallans. An added benefit is if the Shallans lose our half of the salvaged cruiser during combat we are probably get to keep our claim while they get nothing.
>>
>>34769697
>How much would a shipyard for something that big cost?
A basic slipway would cost 120m.
Medium Cruiser line = 550m
Rapid assembly line = +2 billion? (Assuming you could get one built.)
Then there are licensing costs on top of that.

Using a basic slipway the construction would take quite awhile. They're better suited to repair work.

>>34770831
>Mezan likely looks to crew it with her people and add it to her Shallan contingent. That could very well dispute our salvage claim, or weaken it.
>Do we want to claim that medium for J-D?
If you want to you'd better decide fast.

Despite some delays with system integration and getting replacement sublight engines fitted properly the damaged medium is almost completed. Engineering crews want to conduct a quick shakedown of the sublight and FTL systems in another day.
Did you want the ship equipped with the spare planetary shields?
>>
>>34771214
>Did you want the ship equipped with the spare planetary shields?

Can we get our engineers' opinions on that? Or anybody who has a clue about how these things work, to be honest.
>>
>>34771214
>If you want to you'd better decide fast.

If it continues to be just me and the other guy, I'd like to consult all of the J-D Knights and senior Officers (Fox and the commander of EBON are of non-knight high rank, correct? They'd have some good insight on the decision.) Would this be a good addition to J-D's fleet? Can J-D afford to maintain/crew it? Should we simply have our command crew on it to maintain our salvage claim and leverage in later salvage negotiations? Can we trust the Shallan Government to recognize our salvage claim if we allow Mezan's people to command it?

I'd even consider a yay/nay vote of those involved in this decision, for the purpose of influencing our eventual call as ranking officer. And Fox + the mk3 Knights likely have the best info on J-D's current status.
>>
>>34771270
>Can we get our engineers' opinions on that? Or anybody who has a clue about how these things work, to be honest.
It was discussed in an earlier thread. (I cant seem to find it.) The planetary shields would not be ideal for closer range protection of the Medium but could be extended farther to protect friendly ships.


>>34771463
You cal in some of your people to discuss options while the engineers ready the ship for deployment.
>Would this be a good addition to J-D's fleet?
Most agree that it would certainly be a boon in terms of firepower.
>Can J-D afford to maintain/crew it?
Captain Tama and Knight Captain Fox trade glances.
"That is questionable."
"It would need twice as many crew as the Meteor and a reliable stream of plasma cannon parts."
"Your ship uses most of the medium plasma cannon assets in the House these days."

>Should we simply have our command crew on it to maintain our salvage claim and leverage in later salvage negotiations?
"The Shallan Government and the Alliance would probably try to block that ship from being removed from the cluster despite the salvage claim. That might be a good opportunity to simply sell our part of the claim back to them." Suggests Alex. He admits that might be a bit too late to decide on anything.

>Can we trust the Shallan Government to recognize our salvage claim if we allow Mezan's people to command it?
This will depend largely on the Commodore. Most of your people seem to think Mezan is trustworthy but as Daska points out you should make an agreement, even an informal one, spelling out who gets what salvage.
"Record the conversation too."

>What is your proposal to Mezan?
>>
Have our people seen any of those bio-mechanical energy generators in Empire Neeran encountered on this deployment? With the shenanigans that the commandos pulled with the ones taken from the Isolationist ship's dead, they could be a real problem if they're found among the general enemy population.
>>
>>34771901
Could we sell our claim for some fast supply like mentioned here?>>34762784

With enough special torpedoes we might be able to capture that generator shit that the Taskforce used to ambush us with.

On record it would be to take it out, off the books it would be to retrieve it for JD if possible, or alliance if necessary. However i do not think we can pull a second Vecktron like heist again, so alliance would be nice enough.
>>
>>34771901

>proposal to Mezan

First, have Captain Oralth present for the conversation to ensure the Faction Alliance's interests are acknowledged.

Have Knight Captain Fox present.

Finally, have Mezan and possibly any ranking civilian representative of the Shallan Government present. Inform them that this conversation is being recorded.

Our salvage claim should technically be a majority, correct? With the Faction Alliance as secondary claimant for repair facilities/materials? Shallan Government would at best have a minority claim for technical expertise?

J-D stakes a salvage rights claim upon the vessel, but the situation dictates that it be put into combat with a competent crew that we can not provide at this time. As such, we must protect our interests and ask that Mezan, as a representative of the Shallan Military, provide a legally binding acknowledgement of both J-D's legitimate claim and the FA's (and/or Republic's?) legitimate claim and that the ship being placed under Shallan command does not constitute any surrender of claim by either party. Once we return to allied lines, rights to claim the ship for permanent service fall first and foremost to the majority holder, moving to the next largest holder if the majority prefers to be compensated. [J-D gets first priority to keep ship, then FA, then Shallans]. All parties will be compensated equally per share, unless they choose to surrender their claim, at a fair market value that both buyer and seller must agree upon.

That should satisfy all parties, unless I've missed something about how the salvage of the ship worked or salvage law?
>>
>>34771901

We can't reliably keep it supplied, and there's a very decent chance it won't even survive the current war because the FA and Shallans will do their best to prevent us from taking it back to J-D space.

Also, going by past threads, I'd assume J-D and the FA have equal sized claims.

What a headache.

>What is your proposal to Mezan?
I seriously have no idea what kind of advantage we could gain here. Maybe more compensation for immediately turning over complete control than we'd get during negotiations back in FA space?
>>
>>34771901
Can we raid the shipyard now?
>>
>>34771912
Your people have not. You'll have to look into it once you return to the lines to see if anyone else has.

>>34772085
Veckron weapon requisition is not connected to salvage of warships. You could trade it for a priority shipment of SP Warheads.

>off the books it would be to retrieve it for JD if possible,
The presence of Alliance observers and allied units may make that more difficult to pull off.
>or alliance if necessary.
This is probably more likely.

>>34772366
>What a headache.
You'd think they were trying to fight a war or something.

>>34772248
>Our salvage claim should technically be a majority, correct?
It works out to approximately 50-50 since you're operating as a Factions Alliance fleet group using resources, ships and personnel all supplied by them.

When you were fighting against the Warlords the claims were split up so that the House could make somewhat of a proffit regardless of whether you bought out the ship or decided to sell your share to them.

>With the Faction Alliance as secondary claimant for repair facilities/materials?
The Alliance generally tries to give salvaged Shallan ships back to their government both in trade for the insane amount of logistics supply that the Shallans give the Alliance for free, and so that Factions personnel aren't needed to crew all of them.

>>34772248
>ask that Mezan, as a representative of the Shallan Military, provide a legally binding acknowledgement of both J-D's legitimate claim and the FA's (and/or Republic's?) legitimate claim and that the ship being placed under Shallan command does not constitute any surrender of claim by either party. [...]All parties will be compensated equally per share, unless they choose to surrender their claim, at a fair market value that both buyer and seller must agree upon.

Mezan looks to the Shallan second in command who seems to be better prepared for legal work.

"This seems to be straight forward. We're going to agree to this."
>>
>>34772085
I second this, sell the damn thing to the shallans or alliance so we can be a priority resupply.

The house probably cant man it at this time anyways without mothballing several ships and would compete with the devourer for spare plasma gun parts.
>>
>>34772248

Supporting this.
>>
>>34772842
>"This seems to be straight forward. We're going to agree to this."
This is good, thank him. Other salvage things that we should take care of?
>>
>>34772646
>Can we raid the shipyard now?
Absolutely.

Given the day needed for shakedown Mezan and Oralth provide some of the crew to man the new Medium while workers that have passed security checks will help keep the systems running. Two battalions of Shallan infantry will ensure nothing gets out of hand should there be a mutiny among the new recruits.

How many SP Torpedoes do you want to equip your reorganised squadrons with?
Remember that you traded for additional SPs with the smugglers.

>Infiltration then attack. A cloaked ship will deploy a Recon team for capture & sabotage
Which of the following will be going aboard the Neeran station as part of the infiltration team?

[ ] Sonia Reynard
[ ] Ella Rufaro
[ ] Valeri Fusaro
[ ] Jarato Eldal / Krath infiltrator
>>
>>34773038
>[X] Jarato Eldal / Krath infiltrator

>How many SP Torpedoes do you want to equip your reorganised squadrons with?

2 volleys for Mike.
Get everybody else up to one volley.
- 14 volleys used, 12 volleys left.

1 additional volley for each commanding officer.
- 4 volleys. 8 left.

1 volley per wing to distribute as the commanders see fit.
- 4 volleys. 4 left.
>>
>>34773038
[x] Jarato Eldal / Krath infiltrator
I wish Sonia could go, but sadly people were against it. I hope she doesn't get rusty!

>2 volleys for Mike.
>Get everybody else up to one volley.
>1 volley per wing to distribute as the commanders see fit.
I agree with this.
>1 additional volley for each commanding officer.
I don't agree with this, but have no strong opinion. I'd rather give the commander another volley to distribute as they want, if they want they can use it themselves.
>>
>>34773199
seconding the SP torp deployments

>>34773038
[x] Ella Rufaro
[x] Jarato Eldal / Krath infiltrator
[x] Valeri Fusaro

3 man team. Jarato has command.

Ensure there is a Rovinar ship they can alert if something goes wrong and we need to jump in ASAP.
>>
SP Torpedoes are pulled from the reserve and distributed among your squadrons. After that last ambush you want to make sure that everyone has enough to fight their way clear if the worst happens.

>>34773755
>I'd rather give the commander another volley to distribute as they want, if they want they can use it themselves.
Everyone okay with letting the Commanders redistribute as they see fit? Not that you'd be able to stop them from doing so if they really wanted.

>>34773199
>>34773755
As the ships and squadrons are readied for deployment you contact Eldal and inform him that he'll be infiltrating the enemy station.

"Excellent. Who else?"
"You're it. Do you need any equipment?"

"Yes, a set of holographic camouflage and a captured weapon."
The weapon is easy enough. You've raided enough ships to provide a small stockpile. You'll need to pull the camo system from Valeri or Rufaro's suits since the one on yours is fully integrated.
Ecord should also have one.

Which will it be?
>>
>>34773825
>"Excellent. Who else?"
>"You're it. Do you need any equipment?"

Shouldn't we let our infiltration specialists decide this? If they think a single infiltrator will be more successful, then Eldal goes. If they think a team will work better and can get out too, we send whoever they come up with.

>Everyone okay with letting the Commanders redistribute as they see fit? Not that you'd be able to stop them from doing so if they really wanted.

Sure.
>>
>>34773866
>Shouldn't we let our infiltration specialists decide this? If they think a single infiltrator will be more successful, then Eldal goes. If they think a team will work better and can get out too, we send whoever they come up with.

Eldal would prefer to have at least 1 person as backup but can probably carry out the mission on his own.

What is the priority target for the infiltration team? Do you want them to disable the shields, attempt to secure the station computer core with the production data, or to ready one of the ships so that it will be easier for your Marines to capture when they begin boarding?
Long range coms are another option but could probably be targeted by Silent Hunters in the opening attack if you wanted.

>Your orders?
>>
>>34774190
>Eldal would prefer to have at least 1 person as backup but can probably carry out the mission on his own.

I think Fusaro is better suited to this than Rufaro. At least see if he wants to go.

Also, could Eldal use our recon armor (he should easily be able to match Sonia's form), or does he prefer not to use any?

>Infiltration Priorities
1. Make sure to find a way how to get out if things go south.
2. Computer core.
3. Ready one of the ships
4. Shields.

Leave the coms to the cloaked ships.
>>
>>34774190
He can have both of them if he wants. Leaning toward Rufaro if only one more.

I would say attempt to secure the station's computer core with disabling the shields and Long range coms as secondary objectives in order of priority.

If there is a chance at taking out one of them while still achieving the main objective then go right ahead.
>>
>I think Fusaro is better suited to this than Rufaro. At least see if he wants to go.
He is somewhat worried about your security aboard ship should he go especially after the assassination attempt.
>Also, could Eldal use our recon armor (he should easily be able to match Sonia's form), or does he prefer not to use any?
He'd prefer not to use any this time as there is too high a chance it might be left behind in a retreat.

>>34774263
>>34774343
Computer core seems to be the highest priority between these two. If they go after the computers your team will only be able to get to 1 of the other locations; The shields or one of the ships.
Even if you add a third person to the group you'll be limited to this.

1) Valeri vs Rufaro

2) Shields or a Ship
>>
>>34774556
If Valeri is worried about our security then he should stay with us.

I would would say go for the Shields.
>>
>>34774556
>2) Shields or a Ship
Ship. specifically, priority on any combat tanker conversions.
>>
>>34774556

(>>34774263 here)

>1) Valeri vs Rufaro

Whoever is better trained for this kind of mission.

>2 Shields or a Ship
Ship

>He is somewhat worried about your security aboard ship should he go especially after the assassination attempt.

We can wear our armor the entire time while he's gone, if it helps him to stop worrying for a bit.
>>
>>34774637
>Whoever is better trained for this kind of mission.
That would be Rufaro. She's been training constantly for a situation where it would be necessary to take your place going aboard a ship.
Valeri still has the edge in experience fighting Faction boarding teams and personnel.


>We can wear our armor the entire time while he's gone, if it helps him to stop worrying for a bit.
"I wouldn't want to inconvenience you sir."

So it looks like ship.

Roll 3d100 for the first stage of the operation.
>>
Rolled 32, 98, 4 = 134 (3d100)

>>34774982
>>
Rolled 38 (1d100)

>>34774982
>Roll 3d100 for the first stage of the operation.

1
>>
Rolled 48 (1d100)

>>34775018
2
>>
Rolled 69 (1d100)

>>34775047
3
>>
Rolled 72, 6, 50 = 128 (3d100)

>>34774982
oh boy time to be detected
>>
http://www.youtube.com/watch?v=1RIq2LzHVrE

Watching the recordings after the ship returns the Silent Hunter made a much closer approach than you remember on your own deployment. Then again much more of the station shield is at full power.
Some how they were able to get in without revealing their presence to the transports on docking approach. The pair of them bail out, make their landing and disapear. Not necessarily in that order.

After that it's a waiting game.


There are several moments where increases in com activity nearly cause you to order the attack prematurely. One of the Tankers leaves the dock and after jumping out of the system is replaced by another within a half hour.

Recon reports indicate that the convoy the Super is acting as the center piece for will be ready to jump out in 5 hours. Watching the displays it's soon down to 4 hours left. Still no contact from the infiltration team.
No news is good news you guess. If they'd been discovered or captured there should have been some activity.

A completed Carrier and a Battleship both jump out headed for another system.

>How long are you willing to wait without any kind of signal from the team?
Roll 2d100
>>
Rolled 76, 18 = 94 (2d100)

>>34775933
How long did our ship-stealing infiltration last? I'm thinking we'll wait a maximum of that time +2 hours.
>>
Rolled 49 (1d100)

>>34775933
>Recon reports indicate that the convoy the Super is acting as the center piece for will be ready to jump out in 5 hours. Watching the displays it's soon down to 4 hours left. Still no contact from the infiltration team.

I really have no clue any more about what exactly is going on. Is that super in the same sector? Is its convoy headed towards or away from the station we're planning to raid? Is it sitting next to the station?

>Roll 2d100
1
>>
Rolled 87, 5 = 92 (2d100)

>>34775933
our last time + 2 hours
>>
Rolled 49 (1d100)

>>34776057
2
>>
File: MAP-NW-DWG-03 Sec65.gif (51 KB, 1404x1417)
51 KB
51 KB GIF
>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.

The part about there being no super heavies present in the sector is currently out of date due to convoy security issues. It is elsewhere in the sector but due to its proximity could be a problem should an alert get off. Recon is not sure which direction it will leave the sector so several surrounding systems are lit up yellow.

>>34776041
>How long did our ship-stealing infiltration last? I'm thinking we'll wait a maximum of that time +2 hours.
4-5 hours, in that range. You're coming up to a similar time frame now.
>>
>>34776369
Ah, thank you. We should probably wait until that super has moved out. If 4-5 hours have already passed, we can't pull off the raid before it can react anyway.
>>
Rolled 8, 17, 11 = 36 (3d20)

It's 3 more hours before you see any suspicious signs of activity. A garbled transmission from one of the docked Heavy Tankers nearly finished its conversion into a Carrier.

There's no signal and you're not absolutely sure your team is involved until the aft sections begin emergency venting of the ships atmosphere.

Only then you get the signal and the Silent hunters decloak and fire SP's into the com arrays and anything else that looks vital to defense of the station.

"All ships jump!"

You have deployed your entire force except for those escorting the Heavy Carrier.
3 Medium Cruisers, the EBON, escort carriers, Command squad attack wings, Smuggler, mercs, all of the fighters you can bring to bear.

What ships are you assigning to dealing with the Heavy Cruiser and who will take down the stations shields?
Everyone else will attack the corvettes, battleships and carriers.
>>
>>34777030

Command Squad SP torps Heavy, gangs up with 3 Mediums on it for the kill.

Dragoons on anti-station shields, SP torps?

I'm also thinking we should devote a volley of SP torps (possibly even two!) per wing toward the enemy battleships and possibly carriers.

The faster we eliminate the enemy's ships, the faster we're landing troops onto the hijack targets and the station itself.

Don't even give them a damned chance.
>>
>>34777030
What kind of defences does the station have? Are they more suited to defend against large targets, corvettes, or fighters?
>>
>>34777030
Woops, enter key was hit a little too early.

Basically I agree with >>34777117 and maybe have one of the Mediums splitting their fire from the heavy and the station itself.
>>
>>34777143
>What kind of defences does the station have? Are they more suited to defend against large targets, corvettes, or fighters?
The station is similar to the one you previously infiltrated. There are 100 plasma cannon turrets spread round the station exterior with few other defenses besides tractor/repulsor generators and the sheilds.

They could probably use plasma ball attacks against starfighters but it looks to be designed to repel starships.

>>34777117
>CMD +3 Mediums VS enemy Heavy
Understood.

>Dragoons on anti-station shields, SP torps?
Keep in mind that the locations of the shield generators have not been fully mapped on this type of station.

>I'm also thinking we should devote a volley of SP torps (possibly even two!) per wing toward the enemy battleships and possibly carriers.
You want 1 squadron from each wing to fire SPs? Or every squadron to fire SP's once?

>>34777272
>maybe have one of the Mediums splitting their fire from the heavy and the station itself.
Mezan will use the station as a backstop for any fire that misses.
>>
>>34777362
>There are 100 plasma cannon turrets spread round the station exterior with few other defenses besides tractor/repulsor generators and the sheilds.

Thank you. In that case I think our starfighters should take care of the turrets.
>>
>>34777432
Yeah I agree that in this case starfighters might be the best option.
>>
>>34777362
>You want 1 squadron from each wing to fire SPs? Or every squadron to fire SP's once?

1-2 squadrons per Wing firing SPs. I want this attack to force the creation of a new word in the Neeran vocabulary for the latent sensation of Terror this attack causes among their military after we launch probes that broadcast captured sensor logs of the defense fleet vanishing.

This one is for the crews of 9th wing.

And if more SP torps are needed, I'm all for it. If I can't bombard planets I'll put Terror into the Neeran, damn it!
>>
File: 1348330853083.jpg (932 KB, 1700x887)
932 KB
932 KB JPG
Roll 8d20!
>>
Rolled 2, 2, 14, 2, 13, 19, 16, 13 = 81 (8d20)

>>34777638

[Don't Stop Me Now Intensifies]
>>
Rolled 10 (1d20)

>>34777638
>Roll 8d20!

Rolling!

1
>>
Rolled 19 (1d20)

>>34777692
2
>>
Rolled 16, 9, 15, 19, 3, 14, 9, 17 = 102 (8d20)

>>34777638
>>
Rolled 6 (1d20)

>>34777718
3

>Almost forgot the d20 again...

>>34756098
>You appear to be having a really hard time since the dice/noko system was changed.

Yeah, I tend to forget i have to reenter dice after every post.
>>
Rolled 15 (1d20)

>>34777760
4
>>
Rolled 12 (1d20)

>>34777793
5
>>
Rolled 3 (1d20)

>>34777815
6
>>
Rolled 2 (1d20)

>>34777831
7
>>
Rolled 12 (1d20)

>>34777852
8
>>
>>34777483
Our squads should know when it is prudent to fire SPs, and when it's just a waste of valuable ammunition, by now.

I'd prefer to have a volley or so per squad left when we pull out of this galaxy, just in case anything willl try to intercept us on our way out.
>>
http://www.youtube.com/watch?v=EYkOpm0ZxNI

The fleet jumps in from all directions and Republic plasma cannon fire converges on the Neeran Heavy Cruiser from just as many angles. Thirty SP Torpedoes from your command squad tear into the vessel's flank.

Torpedo volleys from the attack squadrons likewise are fired off, crippling many of the escorts in the opening wave.

"Designate the ship our people are aboard as an unconfirmed friendly or as a boarding target. Keep our SP Fire away from it if possible."
"Copy that." Answers Arron.

"Our Fighters are now deployed." Reports Kavos.

Now that your starfighters and attack bombers are on the field the station shouldn't last too long you hope. A good thing too, the guns on the station will start to inflict losses soon otherwise.

A wave of missile and torpedo trails streak in towards the station and the ships defending it. The guns are too busy shooting at the attack wings and your allies to try and blind any serious number of them. The conventional torps impact the shields in a small enough space of time that the station shields flicker and almost fail completely. The SP's take down 30% of the cannon turrets on the station along with other systems. With the amount of fire it's taking the analysts are going to have a hard time figuring out which ones were critical hits later.

Mezan's command ship clips the remaining dorsal guns on the enemy heavy with its cannon fire then skims past it to join in shooting at the station. The upper cargo bays and their defensive emplacements are turned to slag in the first pass.

As the remaining shields on the station fall to combined fire LST's begin to launch and head for their targets.
>>
"Deploying assault teams." Reports Mezan while swinging in close enough to the heavy tanker docks to risk a collision.
Mike likewise drops several LST's close to the less damaged station docking bays. The few light starfighters left in the fleet inventory join them, strafing the internal docks where there are signs of heavy resistance.

"We have a Tanker on the move."

Looking over at the docks one of the larger ships are attempting to reverse out of their berth. Fox blasts the vessel's shields and observation tower with plasma and phase cannon fire then puts all power to forward shields and rams it back into the dock. It doesn't quite work as planned, crushing the nearby docking arms, but does keep it from bringing its shields online. Assault shuttles and one of the nearby LST's vector in on the pinned ship as maneuvering thrusters on the bow begin to let it break free.
"Teams going aboard."

There are still a few corvettes in the area putting up a fight but they're in the minority, using debris from parts of the station or their destroyed allies for cover.

"Reform by squadrons and sweep the remainder. Starfighters, don't get too close to heavier debris concentrations if you can help it." You direct the next question to Kavos. "Damage reports?"

"3rd Wing has taken minor damage. Marines are encountering heavy fighting. Commodore Mezan and Knight Captain Fox want to know if they should put more troops aboard the station."

You have an addition 1000 Shallan Infantry and 300 House Marines still in reserve.
Do you want to deploy them to the station to help secure it and possibly more equipment? Or will you focus on the Heavy Carrier and Tankers along with the production data?
>>
>>34778950
Focus on the tankers and production Data
>>
>>34778950
The production data and our infiltration team should take priority.
>>
>>34778950
Get those infantry onto the Heavy Carrier and Tankers.

Do we have enough Rovinar cloaked ships with our force to put one in each of the surrounding sectors as early warning pickets?

And are our Men at Arms with the medium armour deploying to the transport we suspect our infiltration team is on? If not, I think they should.

If possible, send starfighters and shuttles to support any of our forces fighting in the docks, like before.

Broadcast demands for surrender. Any station crew that abandon the station in escape pods will not be fired upon, so long as no attempts to self destruct the station are made. Officers that fear retribution from the Neeran Empire for ordering the station abandoned or for ordering a surrender should signal as such from a life pod. We will accept their surrender and later cooperation. Any that resist will be shown no mercy.

Is the station above a rocky planet or moon, or will we need to assign some corvettes to tractor life pods to a safe orbit?

And did we detect any distress call?
>>
>>34778950
I would say focus on the Heavy Carrier and Tankers with the production data, but if possible send the station teams a little support as well.

Better to give a bit of support so they don't get overwhelmed or anything.
>>
>>34779290
>Do we have enough Rovinar cloaked ships with our force to put one in each of the surrounding sectors as early warning pickets?
Yes. They've been redeployed.

>And are our Men at Arms with the medium armour deploying to the transport we suspect our infiltration team is on? If not, I think they should.
Added to the list of troops heading over.

>Is the station above a rocky planet or moon, or will we need to assign some corvettes to tractor life pods to a safe orbit?
The escape pods have more than enough engine power to look after themselves. The planet orbits at the edge of an asteroid belt and while not habitable makes a convenient place to put a shipyard to take advantage of local ore deposits.

>And did we detect any distress call?
You jammed several. The com arrays powerful enough to cut through it were successfully torpedoed by silent hunters at the opening of the battle.
>>
>>34779702
We definitely have to learn our Men at Arms' names after this. If I understand their status correctly, they're willing to put Sonia above the House. Knowing who they are is the least she can do.
>>
Rolled 2, 3, 6, 6, 4, 4 = 25 (6d6)

Troops in the tanker docks and aboard some of the tankers themselves are disinclined to surrender initially and your people are forced to kill their way through three quarters of them before the surviving crews give up. The core regions of the station and the Tankers on the side Fox rammed give up much more quickly.

You catch some banter between Mezan and Fox.
"What is your alliance rank? Colonel? Colonel Fox you are absolutely insane. Did you learn to do that using a Shukhant class?"
"As a matter of fact I did. I commanded one while on loan to another House ten years ago."
"You're lucky that Endeavour didn't snap in half. They're supposed to have the same spine as the Lance class."
"Was why I only used the shields."

www.youtube.com/watch?v=eFw3e8CX7l8

After what seems like an eternity of fighting the Tanker docks are secured and your heavy teams report they successfully reached the station core. As expected much of the data was wiped.

"Wha- what about the infiltration team? They were supposed to secure it first."

Eldal contacts you a few minutes later as the Heavy Carrier is being carefully removed from its dock.
"Your double needs to be deployed more often. She needs more field experience, not simple simulation."
That's true, she hasn't fought Neeran that often.
"Are you both alright?"
"Yes, well enough. Nothing permanent was lost."

That's reassuring you guess. "What about the shipyard data?"

"Tell your teams to pull the basic computer systems backups. We over wrote them then cut their hard line connections to buy time. There was too much data for us to carry with us."

Doing so your people pull the cores before retreating. The two cores have some data overlap, about 60%, but it looks like it fills in all the gaps you're missing.

"I'm going to take control of this ship to jump it out of the system General. You should try that trick on the other tankers and see if you can't salvage them without me."

Roll 5d20 for tanker 1
>>
Rolled 11, 5, 19, 13, 13 = 61 (5d20)

>>34780180
>>
Rolled 9 (1d20)

>>34780180
>Roll 5d20 for tanker 1

1
>>
Rolled 1 (1d20)

>>34780247
2
>>
Rolled 6 (1d20)

>>34780267
3
>>
Rolled 6 (1d20)

>>34780289
4
>>
Rolled 6 (1d20)

>>34780351
5

Well, that went pretty poorly :s
>>
Rolled 9, 9, 8, 2, 14 = 42 (5d20)

>>34780180

"Will your superiors be upset if I put you in charge of several tankers and call you Commodore?"
>>
Rolled 17, 18, 11, 9, 18 = 73 (5d20)

>>34780180
>>
>>34780401
"Will your superiors be upset if I put you in charge of several tankers and call you Commodore?"
"I'm uncertain. At what point to captured starships outweigh new intelligence?"

>>34780230
>11,13,13
First tanker navigation unlocked!

>>34780423
>17, 18, 18
I was going to say this could be counted for the next set of rolls... but screw it. Second tanker navigation unlocked!

Roll 5d20. 3 or more of the numbers must fall be within a range of 3 or it won't work. After a certain number of attempts the system will lock up and you'll have to wait an hour to try it again.
This is for the 3rd and last Tanker.
>>
Rolled 10, 8, 12, 17, 17 = 64 (5d20)

>>34780524

"Depends if the new ships have new intelligence, now doesn't it?"
>>
Rolled 20, 13, 18, 19, 8 = 78 (5d20)

>>34780524
>>
Rolled 17, 5, 9, 3, 3 = 37 (5d20)

>>34780524
>>
>>34780573
>>34780648
we are so going to steal everything not nailed down, and then steal the nails.
>>
Posting back?

>>34780573
>Rolled 20, 18, 19

"Navigation for the last tanker is unlocked." reports coms.
It took some time to get all of the teams into place to hack the systems but it worked.

"Then let's double check for downed pilots, gather any POWs and get out of here." you order

Tes'us shakes her head. "I cant believe were were able to salvage so many ships."
Well you did bring in a large enough fleet to completely overwhelm the locals.

"Recon teams report there is a small group of Battleships and Carriers on their way here from one of the other systems. The Super Heavy and the main convoy have jumped out of the sector."

Do you wish to retreat immediately or will you try to rip some of the production lines out of the station and load them onto an empty Heavy Tanker? The Neeran certainly use them as transport craft often enough.

The larger they are the longer it will take to load them.
2x Corvette lines
2x BS/BC Lines
2x Carrier Line
3x Heavy Tanker repair docks (Most are a bit damaged)

>Your orders?
>>
>>34780878
how long would it take to grab the corvette lines?
>>
>>34780878
Get the least damaged of those repair docks. If we can grab anything else while we do that, great. If not, get out afterwards.

I don't want to see if that Super Heavy decided to turn around once the Neerans notice this station has fallen silent.
>>
>>34780878
Could we rig the station to self destruct if the neeren's try to reclaim it?
>>
>>34780878

Blow it all.

We've secured our primary objectives and more. To risk an alert getting out and putting our gains at at risk of detection here is foolhardy greed.

We've already captured corvette, BS/BC and Carrier lines, iirc. (corvette line was a partial in the first galaxy, I think?)

We do -not- want pursuit forces after us when we're so close to high alert areas!
>>
>>34780878
Blast it all to hell and back.
>>
We back again?

>>34780900
>how long would it take to grab the corvette lines?
15 minutes if you're lucky.

>>34780905
The most heavily damage Tanker repair dock could be loaded the most quickly thanks to being rammed.
Getting the least damaged ones out intact will take 30 minutes.

Carrier or BS Lines would take 20-25 minutes. but you can work on at most 2.

>>34781048
>Could we rig the station to self destruct if the neeren's try to reclaim it?
You can rig some of the reactors to overload a few minutes after you leave. Your people cant reliably set them to self destruct only in the even of the station being boarded. Either they would be too unstable or too easy to disarm.

>>34781064
1 vote for blowing up the yard now.

>corvette line was a partial in the first galaxy, I think?
The only Neeran corvette production it looks like you guys have captured was back in the Pandora Cluster.
You've captured plenty of corvette hulls this tour but the only shipyards/ production lines you've decided to salvage were the incomplete skeletal remains of a Shallan yard that you brought back, and then the Battleship and Carrier lines in the Maelstrom galaxy.
If I said otherwise somewhere please point out the post. I've searched and cant find it. I do remember people being quite sure they wanted carrier and BS lines over CRV lines.
>>
>>34781642

Game will resume after 7PM EST tomorrow.
>>
>>34780878
We should grab the BS/BC lines and blow the rest. They obviously know we're here, and I can't imagine they wouldn't have some sort of check-in system in case of an attack like this.
>>
>>34781642
>>34781728 here, changing to corvette if we have complete BS & Carrier lines.
>>
>>34781642
grab the BS and carrier lines blow the rest
>>
>>34781642

My apologies. I was thinking of the Shallan yards and the corvette lines we opted to destroy and got them mixed up.

I still don't know why we'd actually want to steal Neeran corvette lines unless they're producing the FTL versions. The production data on the things should be worth so much more.

And a Heavy slip is useless for anything other than repairs, in a practical sense.
>>
>>34779773
How many men at arms are we up to now? We had two human ones in medium armour a while back, then I kind of lost track after our power armour salvage bonanza. We should definitely talk with them more.

>The weapon is easy enough. You've raided enough ships to provide a small stockpile.
How much do we know about Neeran small arms? Last time we did an infiltration op Eldal figured out how to fire one and how much ammo it had left at least. Must be an Alliance RnD lab we give these to.

>We can wear our armor the entire time while he's gone, if it helps him to stop worrying for a bit.
Do captains or any other crew besides the marines ever do this, or is this seen as excessively paranoid?

>Marines are encountering heavy fighting.
We owe these guys some drinks, they definitely earned their keep on this trip. Did we bring any of our mass rifles? They're pretty ideal for this kind of pitched battle, our marines seem to be getting good at countering the Neeran with heavy weapons. Though we haven't come across any more commandos yet.

Also I wasn't around to suggest it but since the last time we attacked a shipyard our LSTs OHYEAH'd their way through the outer walls to get inside. We could have deployed the HAG for extra fire support.

>Eldal contacts you a few minutes later as the Heavy Carrier is being carefully removed from its dock.
"Your double needs to be deployed more often. She needs more field experience, not simple simulation."
We should let her volunteer for any boarding actions we do in the future, unless she is already. She has her own recon armour now so she can tag along with the marines.
>>
>>34781642
Grab a heavy and two corvette lines if we can. We already have complete BS/BC/Carrier lines so lets fill in the blank spots right now. At worst we could convert the heavy slip to repair our own heavy and all the these mediums we seem to be collecting. The corvettes could be used to augment Centurion walls with added shield power and extra plasma spam.

Plus having the production data for both would expose any and almost certainly all weaknesses that the designs have that we haven't discovered. It would really help to find the seam on those tough nuts and crack them open easier.
>>
>>34780878
Grab the corvette lines and a heavy repair dock. As >>34783435 points out the corvette lines would complete the set and we have all the data to go with it. We don't need the other lines because we already captured some.

>The most heavily damage Tanker repair dock could be loaded the most quickly thanks to being rammed. Getting the least damaged ones out intact will take 30 minutes.
Lets compromise, salvage the most damaged dock and loot the parts we need to repair it from the other docks.

The heavies we just looted will likely need some repairs before we can bring them home, a working dock would make much easier and not tie up our heavy repair assets. We might even be able to use it to convert one of the tankers for evacuation, we only needed 200k ish capacity (less the pile of transports we already captured) and a full conversion could carry a million.

Hey TSTG would it be possible to get some high density data storage devices for infiltration ops? We managed to hide the SP torpedo production data inside an energy cell way back when, so something the size of a briefcase should do the trick.
>>
>>34780878
1x Heavy Tanker
1x Corvette
We should already have 1 of BS/BC and Carrier lines from before.
>>
>>34781642
How much time do we have between our Rovinar scouts spotting incoming hostiles and their arrival at our current position?
>>
>>34781642
I would say get the least damaged Tanker repair dock and a Corvette line or two.

Basically make sure that by the time we are done with the Tanker repair dock we are ready to go.
>>
Guys, if we're going to delay to secure yard lines, should we send a force to jump that small group of BS and Carriers in the neighboring system? Before they decide to jump here, that is.

>>34783686

Still against converting any tankers. We've already dropped everything to evac civilians once in the earlier deployment. Taking the time to find a suitable location for that Heavy slip, getting it set up and concealed, and then diverting repair and engineering capacity to it isn't worth the jack squat that comes from saving civilians.

We could be filling those heavy transports with stuff that will better cripple the enemy's war effort and improve our own, like drive plates/cores.

Let Mezan worry about squeezing the last 200k souls onto her ships or send her people to board other factions transports for civilian evac.
>>
TSTG, how much of our sixth month deployment do we have left at this point?

To be honest, I kinda just want to pick up our stuff and get back to friendly lines.

Maybe save that garrison that had burrowed into the planet a few threads ago on the way out, though.
>>
page 9? I think not
>>
>>34787111
>Guys, if we're going to delay to secure yard lines, should we send a force to jump that small group of BS and Carriers in the neighboring system? Before they decide to jump here, that is.
They're already on their way here, I don't think they would leapfrog through the intervening systems. In any case we have a lot of firepower here and we should be able to get the jump on them when they arrive. We need to have the ECM ships ready to jam them. Even if we can annihilate them, odds are the enemy will take the fleet going dark as confirmation and start to bring assets to bear like that superheavy.


>Still against converting any tankers
Back when I first suggested that the tanker was probably the only option with enough capacity to carry everyone. But after this operation and the logistics base we hit, we now have a ridiculous amount of transport/towing capacity. We no longer need to convert the tankers internally, we would be better off making those shipping boxes someone suggested earlier and strapping them to any ship with space for the trip home. That would be much easier and faster.

>We could be filling those heavy transports with stuff that will better cripple the enemy's war effort and improve our own, like drive plates/cores.
We've been here for a long time, already walked into one trap and are getting a little burned out. We should quit while we're ahead and not stretch our luck too far. The shipyard computer core alone would "pay" for this trip, IF we can get home with it.

If we spot any low hanging fruit on the way out, sure we can scoop it up. And we should probably check out those abandoned bases and let the SRL fleet know we're leaving.
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bump
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Bump.
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bump
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Bump. Second for sending word to the allies in the area. Turn over the base we've been using to the friendliest group still operating in the area.
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Well I tried to post from work. Only it's been completely blocked yet again.
Once you're out of this system/sector we'll discuss your longer term plans to leave the maelstrom galaxy.

>how much of our sixth month deployment do we have left at this point?
7-8 weeks left.

It looks like grabbing the corvette line and damaged heavy repair dock are the more popular. (I could be wrong)

In the time it takes to get the corvette lines pulled and begin loading then the enemy scout fleet arrives. Some of your people detect them at the edges of the system where they conduct a quick scan of the planet and the location of the shipyard. Your jamming of the area will make the scans more difficult but won't exactly hide that fact that someone who isn't supposed to be here is present.

Do you want to have a couple of squadrons try to jump the small number of Battleships and Carriers? Or will you focus more effort on pulling out of the system quickly?

[ ] Send a force to jump them and then focus on evacuation. (Roll 3d100)
[ ] Everyone that hasn't left to escort the other captured ships help EVAC.

>Destroy as much of the station as possible as you retreat Y/N?
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>>34797418
>[ ] Everyone that hasn't left to escort the other captured ships help EVAC.
Y
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>>34797418
>[ ] Everyone that hasn't left to escort the other captured ships help EVAC.

Let's just focus on getting out of here.

>Destroy as much of the station as possible as you retreat Y/N?

Shoot enough stuff so that enemy ships arriving will be busy with saving what they can.
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>>34797418
>[ ] Everyone that hasn't left to escort the other captured ships help EVAC.
Y
>>
>>34797418
>[X] Everyone that hasn't left to escort the other captured ships help EVAC.

>Destroy as much of the station as possible as you retreat Y/N?

Y
>>
"Everyone pull out. I want us to be far away from here before that fleet can bring in too many reinforcements. Torch the station and set any large pieces of debris on a course for the planet. If their orbits are decaying when more of them arrive they'll be too busy stabilising all of this to chase us."

"Do you want my Dragoons to strafe those scouts?" Asks Mike.

"Don't bother, just help cover our retreat. If any of them try to follow then take them out."

Mike acknowledges though he sounds a little disappointed. His people haven't been doing quite as many straight up fights as the other attack wings. Maybe he's hoping to keep his units kill totals up with the others.

The enemy ships don't follow and you slowly and carefully work your way back to the core and the asteroid base. All of the recently captured ships will have their quarantine period to be sure they cant be used to track the fleet.

You've previously decided that when you fleet departs this galaxy some of the Neeran ships and equipment will be left behind with a group of volunteers to cause trouble for the enemy. You now have 4 heavy tankers, 1 heavy cruiser/carrier, a number of operational if not fully armed Battleships, Carriers, a half dozen CX transports, smaller cargo ships with Neeran IFF's and a couple hundred sublight only corvettes.

Most importantly shipyard facilities with which to build battleships, carriers and corvettes, along with repair facilities for Faction Medium cruisers or Neeran Heavies.

What do you plan to leave behind?
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>>34798459
>What do you plan to leave behind?

Oh boy... my first reaction would be 1 or 2 battleships, several CX transports, enough corvettes, and some of the smaller cargo ships?

We should probably ask our allies who will stay behind and see what they want.
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>>34798459
ask our allies and fellow knights what they think we should leave
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>>34798459
Technically, I believe the Shallans have salvage claims on 1-2 CX transports. At most, I'd say provide them with those CX transports and x2 the number of corvettes they can transport. Maybe one of the smaller transports with functional IFF.

We are certainly not providing them with any ships that have functional enemy cloaking field generators. (I believe 1 of the 2 carriers have that, possibly some of the Tankers as well?)

We need to take the captured Neeran production lines back for R&D.

Did our production data theft by any chance also catch data on Neeran recycling/refinement processes as well?
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>>34798459
I would be perfectly fine with leaving them one of the Heavy Tankers, some Battleships, a carrier, CX transports, smaller ships with Neeran IFF and the couple hundred sublight only corvettes.

I'm a little iffy on leaving them a shipyard because of how much they would help the R&D boys. If we "had" to leave something I would say the repair facilities and we could then just steal another slipway for them when we get back.
>>
Rolled 2 (1d4)

>>34798551
>We should probably ask our allies who will stay behind and see what they want.
Mezan doesn't have anyone particular in mind to lead the group and is planning to return both Mediums to friendly lines to swap out some of the crew. Of those that have volunteered to stay the highest ranked is an officer from their Marines.

>>34798567
"We've captured 5 Heavy tonnage starships sir. I think we could spare at least one of them." Suggests Daska.

Alex speaks up next. "We shouldn't need to take too many basic Neeran Corvettes back with us. Alliance R&D can't want them that badly at this point. We'll certainly be paid for all of the intact hulls we bring back, but the more we bring back the less will be available as reserves for this resistance group."

"I'm sure most of our Knights and other pilots would appreciate being paid." Says Arthur. "Those who survived our second tour certainly received some compensation but the latest group has stood no chance until now at collecting salvage bonuses that could rival the original 3rd Wing."

"Not after capturing that Warlord Super." Mike points out. "Not many can close the gap after that."

You look to Verilis who is next.

"Take the Heavy Carrier and any ships with cloaking shields. If we leave half of what remains after that it should cause serious problems for the Neeran later and mean less work for the rest of us in the long run."

"Drake?"
"I would say leave two tankers, some CX transports and corvettes. They can blend in with local convoy traffic enough to launch raids."

Fox declines comment on the issue. He probably doesn't want to sway your other Knights.

Mezan would like one Heavy Tanker or 3 CX transports.


>>34798650
Rolling for cloaks on those tankers.

>Did our production data theft by any chance also catch data on Neeran recycling/refinement processes as well?
Only a little bit. Odds are that it isnt much more than the alliance picked up from the construction ships you captured, but it is possible.
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>>34799768
>Mezan would like one Heavy Tanker or 3 CX transports.

If Mezan wants 1 more CX than I originally wanted to give, well damn, I am for it.

[x] x3 CX + x2 loads of corvettes (for all 3, so 6 CX worth of corvettes?)
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>>34799768
Give Them
1 Heavy Transport with a cloak
3 CX
1/4 - 1/8 of the corvettes
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>>34799925
>1 Heavy Transport with a cloak
>cloak

No. Definitely not.

>>34799860

Sounds good.
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>>34799768
I say give him one tanker, two or 3 CX transports, one battleship, and enough Corvettes to fill that Tanker.
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>>34799768
Give him a Heavy Tanker, the battleship, and a good chunk of the corvettes.
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>>34799768
Got a question: What intel did the neerans we captured from the tankers have on our fleet. I really hope we got a cool nickname by this point.
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>>34800188
seconding this
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>>34799768
I'm this person >>34800348 and I third this >>34800188
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>>34799925

The normal Carrier, intact, with a cloaking device (we have 1) is worth a bounty of 100 million. (40 for the carrier, 60 for the cloak)

Assuming the tanker has a similar or possibly even larger/more advanced cloaking field, we may get more than the 60 million for the generator alone.

An intact battleship is worth 70 million.

>>34800188
>>34800348

Why in the world would we give them a Heavy Tanker? If the Shallans we leave behind are destroyed or captured, the enemy will regain a repairable Heavy Cruiser-sized ship. 3 CX transports are far more expendable in the event of loss or recapture by the enemy!
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>>34800643
>Assuming the tanker has a similar or possibly even larger/more advanced cloaking field, we may get more than the 60 million for the generator alone.
A Faction warship of comparable size to the tanker is worth 2 Billion. We captured 5 of them. We've basically funded our houses' military expenditures for the entire year.
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>>34800643
>An intact battleship is worth 70 million.
You lack any intact Battleships.
All 4 of the Neeran Battleship hulls you captured are missing their main turrets.
You have 2 plasma cannon turrets that could be installed or taken back with you.

>Assuming the tanker has a similar or possibly even larger/more advanced cloaking field, we may get more than the 60 million for the generator alone.
Eldal checks and they seem to be the same type of device. No real difference.

There seem to be more support for leaving a single Heavy Tanker plus some CX Transports and corvettes.

There was interest in leaving some of the Dominion Attack Corvettes for use by the resistance force but not nearly enough. They'll be going back with your Fleet.

Some people wanted to leave a Battleship or some additional repair equipment but there is not quite been enough support for this. Other than the corvettes is there anything others would like to leave behind?

For the Neeran corvettes you have more than 200 of them. (Was it closer to 300?)
A Neeran Carrier can load 16 of them. You've seen CX transports covertly loaded to carry 30 of them for ambush work, though it would then be difficult for them to dock for extraction. How many corvettes do you wish to leave behind?

[ ] 50 - Enough to hide 16 in each CX transport.
[ ] 80 - Some for each CX and the Tanker. Some could also be kept in reserve for repairs and training.
[ ] 100 - This would allow a substantial reserve force.
[ ] 150 - More than half of the corvettes you captured.
[ ] Other
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>>34801427
>[ ] 100 - This would allow a substantial reserve force.
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>>34801427
>[ ] 100 - This would allow a substantial reserve force.
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>>34801427
>[X] 100 - This would allow a substantial reserve force.
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>>34801427
>leaving behind 2 billion+ worth of ships to a half-baked resistance force

Someone is sure as hell signing off that that counts as FA tonnage claims being lent/donated to the Shallans.

[x] 100 - This would allow a substantial reserve force.

I'd like to take the rest back for use as aggressors. It will improve our training and allow the Factions Alliance to also form a reserve force of the ships to counter and disrupt the eventual Neeran push.
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>>34801427
>[X] 100 - This would allow a substantial reserve force.

If we did leave a Battleship being it would be the one with the active Plasma cannon turret so they could slap on one of the spares we have.

One of the smaller cargo ships with a Neeran IFF maybe.
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>>34801427
I have a request. Can our report to the Baroness be titled "I did it again..."
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>What intel did the neerans we captured from the tankers have on our fleet. I really hope we got a cool nickname by this point.

Current rumors are that there is a Shallan Admiral operating in the area who recruited a group of elite pirates to attack and pillage the convoys. They're fairly certain that most of the attackers are former pirates that have gone mercenary, as most of their units are composed of a mix of ships from several Factions.
The presence of your Assault Corvettes is concerning to them.

A Shallan ace, perhaps the last survivor of an attack unit, is believed to lead an afterburner equipped squadron.

One of the more infamous ships used by the raiders is a Battlecruiser that looks like a shark. Its weapons are very powerful on their own but the ship never appears by itself. It is always accompanied by a mix of Terran and mercenary vessels.

Captured Intelligence reports indicate they've figured out the rough size of your force. The existence of the EBON is speculated, though they haven't ruled out that it's simply a more heavily upgraded Dominion Carrier. They know that your fleet must have some serious repair assets or a mobile base of operations.
The most likely possibility in their estimation is a Kavarian Medium loaded down with modular station sections that are deployed into a field base. After or during each raid the station is broken down and moved. Others they're considering include a modified giant asteroid Tug, a wrecked Helios missing its gun pushed into the same role, a group of Moli's carrying a modular station, a Jupiter Heavy Transport and lastly a Senate class Heavy Carrier.

As you've kept Millennial Host hidden at most times it's low on their list of expectations.

"So what are they calling the leader of this fleet? Is there at least a nickname? Even if I have to share it with Mezan."

"The Warlord of the Maelstrom. They seem to think it's an accurate title since so much of the fleet are obviously from South Reach."
>What say?
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>>34802161
Just show him the report and watch his expression
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>>34802161
>What say?

"Excellent, that way the SRL fleet will cause a lot of confusion until they realise there are two separate fleets operating in this galaxy.

Then there's the added bonus of keeping Neeran assassins off my back as well."
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>>34802161
"Wow, they clearly didn't crossreference their data, my squadrons are certainly unique enough in composition to be fingerprinted with high likelyhood from previous battles."
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>>34802161

Clearly, we should leave a comms buoy along a trade lane thanking them for their contributions to the Dread Warlord HasAnn's fleets.

If they return Svidur, the Faction Alliance representatives and surrender the heads of the three commandos responsible for their capture, we'll go away.

If not, expect us.
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>>34802394
They probably don't have much sensor data, since we tend to wreck everything in system and nuke the wreckage.
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>>34802161
Did we grab a formal damage or threat assessment? I'd love to add a report from the Neeran on how we're a large threat and have massively fucked up their logistics and forced them to divert dozens of supercarriers to our AAR.
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>>34802554
A policy we should continue since it's clearly affecting their intel. I'm surprised they haven't recognized the devourer yet, I guess we aren't quite that notorious.

>>34802734
Yeah, have we caused any PROMOTIONS! yet?
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>>34802161
Ha! Looks like we have been promoted to Warlord without even knowing it! I find it hilarious that the Senate class Heavy Carrier is that last thing they would expect.

As one person said the fact there IS a SRL fleet in the area should make everything even better.

Despite those losses we did a good job.
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>>34802814
>Yeah, have we caused any PROMOTIONS! yet?
I do enjoy the occasional opportunity to gloat at our enemy's misfortune.
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>>34802394
"Wow, they clearly didn't crossreference their data, my squadrons are certainly unique enough in composition to be fingerprinted with high likelyhood from previous battles."

Tes'us asks Sayerna what things could be preventing the Neeran from getting a positive ID on everyone. Your fleet does use heavy jamming on most attacks but that can't be all of it.

"The Alliance have been conducting routine updates to their IFF's to keep them more secure. They wouldn't show you as Dominion ships.
In the previous tour your Wings also lost many ships that were temporarily replaced by ones on loan from the Alliance. After that tour ended they were rotated back into other Alliance units while your crews returned home.
Your House assigned replacement ships this year to expand your Wings."

Tes'us calls up the logistics data from the start of this tour.
"More Mk II Attack corvettes that had been converted by upgrading old standard corvettes. Attack Frigates were salvaged in the Smuggler's Run or bought off RSS.
Some attack cruisers for the mixed wings were built at the shipyards in the Run or once again salvaged by RSS. More than half our ships were not previously associated with your units sir."

"And then there are those that were underwent engine replacements." Adds Kavos. "That would certainly change the 'fingerprint' of a ship."

"How many engine replacements have we undergone?" you ask

"All of them, except for some on the Battlecruisers."
You're handed a datapad showing stats for the attack wings: 270% engine replacement.
"But the Devourer still has half her original engines." Kavos finishes.

"So they should have been able to ID us by now." you figure.

Tes'us nods. "This is not the only Battlecruiser sized vessel of its type to have been built at the request of the Seven, but given enough time they will figure out whose ship this is."

Stopping here. Will resume tomorrow morning and run until the thread falls off the page.
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bump
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bump
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bump
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Bump.
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Guys, should we deploy a final bit of raiding around that possible abandoned sector in the northern area of the galaxy? It is at the base of the 'southern' spiral arm, where the SRL force landed, and could be a way of taking the heat off of Sonia and J-D. Make it look like we're heading to link up with another SRL force.

That should give the allied Knight Commander and the Evac transports a good chance to escape, put some extra attention to the SRL force to potentially cull their loot intake, and possibly confuse the enemy as we simply fade 'into another force' in their eyes.

If the SRL fleet is destroyed, the Warlord of the Maelstrom legend may simply grow due to the fact that we'll never be confirmed as dead!

And it will let us pick up any other allies in that abandoned area.
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>>34802734
>Did we grab a formal damage or threat assessment? I'd love to add a report from the Neeran on how we're a large threat and have massively fucked up their logistics and forced them to divert dozens of supercarriers to our AAR.

Shallan and Alliance raiding forces have become a serious threat, damaging rear line production facilities and disrupting convoy traffic to an unacceptable level. A taskforce has been formed to hunt them down with a Super Carrier. FTL Corvettes and new [Corsair type] attack cruisers have been diverted to this group to assist in efforts to hunt them down.
Local commanders who are unable to maintain the security of their sectors may face front line reassignment if sufficient steps have not been taken to counter possible raids. Response forces should be readied and prepared to move at any time should they lose contact with a system.

It seems not all sectors have enough spare ships available to protect everything and instead are placing heavier assets near the more important ones. Of course most system defense fleets cant hold off a force of more than 300 Faction ships with medium cruiser backup. Reinforcements are slowly strengthening the occupied sectors which is cutting into what is reaching the front.

There is no mention of the unit with the gravity well generator. Either it isn't known about by local commanders or someone decided to go after you on their own initiative.

With the ships handed over to the Resistance personnel sorted out you begin making preparations to depart the galaxy entirely, though it may be a good idea to hit a few more locations on the way out.

There are 3 outpost sectors that are listed in your database. They're not at all close together and one of them is in the path of the advancing South Reach Fleet. They'll get to it eventually though it might take a few weeks.
Another is off closer to the area where you entered the galaxy. (Currently off the map.)
>Your orders?
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>>34811706
I personally think we should just pull out
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>>34811706
>Your orders?

Send out our Rovinar ships to:
1. Check the remaining outpost sectors
2. Exchange intel with the SRL fleet
3. See what the situation around that moon base broadcasting propaganda is

Otherwise, just continue with our preparations to leave the galaxy.
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>>34811706

I'd like to ask the Rovinar to send 2 or 3 ships to investigate the one off map, with the small smuggler force to assist any stragglers in hiding.

The one in the spiral arm is too far to be safe for us to investigate, imo.

The sector above the 58-63 cluster seems like a decent place for our forces to scout, along with some of the surrounding sectors for low hanging fruit, in accordance with my suggestion >>34811510

Oh damn. It seems the SRL guys have caused an alert in the spiral arm. Did the reports mention them or do they think it is still us?

... can our Krath friend mess with captured enemy distress beacons? I'm wondering if we could gather up 10 or so of them, have cloaked ships dump them across unraided regions and essentially light up the Neeran coms networks with "Help! The Warlord of the Maelstrom is here!"
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>>34811706
>Your orders?

See how Rufaro and Eldal are doing.
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>>34811706
I wouldn't mind scouting the outposts that are closest to us.

Still going to bring up the idea of Infiltrating a Nav station in hope of disabling one/gathering information. Basically creating a window so that the fleet can jump out "safely"
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>>34812232
Or we could just leave. not that hard. Go to the center of the Galaxy and leave vertically.
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>>34812251
I also don't mind leaving and was just giving that last part as a potential option.

With the raiding we have done, ships looted, and information gathered I would say that it warrants us just leaving. (After some scouting of outpost sectors of course.)
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>>34802367
Mezan is equal parts amused and confounded by the enemy intel reports.
"You may be right, assassins may be targeting me next instead of you. On the bright side this might help my chances of promotion to Admiral."

>2. Exchange intel with the SRL fleet
One of the Rovinar ships is doing so.

>3. See what the situation around that moon base broadcasting propaganda is
It seems that while you were out of contact with that sector the Neeran brought in additional jamming craft to stop the broadcasts then bombarded the moon in question using asteroids. If there are survivors you're unable to pick up any distress signals because of the additional jammers.
The Neeran have left 4 defense platforms in orbit of the moon. They are not equipped with their own jamming systems.


Outpost Sector 00 (Off the map)

>Colony (Enemy)
This colony looks to have been captured with little damage. Faction and Neeran HLV's shuttle cargo between the planet's main spaceport and cargo transports in orbit. A small station is under construction that could be used as a cargo transfer facility or logistics base.
A surface facility has been set up to build HLV's and ground vehicles.
Population 2.5 million
BS 8
C 7
CX 3

Misc transports 20
>Tanker group 1
A pair of Tankers are taking aboard fuel tanks from a station the Neeran have reactivated.


>Tanker group 2 (Destroyed)
Raiders have hit this Neeran tanker leaving it adrift with little of value remaining.

>Tanker group 3
There's something not quite right about this tanker. It appears to be damaged and missing most of its escort. There are no IFF broadcasts. The Rovinar scouts are reluctant to hail or approach it on their own.
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>>34813117
I suppose we can wreck the tankers on general principle, then leave
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>Yard/ Shipyard
This incomplete shipyard have been abandoned early in its construction. The Shallans may have been planning to build one of their bigger fleet yards here. The one mostly completed section is a 10km long stretch of repair docks intended to be used by Battleships and smaller craft.

>Jammer 1 (Enemy)
This jammer is located at the edge of a system near the colony. The Neeran are using it to help filter communications in and out of the colony.
>Jammer 2
You've found an abandoned Jamming array like those normally built into a Y-type transport. Similar to what the South Reach Forces use, there are clear signs of modification, though several key components have been removed. Your engineers could repack the jamming systems in about 6-10 hours.
>Sensor array / Com relay
This sensor array is abandoned. It's a cheaply built thing combining a number of outdated communication relays modified primarily for receiving. Packing them up without damaging them could take engineering teams a couple of days.

>Station Base
This base may have been a systems testing center for sensor and jamming systems. There are left over supplies from when it was abandoned that would indicate they built or modified both units you found in the previous 2 systems.

Smugglers are present in the sector and offer their usual deals. They don't have any SP Warheads available.
A modular station one group has set up has a trio of Dragonboat transports docked. They're offering to repair or modify any Neeran ships you capture for a price. They can only work on 2 at a time but the Heavy Tankers you've captured are obviously well beyond their means to fix.
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>Colony (Enemy)
That colony would be an easy transport heist, but that would make trouble for the colonists so we should just leave it alone.

>Tanker group 1
Could be an easy steal if they really are alone. Either way we should knock em over.

>Tanker group 3
Battle damage alone wouldn't explain the lack of IFFs on that tanker group. Unless it's the Krath mercs at work there is something spooky going on.

>Yard/ Shipyard
Might be something useful we could loot here.

>Jammer 1 (Enemy)
We should deal with this.

>Jammer 2
>Station Base
Maybe we could recover and fix up this jammer with parts from the station? This could be really useful for our infiltrators.

Can we get that galaxy wide map with the nav stations marked? We should pick a galaxy edge to exit from so we can plan our way there. Leaving where the SRL fleet came in might make the enemy think we combined fleets and reinforce the notion that we are pirates too. There is also that crazy plan where we jump way out into dead space and make a hairpin turn.

Other loose ends:
- Didn't we leave a medium slipway in an asteroid somewhere?
- Evacuation transport status. Do we have enough room? And if we don't how much more time would we need to make room? We certainly have enough cargo space. We drafted some of the colonists as ship crews so the total number should be a little smaller.
- How's our supply status for stuff other than fuel?
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>>34813419
Voting again for just leaving.
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>>34813117
>>34813419

>Jammer 2
>Sensor/Com array
>Station base

Could the transport we're leaving behind with the Shallans fit this stuff internally for transport? As I assume the force of 6 Rovinar vessels will be remaining behind to continue their mission, this would likely be helpful to both them and the Shallan resistance force.

>Yard
Seems to be worth recovering what we can before we crush the enemy here.

>Tanker 3
Do the local smugglers know anything about this? Have they been approached by any other Factions forces that may have been unable to secure that ship?
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>>34813796
>Tanker 3
>Do the local smugglers know anything about this? Have they been approached by any other Factions forces that may have been unable to secure that ship?
Good thinking, any intel?
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>>34811706
>you begin making preparations to depart the galaxy entirely, though it may be a good idea to hit a few more locations on the way out.
I think it's a good thing to head out through the Warlord fleet, as to appear having combined the fleets, while hitting the easy/opportune targets on the way out.
>>
The other outpost sector is ready but it looks like people want to take care of a few targets with this one first.

>>34813698
>Voting again for just leaving.
Noted.

>>34813353
>wreck the tankers on general principle, then leave

>>34813684
>Tanker group 1
>Could be an easy steal if they really are alone. Either way we should knock em over.
The station has defenses as do the tankers. All together there are approximately 120 corvettes present, half of them will be leaving aboard the tankers.

Who do you want to send to attack them? Do you intend to try and capture the tankers or just destroy them?

>Yard/ Shipyard
>Might be something useful we could loot here.
>Seems to be worth recovering what we can before we crush the enemy here.

Do you want to send a salvage team while others hit the Tankers?

>Jammer 2
>Sensor/Com array
>Station base
>Maybe we could recover and fix up this jammer with parts from the station?
>Could the transport we're leaving behind with the Shallans fit this stuff internally for transport? As I assume the force of 6 Rovinar vessels will be remaining behind to continue their mission, this would likely be helpful to both them and the Shallan resistance force.
Not the station but they could relocate the jammer and sensor array. Would you like the smugglers to loot spare parts from the station?

>Tanker 3
>Do the local smugglers know anything about this?
>any intel?
They're not in contact with all of the other smuggler groups in the region. It's possible some from another sector or a group of raiders attacked it. They really don't know.
Do you want to send a unit to investigate?
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>>34813117
>It seems that while you were out of contact with that sector the Neeran brought in additional jamming craft to stop the broadcasts then bombarded the moon in question using asteroids.

Fuck. Poor bastards.

>Who do you want to send to attack them? Do you intend to try and capture the tankers or just destroy them?

3 wings, Mike, our Shallan forces. Keep the rest on standby. We have enough stuff to haul back to be honest, unless there's a great opportunity to steal stuff, we should just focus on causing trouble.

>Do you want to send a salvage team while others hit the Tankers?

I don't like the idea of sending a salvage team out while the rest of our forces are busy elsewhere.

>Do you want to send a unit to investigate?

Could easily be a trap, either set by the Neerans, or whoever looted that ship. Let's just ignore it.
>>
>>34814559
>Do you want to send a unit to investigate?
>Could easily be a trap, either set by the Neerans, or whoever looted that ship. Let's just ignore it.
Or maybe go with a large force, or ab automated probe/decot.
>>
>>34813796
samefag

>>34814383

>Tanker group 1

I'd rather just conduct the loot/salvage ops and then blow up the station to hide the fact that it is our force.

>Tanker 3

Can the Rovinar ship drop a coms buoy and use it to bounce a hail using a laser-com?

If nothing, send in Mike's people to make a pass or two, with a wing or two of our people on standby?

If it is a trap, Mike's pass should spring it. If there are Factions forces hiding on it, the bounced com or Mike should result in contact.

If nothing after that? Rovinar ship inserts a team to investigate the ship itself and we decide if we'll drop it into a star or not?
We should make sure the destroyed Tanker 2 is sent into a star to prevent the enemy from salvaging it.
>>
>Can the Rovinar ship drop a coms buoy and use it to bounce a hail using a laser-com?
The ship immediately changes course and jumps to another system but the Silent Hunter has little difficulty tailing it.


>>34814559
>>34814651
3 Attack Wings, the Shallan Forces and one of the Merc units attack the Tanker 1 site while Mike investigates Tanker 3?
Does this sound okay?

And did you want both Shallan Mediums to be included?
>>
>>34814383
>The station has defenses as do the tankers. All together there are approximately 120 corvettes present, half of them will be leaving aboard the tankers.
Maybe alone was the wrong word, I meant isolated. At this point we have more than enough on our plate in terms of salvage. I think we should just burn it all and leave them guessing. Ideally we could destroy the tankers before the corvettes have a chance to launch.

>Do you want to send a salvage team while others hit the Tankers?
Rather wary of splitting our forces at this point. If we could quietly loot the place before hitting the tankers that would be great. If not it's not a big deal.

>Would you like the smugglers to loot spare parts from the station?
Yeah, having a jammer would do a lot to keep the Shallans safe.

>Tanker group 1
Is there a way that we could poke this in a really hands off fashion? Maybe dropping a com bouy with a generic message, or perhaps cold launching a torpedo at them and see how they react? It definitely smells like a trap, we've already run into one and we know the enemy has multiple gravity generators.
>>
>>34814939
I'm still against investigating Tanker 3 but it seems I'm the only one.

Anyway, just send 1 Medium, keep the other nearby and ready, just in case something bad happens.
>>
>>34814651
I say we leave it alone, this sounds like an obvious Interdictor trap. All they would have to do is let our scouts check it out, find something we need and send in the looters. Interdict those forces to draw out the reinforcements and slap our shit with a superheavy fleet.

We'd have to be stupid to risk all that for a single tanker.
>>
>>34814939
I want to leave
>>
>>34814939
>The ship immediately changes course and jumps to another system but the Silent Hunter has little difficulty tailing it.
So probably not faction or they would want to talk. Definitely not behaving like regular Neeran either or it would simply run for safety. Highly unlikely they are smugglers or pirates. Who else could they possibly be? Deserters? Unknown aliens?

Occams razor says this is just a trap. If they won't just talk then the only way to figure this out would be to chase down and board the tanker, and we really don't want to take that much of a risk at this point.

There IS a supercarrier task force out hunting for us after all.
>>
>>34815100
I'll let that one change my mind.

>>34814939
Abort Tanker 3 investigation plan!
>>
>>34815176
Is this the same anon as before or a different one?

Your fleet picks up the jamming and sensor arrays to be shipped back to the core while the Smugglers head out to quickly grab the spare parts for them.

"Mike, cancel the investigation of the third tanker."
"Copy that. Standing by as backup."

It looks like the Tankers and the refueling station is going to be hit before the fleet departs. Focus is on destruction over capture of equipment.

Roll 8d20
>>
Rolled 15, 10, 18, 1, 4, 5, 5, 20 = 78 (8d20)

>>34815326
>>
Rolled 9, 4, 14, 11, 5, 13, 1, 10 = 67 (8d20)

>>34815326
>>
Rolled 12, 20, 7, 4, 12, 17, 6, 3 = 81 (8d20)

>>34815326
>>
While the rest of the fleet waits out of range the units selected for the attack head in system, realigning then micro jumping in from several directions.
Before all of them have finished reversion elements of the 3rd, 7th and the Mercs manage to hit multiple docked corvettes on the tankers. Subsequent fire from the others destroys the docking connectors and set off part of the fuel stores.

Mezan's ships are a bit late getting in and their fire connects with the now raised shields, failing to penetrate. Likewise most of the undamaged weapon emplacements are on that side of the station. The smaller Shallan ships are forced to take cover behind the Medium at intervals to let their shields recharge.

The attack wings tear into the few corvettes that managed to launch, taking minimal damage in return.
As fuel tanks start to light off from cannon hits the Tankers attempt to dump their cargo and disengage. They're still unable to raise their shields due to debris and before long a lack of shield generators due to heavy damage.

Drake's attack corvettes get in under the station shields and begin knocking out turrets and generators before the shields on the Shallan ships can fail.
"Get clear, we're about to hit that thing with our main guns." The Commodore warns.

Once the smaller craft are out of the way plasma cannon fire punches through the undamaged side of the station setting off a chain reaction. The remaining outer hull of the station begins to deform, ballooning outwards for the few seconds it can contain the explosion. When it blows debris is thrown in every direction damaging some of your attack ships that were too close.

"Apologies. That was not supposed to explode like that."

Cannon fire destroys the drive sections of both Tankers after which their hulls are nudged onto collision courses with nearby planetoids and moons.

You order everyone who needs repairs to get aboard the Heavy Carrier then jump the fleet out to the next rendezvous.
>>
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Outpost Sector 93 Recon report
>Tanker group
A Tanker with escort is undergoing refueling operations near a trade lane.
BS 4
C 3
T 1

>H-Colony Terraforming 1
This friendly colony is camouflaged against orbital scans. You're able to find out that the locals are hurridly constructing planetary shields to help hold off enemy forces once they're finally discovered.
Population 760,000 + 45,000 Infantry.

>H-Colony Terraforming 2
This world has been abandoned after 3 apparent colonisation efforts. 1 by Kavarians who were bombarded from orbit some time during or after the Faction Wars. The second time by the Shallans who gave up on it after finding out the local star had a powerful flare cycle, and then the Neeran for the same reason.

>Yard/ Shipyard
A small Shallan force has managed to get this shipyard operational, though its difficult to tell. They've set production lines down on a world just outside the habitable range and then buried them. The regional commander refuses to tell you their force strength for fear of that knowledge falling into enemy hands.

>Allies 1
A PCCG group using Alliance IFF's are operating in this system. They're apparently patrolling the region for scout craft and keeping watch for other enemy movements. The unit includes an older Lance class Medium, a Terran built light cruiser and a Frigate.
>Allies 2 - Norune
A Norune group using Alliance IFF's are operating in this system. They're patrolling the region for scout craft. Their fleet is made up of 3 battlecruisers and a mixed squadron of attack cruisers and frigates.
>Sensor array / Com relay
This appears to be one of the most important systems helf by your allies in the sector. This powerful sensor array is able to keep watch for
>Logistics Station
The enemy have reactivated this logistics station and are expanding it to help support the nearby trade lane.
>>
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>Logistics asteroid /planetoid /Moon
This is the primary logistics base for allied forces int he sector. It has just enough output to build up a small surplus of fuel, material and munitions.
>Logistics Planet
Enemy troops captured this logistics base 7 months ago, nearly discovering the rest of the Allied forces in the sector in the process. They lacked time to do more than wipe the base computers before troops stormed it.
>Station Base 1
What was planned to be the sector garrison, the Neeran captured this station in their initial sweep through the galaxy destroying the small force holding it. Construction ships are currently working on adding shipbuilding capacity. The station itself has few defense guns.
CRV +400
BS 24
C 20
CX 2 (Construction)
H 1

>Station Base 2
An incomplete station abandoned in the early days of the war.

>Asteroid /planetoid /Moon Base 1
This is the "official" allied base of operations in the region, intended to be far enough away form the others to not draw attention to them. It is still hidden but there is more traffic than near the others. It's the only friendly held system besides the smuggler outposts where you've seen more than 1 cargo ship.
40x Attack corvettes
8x Centurion Light Cruisers
20x Attack cruisers (mix of Shallan and Norune)
8x Shallan Battlecruisers
2x Heron Mediums

15 >Asteroid /planetoid /Moon Base 2
Another abandoned base, enemy scouts are known to loiter nearby keeping watch for any Faction ships that may try to make use of it. The nearby smugglers in turn keep watch on them.

The Smugglers in the sector have an agreement with the Shallan enclave that they're only to conduct trade with them at the asteroid base to reduce the risk of Neeran ships following them to the colony or other sites.
>>
>>34813684
>Other loose ends:
>Didn't we leave a medium slipway in an asteroid somewhere?
Yes. It's currently working on repairing a Heron Medium... which I just realised you won't be able to take back with you because of its damage.
>Evacuation transport status. Do we have enough room? And if we don't how much more time would we need to make room? We certainly have enough cargo space. We drafted some of the colonists as ship crews so the total number should be a little smaller.
The CX transport conversion will be finished if you delay your launch a few more days. If you don't want to wait Knight Commander Cret'sien will escort the ships and refugees back when his unit returns to the lines as you'd previously planned.

>How's our supply status for stuff other than fuel?
You're running out of nukes and conventional torpedoes. The Mining Barge has been working steadily to supply materials to that Medium slipway and to the Fleet whenever you pass through.

Do you want the Barge to return with the Fleet or will you be leaving it with the base?
There are a number of smaller 1 man mining craft that you picked up that could also be left behind.


Escape routes. Fox brought along jump data for any of the routes in green. He did not bring data necessary for the fleet to move up or down relative to the plane of the galaxy and then return. You could do it, just don't expect it to be as safe.
>>
>>34816641
>Tanker group
This seems like a good target

>Logistics Station
Let's try to get some intel on this, what its garrison is etc

>Station Base 2
we should also recon this

>H-Colony Terraforming 1
and see if we have any surplus supplies they might need. Did we end up putting the planetary shields on the Heavy(?) Cruiser, or do we still have them?
>>
>>34817062

Can we get an ETA on the Heron repairs and possibly when/if Knight Commander Cret'sien plans to return here?

Wondering if it may be worth delaying departure in order to get that Heron back to the main lines, or if we should leave a crew to get the Heron operational to help Cret'sien when they return.

Does the ranking allied officer in Sector 93 want us to avoid causing trouble there in order to keep attention from them?
>>
>>34816641
>>H-Colony Terraforming 1

Anything we can do to help these guys while we're on our way out?

>>Various Allies
If we can spare any supplies, these guys should probably get them.

>>Station Base 2
Did we find anything nice?

>>Do you want the Barge to return with the Fleet or will you be leaving it with the base?
I'd prefer leaving the 1 man mining crafts behind instead.

>Escape routes
The green one to the south looks good. How much trouble did the SRL fleet cause when going up the other arm?
>>
>>34817062
>Do you want the Barge to return with the Fleet or will you be leaving it with the base?
Iirc we requisitioned the Barge from the Alliance, right? If so, I assume we have the authority to leave it behind should we want to, but maybe we should check first what the contracts of the Barge's crew say. I would not want them to be stuck alone behind enemy lines for longer than they agreed to initially.
>>
File: 1326954414683.jpg (104 KB, 562x431)
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>A Tanker with escort is undergoing refueling operations near a trade lane.
Tempting.

>H-Colony Terraforming 1
We could give them the planetary shield parts we looted earlier.

>H-Colony Terraforming 2
Ideal place to cache supplies, if we had any to spare.

>Yard/ Shipyard
>Allies 1
>Allies 2 - Norune
Offer them some neeran corvettes?

>Logistics asteroid /planetoid /Moon
Maybe we could spare an industrial module? They might not have enough resource intake to feed it though.

>Station Base 2
Abandoned by the Shallans I presume? Might be worth some recon from the hunters, could be something the alliance forces could use.

>Station Base 1 (enemy)
This is the real issue in this system, the enemy has more than enough force here to crush the allied fleets if they could find them. Problem is any way we deal with it will only draw more attention to the area. Best case scenario would be to capture the station back and get the Neeran to abandon the system. Worse case is they roll in here with some supers and sweep the place flat. Hmm...
>>
-cont

> which I just realised you won't be able to take back with you because of its damage.
Sonia's face when.

What's the salvage rights situation on that medium? We could leave some crew behind to man it when it finishes repairs and they could support Cret'sien until he leaves.

>The CX transport conversion will be finished if you delay your launch a few more days. If you don't want to wait Knight Commander Cret'sien will escort the ships and refugees back when his unit returns to the lines as you'd previously planned.
Either works, definitely preferable to take them with us. I'm sure we can find something to do to fill the time, plus whatever we do in this outpost system.

>Do you want the Barge to return with the Fleet or will you be leaving it with the base? There are a number of smaller 1 man mining craft that you picked up that could also be left behind.
The 1-mans would probably be more useful for the forces here. The barge would help too but the crew probably doesn't want to be stuck behind enemy lines and it's a big loss if destroyed. Poll the crews I guess? It's their call.

>Escape routes. Fox brought along jump data for any of the routes in green.
Upper green zone seems ideal, the other one is deep in alert territory now. Lets not resort to Madman's ski jump unless we absolutely have to.
>>
>>34817246
>Logistics Station
>Let's try to get some intel on this, what its garrison is etc
CRV 96
CRV(FTL) 80-100 (Varies)
BC 12
C 6

>Station Base 2 (Abandoned)
>we should also recon this
They'd begun construction of a permanent station but nothing more serious than sections of the hull was finished. You could cut down some of it for use as scrap for repairs but that's about it.
>Did we find anything nice?
The work crews left some gear while they were evacuating. Man portable (if bulky) hull cutting equipment. It could be useful for salvage or boarding teams.

>and see if we have any surplus supplies they might need.
>If we can spare any supplies, these guys should probably get them.
Any basic materials or warheads, small arms, starfighters and shuttles you can spare. Ships would be handy too but they expect you need whatever you have.

>Did we end up putting the planetary shields on the Heavy(?) Cruiser, or do we still have them?
No. There was no further comment by anyone in the thread about them so they are still in your reserves.

>ETA on the Heron repairs
A couple weeks, maybe more. It was in rough shape and they have to build up parts of the underlying structure.
>when/if Knight Commander Cret'sien plans to return here?
Within 2 months time if possible, with a force of volunteers.

>>34817248
>Does the ranking allied officer in Sector 93 want us to avoid causing trouble there in order to keep attention from them?
They would appreciate it yes, or if you do so make it obvious you're moving on.

>How much trouble did the SRL fleet cause when going up the other arm?
They're causing enough trouble that regions well ahead of their advance have gone on full alert. It seems that subtlety is not one of their strong suits.

>>34817375
>Barge from the Alliance? authority to leave it behind should we want to?
Yes.
>Barge's crew
They're from the Shllan military's engineering corps for the most part. They know what they signed on for.
>>
>>34817773
>The 1-mans would probably be more useful for the forces here. The barge would help too but the crew probably doesn't want to be stuck behind enemy lines and it's a big loss if destroyed.

Yeah, I have to agree with that.

>Any basic materials or warheads, small arms, starfighters and shuttles you can spare. Ships would be handy too but they expect you need whatever you have.

2 CX and 1.5 times the amount of Neeran corvettes they can carry?

>They would appreciate it yes, or if you do so make it obvious you're moving on.

Let's just move on without causing any trouble in that case.

>They're causing enough trouble that regions well ahead of their advance have gone on full alert. It seems that subtlety is not one of their strong suits.

Looks like leaving the galaxy from the southern arm might not be the best idea in that case.
>>
>>34817462
>Worse case is they roll in here with some supers and sweep the place flat. Hmm...
Given that there is already a force out there hunting our force, this seems very likely. I say we hail all friendly forces and ask them if they would like us to attack anyone here or if that is too much of a risk from their perspective. It's their risk, so giving them the decision seems appropriate.

I would give them some of our resources if they can use them, but your suggestions seem a bit much. Given how their base is dead as soon as it's discovered, I'm not sure how useful a planetary shield will be. Those are only good if your fleet can repel the attackers or you can hope for reinforcements, I think

>>34817842
Give them a bit of everything. I don't think we will need any small-arms other that for internal conflict until we return. I'd even consider giving them a few corvettes and a CX or so.
>>
>>34817462
>We could give them the planetary shield parts we looted earlier.
>Ideal place to cache supplies, if we had any to spare.
>Offer them some neeran corvettes?
Should I add these to a survey for next week?

>Maybe we could spare an industrial module? They might not have enough resource intake to feed it though.
They don't.
Hold up, you guys salvaged a Neeran surface base or something of the like, and a Kavarian one too.

>What's the salvage rights situation on that medium?
50%

>The 1-mans would probably be more useful for the forces here. The barge would help too but the crew probably doesn't want to be stuck behind enemy lines and it's a big loss if destroyed.
So I'm thinking survey to be sure since a Barge is valuable.

>>34818044
>2 CX and 1.5 times the amount of Neeran corvettes they can carry?
You only have 1 CX left that isn't undergoing conversion, that is also half your remaining Neeran Corvettes.

>>34818155
>I say we hail all friendly forces and ask them if they would like us to attack anyone here or if that is too much of a risk from their perspective. It's their risk, so giving them the decision seems appropriate.
The commanders agree that it's too much of a risk at the moment.

Working on a survey.
>>
>>34817842
>The enemy forces in this sector

Best not to stir up any trouble. If the forces here can manage to stay in hiding, Mezan can likely attempt to come back and evac the military and civilians here.

>Heron repairs
... Question, could one of the Neeran tankers carry the Heron? I recall the ships being quite a modular design, which is why we run into so many 'bow section' ships.

Take off the wings, possibly disconnect the bow section and stuff it into or onto the Heavy transport?

>Barge
I'm against leaving it behind. It is a valuable asset that the enemy would be more than happy to capture.

>Giving these Allies stuff

I'd say give them some reactors and basic stuff we can afford to spare. If we can convert the bays of the Combat and Mining barges quickly enough, lets offer to evac some of their colony population. Probably children and those unable to fight (or too valuable to let fall into enemy hands due to knowledge/skills?)

>>34817773
I agree on the evac route. Upper Green zone!
>>
SURVEY! <<<<<<<<<<<<<<<

https://www.surveymonkey.com/r/9GFPYXJ

I suppose numbering the routes would have been useful.

>>34818390
>Question, could one of the Neeran tankers carry the Heron? I recall the ships being quite a modular design, which is why we run into so many 'bow section' ships.
Uh, actually, yes it probably could. Added.
>>
>>34819674
2 posts from Autosage. Sorry picture got deleted because of Captch/pass nonsense.
>>
>Also leave a supply of metals.
>Voted "Leave the small mining craft", I'd also like to leave a supply of metals in addition to that.
Figured there was enough support in thread to leave them some basic supplies but okay.

>we should probably inform the colony about the threat a full fleet or a Scorcher would pose despite, or even because of, the shields.

I'm surprised there are as many votes to give the Sector 93 people Neeran ships. Then again I figured Sonia would try to buy a CX transport for salvage work or Reynard Logistics.

>Kavarian modular surface base
>DHI Pandora Cluster expansion?
That's what I figured you guys recovered it for.

>TO THE RESISTANCE!
>TO THE HOUSE!
>I MAKE MY OWN WAY!
That you Rage?

>I'd like to state my idea to dock/secure/mount small ships (ACRV IIs?) onto larger ships so that any enemy attempt to intercept and disable the larger ships encounters small, shielded ships with SP torps. (this could also protect portions of the larger ships' engines?)
Attack corvettes dont have torpedo launchers but a dozen of them with their twin linked phase cannon would make someone think twice.
Have some docked to the Heavy Tankers on the way back?

Any questions I've missed this week? I know tend to miss quite a few or go to answer them and accidentally delete part of a post to make it fit.

>Also, on an unrelated note have you thought up fun shenanagins for our return home?
A few, not as much as I'd like. If you have any suggestions either for your leave or your next tour please post them. I'm trying to get some additional planning done up ahead of time. More for the longer term. Provided you don't suddenly get yourselves killed before then.
>>
>>34820875
>Figured there was enough support in thread to leave them some basic supplies but okay.
>I'm surprised there are as many votes to give the Sector 93 people Neeran ships. Then again I figured Sonia would try to buy a CX transport for salvage work or Reynard Logistics.

If we had captured that stuff under normal circumstances I would agree but these people are fighting for their homes behind enemy lines and their chances to survive are bad enough as is.

They deserve any help we can give them, in my opinion. And it's not like we can't send the Shallan government are rather large bill for this. Worst case scenario, it's a really long term investment.

>If you have any suggestions either for your leave or your next tour please post them.

Linda discovers a secret room in her newly acquired castle. Whatever she finds there can lead Sonia and her on a treasure hunt across present and past J/D space. It could be a neat way to learn more about J-D and Dominion history while also hunting for loot.

I'd like to see something that involves Sonia's old school. Maybe a class reunion?

Those investment opportunities we were offered when we opened our station over Surakeh, I really liked those.If you can come up with more, I'd really appreciate it. In case you need inspiration, just read the business page of your local newspaper.

Underwater exploration in the oceanic depths of Tourta could also be interesting. Maybe our people found something during the construction work on Sonia's land that could lead us on a hunt for pirate treasures? Or we'll discover a gigantic deep sea shark species?

>Also, deleted posts don't seem to count against the bump limit. Good to know.

Just to warn you, I'd also like to look into building a plasma cannon factory once Sonia's back home.

>Any questions I've missed this week?
I'd still like to talk to Rufaro and Elda to hear what happened in detail. And to see if they're okay.
>>
>>34821415
I also would be interested in talking to Rufaro and Elda.

If Rufaro needs more hands on experience maybe we should let her join in with our marines if she doesn't already.

As for the Plasma cannon Factory that should be interesting. We would most likely have to deal with the republic to get that working.....oh look! We just started getting interested in the republic infrastructure and maybe buying up a full company + any others that catch our fancy.

What a coincidence!

>>34820875
You know I feel that we are slowly advancing to the inevitable Baron status. Why do I feel this? Because there are so many things we have to do when we get home and a good majority of them might deal with work. (and getting a bounty off our head)
>>
>>34820875
>>34821415
>giving away all these Neeran ships
We're likely going to have to do a whole lot of explaining as to why we gave away hundreds of millions (if not more) worth of Neeran ships to form a Shallan resistance instead of bringing them back for the House to sell to the highest bidder.

That won't be fun.

>Questions missed
Not sure if I've asked, but what is the Shallan Medium's official name?

>things for next leave or tour of duty

I believe I mentioned some ideas for RSS to help expand and base out of the DHI Pandora facility, not sure if they were put on a backburner or if RSS will do them by default. Exodus frames for storage, base our refinery ship out of there and set up a fuel credit exchange between RSS/House.

We have a former Exodus Anchorage that likely won't be cost effective for anything but big salvage efforts. Could we contact Exodus about subcontracting with them? I'd like to eventually get RSS into station construction (and set up a squadron or so of Exodus transports for that, along with the anchorage), and it seems like a way for us to both ensure the Anchorage doesn't become a burden on the company between big salvage gigs, and gain some experienced workers in that field.

Those Kavarian long range sensor stations that came up during our search for TCS Vieona. We never investigated them, and we likely still have some of the best data on them, while others may not even think to search for and salvage them after all this time.

>then again I figured Sonia would try to buy a CX transport
Actually, I was personally eyeing some of the Neeran and Factions transports rigged for salvage. The House is operating on war bonds... perhaps they'd like to pay us in a few ships

I'm also reminded that one of our Knights was thinking about starting a transport business. We should look into the possibility of the House partially compensating him by providing a few ships from those we've recovered during this tour, if he agrees.
>>
>>34820875
Also as a long term thing you should remember to keep track of the Triads.

Because once they start to step in Dominion territory is when the true gang wars start.
>>
>>34821958
>We're likely going to have to do a whole lot of explaining as to why we gave away hundreds of millions (if not more) worth of Neeran ships to form a Shallan resistance instead of bringing them back for the House to sell to the highest bidder.

I think a lot depends on if the Shallan government will pay for them in some form or not.

If our house can nab a production license for their medium cruiser design, or some other interesting stuff they have as payment, I doubt many people will get too angry.
>>
>>34822020

The Shallans seem paranoid as hell about losing control of their ships or designs. The medium cruiser design sounds like extremely wishful thinking, if they even compensate us at all.

>>34821958
>More things to do

Find out where that legacy battleship and House Transport are from. I believe J-D can't claim the transport (and wouldn't want another legacy BS), but we might be able to earn some money and favor for recovering these ships for the Houses that lost them.
>>
And

Thanks for running TSTG!
>>
>>34821415
>I'd still like to talk to Rufaro and Eldal to hear what happened in detail. And to see if they're okay.

They made it to the station computer core and then out well enough. There was too much data to transport with just the gear they had with them so they dumped it into one of the other backups on the station and cut the hard lines.

When trying to get onto the Heavy Carrier they began to run into trouble. Rufaro passed too close to a Neeran officer while in ht docks and after that things nearly went to hell. Nearly but not quite.
They still managed to get aboard by simply running for it.

After that they set the ready beacon in the observation tower/ parade bridge along with enough AP mines and trip mines to kill everyone stationed there once the beacon went active.

Going after the main bridge of the ship turned into a firefight the moment they opened the door.
"And then he told me don't shoot the commander in the head!"

"I may have omitted that part of the mission briefing." Admits Eldal.

Ella resumes. "So I shot the other Neeran on the bridge while Eldal killed the commander. Then the corridor behind us exploded and I jumped into the bridge and had to gun down all of the other crew at the bridge stations."

"There was a security squad on their patrol route. They fired their fusion pistols down the corridor on wide beam setting. I was able to take them down while Miss Rufaro killed the other bridge crew. There was still enough time to get the ship codes from the commander and send the recovery signal to the fleet."

Rufaro's armor is a mess. The armor on the back was damaged by the fusion pistol near miss and explosives had cracked the outer lays of the right leg. The reactors built into the back of the suit were thankfully not damaged but the end result was the suit being out of action for 12 days for repairs.


>>34822353
Thanks for playing! Thread is archived and see you next week. Game may start late as I have some appointments.
>>
>>34822456
Yeah, thanks for the thead TSTG. It's been lots of fun and I'm looking forward to next week.
>>
>>34822456
It sounds like a valuable learning experience!
>>
>slowpoke
Lets visit the HAG factory on our leave and have Sonia take one for a test drive.

>in b4 thrust vectoring

See you guys next week.
>>
>>34822456

Sounds like Rufaro is going to get some medals.

... does our command technically get ownership of the stolen data, split with our Krath friend? Because I smell some insane production license profits and simply sales offers for the information.
>>
Enough time for 1 more post.

>plasma cannon factory
Republic plasma cannons are the one thing they're not handing out production licenses for much to the frustration of the Shallan government whose front line warships rely on them.
Iratar is rumored to be working with the Alliance on a new fusion cannon design that would combine elements of Neeran plasma weapons. Since the Republic will not permanently install their weapons on ships still owned by the Kavarian government it would seem to be the best option.
The Alliance is getting around this by taking the Kavarian government's contributions in the form of new super heavy hulls which they can have refit with more powerful weapons.

Approximately 300 new Mega class have now been produced by Iratar for the various Factions and the Alliance since the start of the war.
South Reach despite their smaller industrial and manufacturing base have built around half as many since some of their heaviest yards survived and didn't need to undergo a lengthy reactivation.

Neither Iratar or the Warlords have been selling new Supers to the Dominion so the entire thing with that Warlord marrying into a Dominion House is a big deal.

>Not sure if I've asked, but what is the Shallan Medium's official name?
I don't believe I found a suitable one for it.

Shallan warships are usually painted matte black to make visual detection more difficult. They've also experimented with sensor absorbent materials intended to look the same. Because of this most of their ship classes are named after shadows and the like.

Umbra Interceptor
Shade Heavy Fighter
Dusk Class Attack Cruiser

Unfortunately I could never decide on names for the Battlecruiser and Medium as they just didn't seem to fit right. I am open to suggestions.


>>34822020
>I think a lot depends on if the Shallan government will pay for them in some form or not.
You could always try the Alliance.
>>
>>34823278
Thanks for the thread TSTG!
>>
>>34823278
>Neither Iratar or the Warlords have been selling new Supers to the Dominion

Do I hear 'bidding war over Neeran production data'?
>>
>>34823278

Maybe the larger ships should focus on more of a dawn or light theme? They're making heavy use of plasma cannons, which I assume are extremely bright.

Dawnstar Battlecruiser [Dawn of Shallans as a respected Faction?]

Nova/Pulsar Medium Cruiser [They were originally described as being able to alpha strike two Factions battlecruisers with their weapons loadout. Black ship turns everything bright and deadly?]

The more obvious choice would be to come up with some Shallan heroes of the first war or their myth, and name them after that.
>>
>>34824396
NomoreHunestealingourpreciousbodilyfluids Super Heavy Carrier?



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