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File: House & DominionNWQ.jpg (28 KB, 810x425)
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For House & 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, a General in the Factions Alliance Fleet and a Knight Commander of the House of Jerik-Dremine!

It is the year 4030 and the Factions have beaten back the worst of latest Neeran offensive. Their raiding fleets caused extensive damage to the less heavily defended colonies near the Centri Cluster, hitting Terran and Dominion territory the hardest. The Alliance in turn influcted heavy casualties on the retreating enemy fleets before they could leave Faction space.

With that accomplished your fleet spent the following week assisting with rescue efforts in the colonies. Plenty of people have been left homeless, their worlds shattered by orbital bombardments. You've decided you'll be providing economic assistance both to Terran and Dominion colonies. Perhaps it will give RSS a foothold in the region it can use later. Funding will go to help evacuation, rescue teams and medical support for the region. You'll also be setting up loaning mobile construction vehicles to rebuild infrastructure.

A few Planetary shields will also be sent along. They could be used to help with terraforming efforts or to protect against Neeran attacks if they come back through the region again.

With that accomplished your fleet has picked up and moved on to its next objective. Your corvette forces are needed in the NAV TAC 13 Relay to clear out remaining enemy raiders. You've also been provided an opportunity to salvage weaponry from the local fleet base. This last bit is turning out to be more complicated than you would have hoped.
>>
>>40575195
FOR HOUSE AND DOMINION
>>
>>40575195
Did we hand command of the House assets to Alex while we're on our mission? I think we wanted to allow him to command a fleet next time we had the chance.

Also, hooray for
>House and Dominioni: Wiki Edition
>>
House and mofo Dominion.
>>
This fleet base is one of the largest the Terrans ever built, having been slowly expanded over a period of nearly a century. Aside from Navigator stations it's one the closest military facilities to Shallan Space. The Alliance has been using it as a shipyard and refit facility to upgrade older Faction Supers into the EX Mega modification. Given its importance it was heavily defended. 36 heavy plasma cannons and a large stockpile of Veckron torpedoes should have made it nearly invincible.

Looking through your displays at the torn open hull and mangled interior it seems to you that their defensive efforts just made for a bigger target. You have no idea how many million people used to live here but you're not seeing any signs of life now.

The station exterior is still being lashed by radiation but you're relatively safe hiding within. The modified EC-K Attack Cruiser is a small presence when compared to the runined station. It's armor may not be the thickest but even with the shields down it's more than enough to soak off most of the radiation even ouside the stations protection, within it's just another day at the office.

A constant power drain from all active systems reminds you that is not the case. In a few days, less than a week, your ship's power reserves will run out. The reactors still produce enough energy to micro jump out of the system but that only leads to the other immediate problem. Your FTL is damaged and needs at least a day's worth of repairs.

The specialised subspace "sleeper" system provided to you by the Alliance is likewise inoperable for the moment as it requires modifying the FTL core.

Linda, your old navigator hauled in by the guild due to her history as a specialist, is not impressed by the current situation. Neither is the rest of the crew, but they weren't at the controlls when your ship was struck by a subspace mine.
"I didn't volunteer for this mission, I was told I had to do it."
>What say?
>>
>>40575687
"Then it makes this mission all the more important we get out alive."
>>
>>40575687
"That's the price of being the best, you know."
>>
>>40575687
>>What say?
"Linda, once we're back from this mission I'll set you up with some proper lawyers. Whoever checked your contract did a terrible job if they could force you to do this without your consent... a professional did check your contract before you signed it, right?"

Did this station have an AI we could... 'recover' discreetly?
>>
>>40575687
"It's not the worst situation we've been in, but I'd definitely look at retiring if this is what your fantastic navigatorial abilities gets you stuck in."
>>
Mission Objectives

Alliance
Primary: Recovery of Veckron weaponry. / Prevent its capture.
Secondary: Determine means of safely effecting salvage operations.
Tertiary: Survival of ship & Specialists. Recovery of survivors.

Guild
Primary: Data collection (Scan and record on the way in and out)
Secondary: Capture of enemy subspace equipment

>>40575711
"Then it makes this mission all the more important we get out alive."
"I get that Sonia. Really."

"Think of it this way, it's the price of being the best, you know?"

The other woman makes a noise of annoyance.
"Aside from the rank I don't think you've changed a bit."

"Not true, I'm way better at fencing now." you reply.

Linda leans forward putting her face in her hands. "I'll- I'm going to be over here if you need me."

>>40575388
>Also, hooray for
>House and Dominioni: Wiki Edition
My price lists are scattered about so they'll take a bit to put up.
I know I have an Excel file with costs of production licenses. Finding it will be the problem.

>>40575797
>Did this station have an AI we could... 'recover' discreetly?
Not to your knowledge, and you were given very in depth information on the former layout of the station. If they had one it was pulled during the civilian evacuation before the station fell.
>>
>>40575687
"All the more reason to get out of this unharmed aint it? None the less, we have a mission and this is war. We all do what we have to."
>>
The troops are assembling and heading for the shuttle bays. Using short thruster bursts you bring the EC-K into position near sets of a small docking ports they'll be able to use.

Looking back over you address Linda again.
"It's not the worst situation we've been in, but I'd definitely look at retiring if this is what your fantastic navigatorial abilities gets you stuck in."

"I can't retire yet, I blew most of my money again like an idiot." She mubles through her hands.

"You bought another Caslte?"
"No. Most of it was on charities for the war since with my last promotion I'd be able to make enough to retire or transfer to some reserve posting soon. Then they spring this on me."

"Linda, once we're back from this mission I'll set you up with some proper lawyers. Whoever checked your contract did a terrible job if they could force you to do this without your consent... a professional did check your contract before you signed it, right?"

"It's not that!"

It is totally that but you'll keep quiet for now.

"The guild can ask you to go on one or two high risk assignments once you're experienced enough, or have gained enough rank. I either figured I wasn't high enough up the chain of command yet or that some of your missions had counted towards it."

"Oh. You should still have a lawyer check your contract. All the more reason to get out of this unharmed aint it? None the less, we have a mission and this is war. We all do what we have to."

>Plan A has been selected. Multiple groups head for the Veckron Torpedo magazines. Is Sonia going or staying on the ship?
If she goes with the Marines who will take the helm? Arron, Berwari or your relief pilot?
>>
TSTG, do we have any security experts on board? Would it have been possible for the Neeran to breach the Veckron stores -without- compromising the contents?

If no, then I bet this is a trap designed to get the codes to access the stores, and those large contacts are Neeran Supers waiting to fill their cargo holds.
>>
>>40575388
>House and Dominioni: Wiki Edition
I hope everyone's happy with the Starfighter, Shuttle, Corvette and Frigate list so far. I'm hoping to have every ship on them link to their own page eventually, and once that's done, continue on to the larger ships.

>Side note: The republic has a TON OF STUFF OH GOD
>>
>>40576146
>Is Sonia going
Going, she's the only one who can use the Neeran detector.

>who will take the helm
Arron, as the sensors are disabled at the moment.
>>
>>40576146
Send Sonia along with them, Let the relief pilot take over as we deal with the station.
>>
>>40576146
Relief pilot.

Arron said the sensors can pick up the electricity from a heart beat, so we might actually need to use that at some point.
>>
File: Large scale Base TAC 13.gif (19 KB, 1232x1086)
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>>40576241
>The republic has a TON OF STUFF OH GOD
Half their list are starfighters.

>>40576290
>as the sensors are disabled at the moment.
To be clear, Subspace/FTL sensors are suffering jamming. Realspace sensors limited by lightspeed are unaffected.
The Radiation reduces sensor effectiveness because they have to be protected by armored shutters when you're outside the station but it is not outright jamming them.

>>40576409
A body's general bio electric field.

>>40576177
>TSTG, do we have any security experts on board?
I'll say yes.
>Would it have been possible for the Neeran to breach the Veckron stores -without- compromising the contents?
In theory its possible but the Veckron magazines are sensor shielded making them more difficult to find if you don't know what you're looking for. Not that they haven't had time to search, they probably have.

Choose your loadout!

* = Current Default

"Matryoshka" Reynard Custom, Medium Power Armor
"Recon" Light Power Armor
Power Cell Armor
Upgraded Marine armor (Increased weight will reduce running speed)
Marine Armor

Medium PA Jumpjets
Custom forearm HF-Blade
Custom Boarding Shield (Includes ranged weaponry in edges of shield)
Shoulder/backpack weapon mount Prototype (Untested) <???

HF-Blade *
Plasma pistol (DISABLED)
Smart Grapple *

Plasma Anti-tank Gun
Shallan Fusion Gun
Plasma Blaster *
4 barrel Box Missile launcher
Heavy MG

X-Ray laser+GL
Sniper Rifle+ (20mm)
Mass Driver Rifle / Reynard Custom+ *
Reynard Rifle M+ (Mass production RSS Mass driver Rifle)
Reynard Rifle L+ (Cheap stripped down version)
SRL Mass Driver Rifle
Phase rifle
Silenced Carbine+
Shotgun+ (Grenades, AP Slug, Flechettes, Incendiaries, other)
Forearm MG+
Forearm GL

+ = Can fire splinter ammo

>Grenades
High explosives
Frag grenades
Stunpulse grenades
Flashbangs
Half moon (Breaching charge)
Claymore mines
GP mine
Shard Missiles (x2-4 with Medium PA Jumpjets)

Rovinar search drone *
Medical stasis field *
>>
>>40576680
>"Matryoshka" Reynard Custom, Medium Power Armor
>"Recon" Light Power Armor
>Custom forearm HF-Blade
>Custom Boarding Shield (Includes ranged weaponry in edges of shield)
>HF-Blade *
>Smart Grapple *
>Mass Driver Rifle / Reynard Custom+ *
>Half moon (Breaching charge)
>Rovinar search drone *
>Medical stasis field *
>>
>>40576680
>Plasma pistol (DISABLED)
The pain.

-"Matryoshka"
-"Recon"
-Reynard Rifle M+
-Plasma Blaster
-Half Moon
-Custom forearm HF-Blade
-Custom Boarding Shield
-Shard Missiles

-Smart Grapple
-Rovinar search drone
-Medical stasis field
Those Shard Missiles where damn useful the last time.
>>
>>40576680
Recon Arrmor.

Custom Forearm HF Blade

Smart Grapple

4 barrel Box Missile Launcher

Mass Driver Rifle / Reynard Custom

HALF MOONS, A LOT
>>
"Arron, can you keep an eye on sensors and helm the ship while I head out?"
"I suppose so. I'll save your settings Expect to find the displays in a completely messed up configuration when you get back."

You head out and grab your gear and weapons. Your Bodyguards will be wearing Recon and Medium Jump jet suits unless otherwise stated.


How do you want to equip your 100 Marines? Anything left behind will be split between those who stay behind to guard the ship.

Available equipment:

1 Medium jump jet armor
150 Power cell armor
5 Power cell jump let

50 Upgraded Marine armor (Increased weight will reduce running speed)
∞ Basic Marine armor
>>
>>40577072
I'd suggest to farm the 1 medium jump jet armor and the 5 power cell jump jets into a separate unit that supports whoever runs into trouble.

1/2 power cell, and 1/2 basic marine armor for the rest.
>>
>>40577072
We take 50 power cell armor so that it's a nice 50/50 split between them and the regular armor. We also take the 5 power cell jump armor since they will be of minimum use defending a door.
>>
>>40577145
>>40577169
Even split between power cell and marine armor.

>1 medium jump jet armor and the 5 power cell jump jets into a separate unit that supports whoever runs into trouble.
Do you want to pull those 6 Marines from one of the 5 20 man teams, or pull them from the troops on the ship?

[ ] Pull Marines from each team
[ ] Pull 6 from the Team Sonia will be closest to
[ ] Pull from troops guarding the ship
[ ] Hold suits in reserve aboard ship
>>
>>40577342
>[ ] Pull Marines from each team
>>
>>40577342
>[ ] Pull Marines from each team
>>
>>40577342
>[x] Pull Marines from each team
>>
Pulling a Marine from each team and an additional one from the group nearest your people you form a quick reaction squad using the spare Medium and 5 power cell jump jet armor. The new light suit teams were doing quite well aboard Majestic until they were ambushed by those Infiltrators. Not too many of those Marines were killed but their equipment needed to be shipped back to the House.

https://www.youtube.com/watch?v=Fs1JGt5TJuk

Shuttle bay doors open and your team jumps across the short distance to the nearby cargo hatch. Other groups of Marines follow and a moment later Arron carefully rolls the ship to bring the far landing bay closer for the teams there to leap across.

"Doors have no power."
Not surprising. A few of your people prepare to blast their way in but are waved off by the intrusion experts. One of them connects a portable power source at one of the access points providing enough energy to bring local systems online.

"Let's make this fast, power drain is measurable."

The codes prove to be reliable and the doors iris open. A quick passage through the cargo airlocks and you're inside. Atmosphere is still good. The marines shouldn't have to worry about oxygen or power for air scrubbers for awhile unless you encounter a breach.

"Com check."

"We're reading you." answers Ilia Ahmad.

"Good. Keep a damage control team on standby to reopen the airlock for us when we're on our way back. Our teams may not have reserves to spare by that point."

"Understood. Our Neeran associate and Arron will both monitor your progress and let you know if anything pops up."

The teams split up onto different levels looking for faster routes. Some are clogged with debris and a few sections in this part of the station have lost atmosphere.

Will you take your team through the deeper parts of the station, or through one of the larger secure weapon bays? One may bring you near medical bays but slower progress. The latter will have less obstructions but also less cover.
>>
>>40577921
[x] Weapon Bays

Are we using the detector thing as we move along? It's probably a good idea to practice with it.
>>
>>40577921
>Weapons Bay.
First we got to confirm the locations of the Veckron torpedo storage and it's probably better to do it quickly.
>>
>>40577921
>One may bring you near medical bays but slower progress.

If we find people in stasis they might be able to find provide information on unpleasant stuff left behind by the Neeran.
>>
>>40578079
That's a good point, the less cover part of the weapon bays is worrying too. There's no sense hurrying along if we're in danger - the ship will still take a day to get fixed.

>>40577969 is me, changing to [x] Deeper parts.
>>
>>40577969
>Are we using the detector thing as we move along? It's probably a good idea to practice with it.
Yes. So far nothing.

Roll 1d100 for rate of advance.
>>
Rolled 34 (1d100)

>>40578268
We should keep an eye out for intact reactors or fuel for them, as well. May need them, or be able to recharge equipment using extra fuel we find
>>
Rolled 73 (1d100)

>>40578268
ROLLING BONES
>>
One more roll dudes.
>>
Rolled 81 (1d100)

>>
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You take your team into the denser parts of the station trying to keep moving as much as possible, but avoiding using the suit thrusters. Rufaro and Valeri stay ahead of you hidden from view and doing more recon work than any of the drones with your team.

"This is Arron, letting you know we need to move the ship."

You halt, stepping into an alcove while you respond. "What? Why?"

Ahmad is next on the coms.
"A subspace contact is passing through the station where we were. Ms Tra- Linda is also tracking some other weird readings elsewhere."

"Are they tracking the ship?" you ask, wondering if you should head back now or press on at double the speed.
"We don't know for sure. The mines are not moving towards it, just drifting as they had before."

"Well keep an eye on it. And let us know if one of those things are going to pass through the station near us."
The last thing you need is for a subspace ship ghost to go flying through you.

A few minutes later the team closest to yours reports they've found a survivor. They're in rough shape but thanks to a still operational stasis field they're alive.
Another team that's actually ahead of yours finds another bay with three survivors. All of them appear to be injured having been put into stasis in an attempt to keep the alive until they could be brought to safety.
A few marines will have to get them back to a dock area.

Morgue areas have plenty more dead that were left behind in stasis.

The team passing through the cargo bay have found some supplies that could be useful. Drive components, munitions, no sign of SP Torpedoes but there might be some.
>>
>>40579110
Wait, is there a fuel deposit anywhere near our ship?
>>
>>40579110
>drive parts
Ooh, might help.
>>
>>40579170
>Wait, is there a fuel deposit anywhere near our ship?
There are some in the station. All of the larger tanks are a safe distance away and most of those have been breached and are long since empty. It is likely there are other smaller tanks in shuttle or vehicle bays you could access.


Once some of the marines are transporting the recovered crew back to the docks you resume your advance towards the secure stores. One team has arrived and are surveying the cargo doors for signs of damage. Another will be there shortly but they'd been delayed by the rescue operations. Your team will be the third to arrive.

Before you can arrive your Neeran Detection and Engineering specialist contacts you from the ship.
"Have you encountered anything?"

"That's a somewhat ominous question." You reply. "No, we haven't."
You immediately use the conversion device to do a sweep but turn up nothing.

"I must look like a damned Goa'uld lord using this thing." you mutter then resume contact with the ship.
"Nothing here."

"I think something is near you." reiterates Dave.

"Arron, life readings?"
"You're too deep inside the station. I can detect the reactors of the four jumpjet suits. They must not be shielded the same way the Recon armor is."

Good to know but not especially useful right this moment.

"What was that? Did you hear that?" Asks one of your marines while broadcasting to everyone.
"This is team three we have possible contact." The squad leader more helpfully informs you.
"Neeran?"

One of them transmits an audio capture. It sounds like a growling noise.

>Your orders?
>>
>>40579822
inb4 Warrel

Have the group get into cover for the moment, see if anything comes to us. If the noise is coming from a corridor set up an ambush. I'm kind of drawing a blank here.
>>
>>40579822
Please don't be a berserking Krath.

Have team 3 fall back and take cover in a favorable position that allows them to fall back further if needed. Sonia's team and one other along with jump jet team moves to them immediately while the the last team moves to the ones that have already reached the stores so they are not alone.
>>
>>40579822
>>Your orders?
Have them fall back to a defensible location and send a drone to investiage that noise.
>>
>>40579822
Could we see what kind of injuries those Terrans had?
>>
>>40580137
Oh yeah, we got drones. Send a drone to see what is happening as well.
>>
>>40580137
>drones
fucking smart, completely forgot we had those.
>>
>>40580960
>You've never actually gone hunting for them even if they helped kickstart a good portion of your weapons program.

We hunted down one of them on Petras because some retarded noble imported one, and if I remember correctly, it took 10 or so people a few seconds of constant fire to put it down.

So yeah, they're definitely dangerous.

[X] Post combat drones as sentries
>>
>>40580960
>You've never actually gone hunting for them
Are we lying to ourselves now?

>[ ] Hunt them down
Locking down would be my go to way if power was not a problem, which it is. Also I'd rather not risk the Warrel's breaking through the Drones if the post them and getting us in the back. Better to eliminate the problem right now and be done with it.
>>
>>40581019
>>40581073
>We hunted down one of them on Petras because some retarded noble imported one
Oh yeah right. Thanks guys.
>>
Sorry had some delays. REPOSTING.

>>40580186
>Could we see what kind of injuries those Terrans had?
The dead have mostly been killed by internal damage to the station when it was attacked. Decompression, burns and shrapnel damage or having been outright bisected by flying debris. One of the survivors had injuries from small arms fire but is not in a state to be interviewed.

>>40579822 (You)
"Team three find some cover or a defensible position. Fall back if that's not really an option. Everyone else close on team three at best possible speed or the nearest group of friendlies.
Send out your recon drones to locate the contacts."

>>40579910
>inb4 Warrel
You contact the ship to see about having the sound pickup analysed. Maybe it's just a Warrel. That wouldn't be so bad would it? You've only gone hunting for them once and that was in secret with overwhelming firepower. Hell you had shuttles and gunships ready to be used. Even if they helped kickstart a good portion of your weapons program you've never been on a legitimate hunt.

Before the ship can get back to you one of the drones runs into the source of the noise. There's a blurry image of a large quadruped then a many toothed mouth is chomping down on the sensors, and smashing the drone into the walls and floor. You lose contact with the drone around the time sounds of tearing metal become audible through the transmission.

You laugh nervously at the transmission. Oh look, you were right. "How dangerous are these things?" you ask around.

Arthur is your Warrel hunting expert but he's not here right now. Few of the Marines have had time to be traveling to the Pandora Cluster to hunt them on their own time.

How do you want to handle this situation?

[1] Lock down sections between you and them (Costs power)
[1] Post combat drones as sentries
[1] Hunt them down
[ ] Other
>>
>>40581294
>[x] Lock down sections between you and them (Costs power)

Locking them down will mean we don't have to deal with them, ever.

I TOLD YOU ALL WE SHOULD HAVE TELEPORTED WARRELS ONTO THE NEERAN COMMAND SHIP
>>
>>40581294
>[ ] Hunt them down
Locking down would be my go to way if power was not a problem, which it is. Also I'd rather not risk the Warrel's breaking through the Drones if we post them and getting us in the back. Better to eliminate the problem right now and be done with it.
>>
>Are we lying to ourselves now?
It wouldn't be the first time.

>>40581157
>>[ ] Hunt them down
>>40581482
>>[ ] Hunt them down

Mad are these both you?
>>
Rolled 3 (1d3)

>>
>>40581650
Those are both me. I thought we where doing the vote all over.
>>
>>40581933
Well there wasn't a 4th player to tie break so I've done it.

>>40581809
Looks like we're hunting them down. You've got 60 marines plus yourself outside the cargo bays the Veckron Torpedoes are supposed to be in.
The other 40 are moving as a group towards your position.

How do you want to go about hunting them down?
You people primarily have a mix of plasma blasters, Reynard rifles, Anti-tank guns and a mix of other weaponry.
>>
>>40581294
>[X] Hunt them down
>>
>>40582028
>How do you want to go about hunting them down?

Have 15 marines, 5 from each group, establish a secure perimeter at the cargo bay doors in case one of the group needs to fall back, or we'll have to take care of wounded marines.

Marines are not to separate in groups smaller than 5 people under any circumstances.

Can our PA sensors pick up the warrels? If the Krath is with us, does he have a way to locate them?
>>
>>40582028
Slow and steady advance from cover to cover while other groups cover the advancing Marines. We try to box the Warrels in and kill them as we encounter them.
>>
>>40582143
>Can our PA sensors pick up the warrels?
Yes, suit sensors should be able to pick them up well enough. Same goes for the marines.

>Really don't mind what plan is proposed but having the Krath infiltrator with the group that goes to the torpedoes would be good.
Apparently missed this last week.

>If the Krath is with us, does he have a way to locate them?
The Krath is or was helping with the evacuated survivors. It'll be a bit until he catches up with the main unit


>>40582143
>>40582189
Do a combination of these plans sound good?

Will Sonia (and bodyguards) be helping with the Warrel's or investigating the torpedoes?
>>
>>40582372
>Will Sonia (and bodyguards) be helping with the Warrel's or investigating the torpedoes?

Staying with the torps is probably best for now, we have all the access codes and are usually smart enough to be careful enough when around dangerous equipment.
>>
>>40582372
>Do a combination of these plans sound good?
Sounds agreeable to me. Since Sonia is already at the Veckron Storage she can begin investigate there with her group.
>>
>>40582503
>>40582508
Roll 3d20 for the marines.
>>
Rolled 19, 4, 5 = 28 (3d20)

>>40582615
This mission is horrible.
>>
Rolled 8, 15, 5 = 28 (3d20)

>>40582615
We ded.
>>
Rolled 8 (1d20)

>>40582615
1
>>
Rolled 17 (1d20)

>>40582746
2
>>
Rolled 20 (1d20)

>>40582773
3

>>40582736
>This mission is horrible.
Beryl's mission was very... stressful. I'm still surprised anybody from RSS on that ship managed to survive.
>>
19, 17, 20

Can we eat Warrel? I'd like to sample it.
>>
>>40582855
We should remind people that those things seem to be able to multiply in a surprising number of ways, so they should make sure to incinerate the corpses. We wouldn't want mini versions of these things to crawl through the ventilation shatfs into a morgue, or something like that.
>>
>>40582821
>Rolled 20 (1d20)
It's her...
>>
>>40582855
I think we killed them good.
>>
Side note.

We should grant Linda some land on Rioja when we Baron that place.
>>
>>40583443
We did, iirc.

Along with some land in our name or a holding company for Duncan the intel guy
>>
>>40583443
Agreed, even if its just a square meter with a tree on it, it would prevent any potential trouble stemming from her castle purchase.

We should probably also ask Mr London if he would be willing to manage her finances. She could probably use some help.

Also, there's Kavos who needs some land if we didn't give him some through Winifred.
>>
>>40583479
On that note, we should eventually figure out how to start owning more than half of the land on Rioja.
>>
>>40582855
>Can we eat Warrel?
That depends on it's toxicology report. One of them did just eat a drone.

Once the Marines are set up and a group assigned to guard the cargo doors you set to personally inspecting the door controls for the magazine.

The Marines should be fine, they have the weapons, tools and training needed to put down even the nastiest Warrel. It's not like they're a band of untrained civilians or foolhardy Nobles. Just in ace though...
"Any Warrel you kill is either to be incinerated or barbecued after. I don't want them regenerating or anything else nightmarish."

"What did you mean by barbecued sir?"
"You know, like to eat them? Don't risk hauling any back until you're certain you're not being stalked."

"Copy that sir."

The intrusion specialists need to power the doors to get everything working, though in this case everything is just a simple terminal.
Inputting the pass code for the magazine opens an airlock door which contains a biometrics suite.

"Oh you have got to be kidding me." You half expected it, but part of you wished the one outside would just ask for the next set of pass codes.

Removing your helmet you're scanned by the system.

"Please identify yourself." Requests the default automated computer voice the Terrans seem to prefer on their computers.
"Reynard, Sonia B. General in the Factions Alliance Fleet."

"Identity confirmed. Alert, Dominion access to Veckron stores has not been authorised at this facility."

This you've got. They made sure you had everything needed get in and they'll only be good for this week.

"Alliance exception protocol, Alpha, Papa, November Two Eight. Authorizing officers, Chen, Supreme Commander Terran Forces, zero zero one two. Ralthan, Fleet Marshal, Republic Armed Forces, Thunderbird Spahire Blue."

"Thank you. Would you like to play a game?"

Fucking Terrans!
>>
In the distance you can hear weapons fire from the marines. A lot of weapons fire.

The briefing docket had said that the answer to such a question didn't matter. Supposedly.

[ ] Politely decline.
[ ] Rudely decline.
[ ] "Sure why not." Suggest a game, Roll 1d20 to beat the computer.
[ ] Other
>>
>>40583931
>[ ] "Sure why not."
I spy with my little eye. You brought this upon yourself.
>>
Rolled 19 (1d20)

>>40584011
Also dice

Or would the computer like to play thermonuclear war?
>>
Rolled 1 (1d20)

>>40583931
[x] Tic Tac Toe
MAKE IT DRAW ALL THE TIME TILL IT EXPLODES/
>>
Rolled 16 (1d20)

>>40583931
>[X] "Sure why not."
Captain's mistress.

>Or would the computer like to play thermonuclear war?
I was tempted to ask for Transgalactic Veckron War.
>>
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>>40584156
>MAKE IT DRAW ALL THE TIME TILL IT EXPLODES/
>rolled 1

Or maybe it will achieve self-awareness and recognize the futility of war?
>>
>>40584011
>>40584140
"I spy with my little eye...."
Your game is able to confound the computer, selecting a label on the medical scanning equipment not easily seen by the rest of the internal sensors.

>>40584156
Wait, what was the trick for this again? Was it start in the middle or just start first?
>You blew it.jpg

>>40584202
>Captain's mistress.
I was not previously aware of just how old that game was.
I haven't heard of anyone even mentioning Connect Four since maybe 1 /tg/ thread a few years ago and the commercials back in the 90's.

You're able to defeat the computer, albeit barely.

"Stress testing complete."

The doors open and you're permitted into the Magazine. There are signs of damage through the interior. Several of the warheads have been knocked over into a pile, those around the outskirts of it themselves leaning against those that are still upright.

Walking up to one you tap on the housing. It's quite solid and you're tempted to begin stress testing the material but its clear you have work to do. Each of the seven meter long warheads will be troublesome to move without the equipment arms attached to the overhead cranes. After that getting them through the station via the autoloading mechanisms will mean more power.

A quick check by your teams brings you a count. This magazine has 430 warheads of the 1k it was supposed to. Some have been taken but there are no signs of a breach so it must have been by evacuating forces.

[ ] Have damage control set up power feeds from ship to the autoloaders.
[ ] Power for cranes & cargo sleds. Truck them to a docking bay.
[ ] Activate a torpedo's engines, punch a hole through hull for clear route to ship.
>>
>>40584822
I want to say we Half-moon the shit out of the wall, but given it's a secure storage I don't think that will work. But, maybe it's easier to punch out than it is in?
>>
>>40584822
Can we ask the computer for the security feed of this storage room? Maybe the Neeran have found a way to slowly pull the v-torps directly to their ship in subspace?

Which of the first two options will require less power?
>>
>>40584822
If we truck them by cargo sleds can we take all at once?
>>
>>40584822
Is the local computer system able to provide any other information about the current status of the station?
>>
>>40584954
>But, maybe it's easier to punch out than it is in?
You could open (or half moon) one of the other cargo bay doors but that would still leave the problem of needing to move the warheads. You could hurl them down the same passageways the sleds would use but that would make adjusting for turns more interesting.

>>40584964
>Can we ask the computer for the security feed of this storage room?
You need to power the security system to be certain it can access all the data.

>Which of the first two options will require less power?
Cranes & cargo sleds. You can do that with the portable power supplies that have been brought with you.

>>40585042
>If we truck them by cargo sleds can we take all at once?
No. It will take several trips as each cargo sled can only move 11 torpedoes and there are only 4 functional sleds in this bay.

>>40585150
The computer system for the magazine is isolated from the rest of the station systems.
You'll need to provide more power just for it to connect with all of those systems.
>>
>>40585254
>You need to power the security system to be certain it can access all the data.
>You'll need to provide more power just for it to connect with all of those systems.

Unless it requires a prohibitive amount of energy I'd like to do so.

>Cranes & cargo sleds. You can do that with the portable power supplies that have been brought with you.
Sleds it is.

>I was not previously aware of just how old that game was.
Surprisingly, my Linux installation came with a freeware clone of that game. Other than that, I hadn't played or even thought about it like since the mid 2000s or so.
>>
>>40585254
>Cranes & cargo sleds. You can do that with the portable power supplies that have been brought with you.
Eh, let's do it. We're looking at ten trips. How long is each trip?
>>
>>40585340
>Unless it requires a prohibitive amount of energy I'd like to do so.
You'll be running a bit more tight on power, though you could always plug in your suit since your reactors can run longer.

>>40585483
>How long is each trip?
5-10 minutes. The first will probably take longer due to clearing potential obstructions.
>>
>>40584822
>[X] Power for cranes & cargo sleds. Truck them to a docking bay.
>>
Alright. Get 20 guys to run convoys with the sleds so we can begin loading them onto our ship. 20 Remain at the Storage to provide defenses to it. Post Combat Drones along the path that the convoy will take for added security.
>>
>>40585641
Also if it all goes off without a hitch we can clear out this storage in less than 2 hours using the sleds.
>>
>>40585793
We can also replace marines who had to fight warrels with those currently stationed on the ship when a sled arrives, so it would also be a chance to minimize crew fatigue.
>>
>>40584964
>Maybe the Neeran have found a way to slowly pull the v-torps directly to their ship in subspace?
If this IS the case.

We should leave a v-torp primed with a timer on it.
>>
Everyone gets to work powering up the cranes you'll need and the cargo sleds. A few of the available Marines with power cell armor help load the fallen warheads onto one sled while the crane loads the other three.
Each sled is more like an expanded forklift with a cargo rack and additional repulsors. You note they've been modified so that a gunner can sit above the cab. Exposed but with a good view.

Once the rest of the marines arrive at your poisition 20 are assigned to run the cargo, while the rapid reaction team will be escorting them for the first run back to the ship.

Other units have dragged back a dozen dead Warrels, piling them in a nearby bay. No casualties sustained so far.

https://www.youtube.com/watch?v=wHbGhEfnh2E&index=1&list=PLb8pt07YWu2KhN7MPQNGyj-21qveU5l85

"Sleds are loaded sir! Ready to roll!"
The intrusion specialists throw on their depleted power gear along with copies of the records they've downloaded. "Bring them back charged!"

Roll 2d100 for your Marines to clear a path back to the ship.
>>
Rolled 86 (1d100)

>>40586175
>Roll 2d100
1

How's the warrel situation?
>>
Rolled 22, 37 = 59 (2d100)

>>40586175
>>
Rolled 60, 33 = 93 (2d100)

>>40586175
>>
Rolled 34 (1d100)

>>40586260
2

https://www.youtube.com/watch?v=Sd5ZLJWQmss
>>
Rolled 21, 28 = 49 (2d100)

>>40586175
roller
>>
>>40586279
The link I posted was actually to a playlist with 50 trucker songs. Convoy was a few down the list.
>>
Rolled 45, 65 = 110 (2d100)

"How's the warrel situation?" you ask one of the sergeants.

"Under control sir. We're getting some practice in, most of them seem to be fairly young but we've had a few older ones."

"What have they been eating while aboard?"

"Hard to say, we've seen signs of them having been into everything. They can open doors."
"What? Tell me you're not joking."

He immediately becomes serious. "No. They know the basic button sequence used to open most unsecured doors aboard the station. They were trained, or someone trained the older ones who taught it to the younger ones. On that note, beware of drool on the door controls. It's a good indicator of their presence."

"Ugh."

You monitor the progress of the convoy as they make for the docking ports at full speed, only slowing down for their escorts to check corners, deal with debris, or plot a new route around it. Soon they've made it to a bay with a functional cargo airlock.

It seems that while your convoy team are capable to making good speed the real holdup on their first run is the ship. It takes time for Arron bring the ship into line with the correct bay, complaining about debris crowding the area. It was not one of your initial choices for entryway but it's the best route from the inside.

Soon the team are returning for another trip with fresh power cells and some of the marines having swapped out.
>>
>>40587170
Does that bay still have some fusion reactor fuel we can loot?
>>
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>>40587798
The larger cargo bay? You'll have to roll for it.
The Veckron Torp bay no.

The rest of the loading procedures go rather smoothly. While the convoy is on its run teams ready more of the warheads for loading, though the continued power drain is sapping the systems. There are a few minor delays here and there, things could be moving more quickly but overall you're satisfied with the current pace.

Security logs the intrusion experts have recovered show that about half the bay's torpedoes were pulled suddenly during the battle. Perhaps they were trying to evacuate them. Most were sent out through the autoloader, but a few were trucked out otherwise the bay would have had more than 4 vehicles standing by.

While it wasn't a short amount of time by any measure you're done here faster than you might have expected and return to the ship to refuel and recharge your suits.

While everyone is conducting suit maintenance Berwari contacts you.
"The Recon drones have managed to find an access corridor that hasn't been too badly damaged. It will allow your team to reach the other Veckron magazine with minimal problems."

"You're sure?"
"There's the small matter of having to blow up the floor in one section to create a ramp but I think it's doable. We get in, loot the place and get out. Perhaps they have some more cargo sleds in that magazine to help out?"

The downside of this whole plan is that you'll be deeper inside the station core most of the time meaning it will be harder to get back to the ship in an emergency. But it is a clear route.

[ ] Use Berwari's plan (Şivan Berwari added to boarding teams)
[ ] Find a shorter route in from the other side
>>
>>40587855
>[x] Use Berwari's plan (Şivan Berwari added to boarding teams)
I like it.

Can we ask the experts on the team what their opinion is of the theory that the large contacts are Neeran and they're siphoning the torps off via subspace? If it's what they're doing, we should set one on a remote trigger and blow it as we're leaving.
>>
>>40587855
>[] Use Berwari's plan (Şivan Berwari added to boarding teams)
qoeka doe mw
>>
>>40587855
>The larger cargo bay? You'll have to roll for it.
The one the ship's currently docked in.

Can we use the drones to see if there's a clear corridor from the other docking bay?
>>
>>40587855
[ ] Use Berwari's plan (Şivan Berwari added to boarding teams)

We get the job done fast AND we get to blow stuff up? Fantastic idea.

Anyways, where does the autoloader lead? Does it load Victory torpedoes straight into the ships or do they go to holding area? I am thinking we could probably find more where they are suppose to end up.

All that aside I think it may be time to begin dealing with secondary objectives as well. Sonia could either take a shuttle to the station control or to the closest REA location. Capturing two of those, one for the Alliance and one for us, would be invaluable.
>>
>>40587855
>[ ] Use Berwari's plan (Şivan Berwari added to boarding teams)
So do we roll now?
>>
>>40588046
You contact the bridge and post this question to Ahmad.
"That does not sound possible would be my automatic response, but then again we didn't think subspace mines were plausible until all of this started a few weeks ago.
If it were to happen it should be detectable. We'll work to scan for signs of it happening."

>>40588082
>The one the ship's currently docked in.
Those are just docking arms and radiation shields sticking out. I know its a bit unclear.

>Can we use the drones to see if there's a clear corridor from the other docking bay?
Certainly. It might be best to take the ship or shuttles over there to support them. Have the ship move once the teams are away?

>>40588182
>Anyways, where does the autoloader lead? Does it load Victory torpedoes straight into the ships or do they go to holding area? I am thinking we could probably find more where they are suppose to end up.
Straight onto ships. There were special docking points for VT Cruisers and cargo ships used to transport warheads. The autoloader would connect to one of them, feeding directly into the ships magazines.
All of those docking points have been destroyed but the loader tube should still have been able to get the torpedoes clear of the wreckage had you used it.

It's possible the crews could have diverted some into other cargo bays once the docking points were destroyed, or maybe they could have been hurled into deep space.

[ ] Send ship & drones to investigate faster way in once your team is away.
[ ] Send the drones to investigate secondary bays near the autoloaders & docking points
[ ] Do both (Reduced efficiency)
>>
>>40588507
>[ ] Send the drones to investigate secondary bays near the autoloaders & docking points
Especially if there are any fuel deposits.
>>
>>40588507
>[ ] Send the drones to investigate secondary bays near the autoloaders & docking points
>>
>>40588507
>[ ] Send the drones to investigate secondary bays near the autoloaders & docking points
>>
>>40588507
>[ ] Send the drones to investigate secondary bays near the autoloaders & docking points

We are good on time. Still on day one out of seven and we've almost completed our primary without a hitch. I figure the main problem is going to be finding and capturing one of those REAs for us to take with us.
>>
>>40588507
You know, I forgot to ask, how much is RSS getting paid for this?
>>
>>40588670
If we are getting paid I'd be willing to accept payment in the form of the FA upgrading Devourer with all their best tech.
>>
>>40588670
Well most of this is being done by the Alliance military and the Guild so RSS will really only be paid a consultancy fee for some of the analysis work they did before it was realised how big the problem here was.

You however and your people that are taking part stand to be compensated quite well. Chen may have sent the mission your way before knowing the full extent of the damage but he probably intended to make good on it.
We'll see.

>>40588779
That may not be as much of an upgrade as you might hope. It's plasma cannon was and still is top of the line, as are the shields and engines, though you lack afterburners. The Devourer can't be upgraded much more due to its already custom nature. You still get the basic upgrades as they come out.
>>
>>40588779
Its already extremely high tech
>>
>>40588779
I think it's time we moved on from the Devourer. It's a good ship and has served us well but it can no longer serve is to our demands. Better we buy one of the Neeran Fast Mediums and deck it out to our specifications. It will be a substantial upgrade in every single way, except for in looks.

>>40588931
>You however and your people that are taking part stand to be compensated quite well
Well we do stand to salvage almost a thousand Victory torpedoes so I except us to be compensated with at lest one billion S minimum. Not counting other salvaged things like the REA, SP's and other stuff.
>>
>>40589260
>I think it's time we moved on from the Devourer.
Maybe we could request an Odyssey class ship for our FA deployments?
>>
>>40589260
>Better we buy one of the Neeran Fast Mediums
Flying around in giant ball is horrible.
I'd rather we wait and build our own hull at our own shipyard, then send it to the FA for installation of all the cool bits. Especially once we have coolant lasers and can supercharge the ship.
>>
>>40589340
You want to fly around, potentially doing... things, in a Terran owned and operated ship which could have enough bugs, spyware and tracking devices to light a small city? You crazy?
>>
>>40589390
Well, it's obvious our House can't afford to supply us with a decent ship, and we can't personally buy any of the really good stuff either.

It's a shitty situation.
>>
>>40589414
>we can't personally buy any of the really good stuff either.
You say that, but Iratar is letting us buy all of their top-line shit, so I imagine if we applied the right politics in the right place we'd be able to get a pretty appreciable list of ships.
>>
>>40589414
>our House can't afford to supply us with a decent ship
what your after goes way beyond 'decent'
>>
>>40589414
Actually, last time we had a cash update we had over 1 billion in liquid assets to play around with. That was before this campaign so that number will probably inflate further.

Now take into account that the Neeran Fast Medium is broken and needs repair and that a Medium ready to be sold costs about 200 million then we have plenty of money to get it and fix it up with top of the line gear to just about any specification we please.

The situation for a new ship could actually not be any better.
>>
>>40589380
Please don't suggest we build a non-standard hull. The issues that will come of that will be horrible. (and the costs we'll probably run up)

>>40589260
I'm not sure the Devourer is really worth leaving behind, honestly. From a combat standpoint, it is a very valuable battlecruiser due to the plasma cannon.

Maybe if we brought a bunch of Neeran wrecks to the Sharkship yard, they would build us a Neeran Shark Medium?

But yes, I do get the desire to upgrade to a larger 'command' ship, even if it means flying a desk instead of a ship and for the most part being removed from all but the larger scale battles.

>>40589340
oh god please no.

>>40589390
THIS
>>
>>40589514
Oh I am not suggesting we leave it back home. I am sure it would serve perfectly well under us in a Battlecruise squadron and with another pilot. It is after all the strongest Battlecruiser in the entire House thanks to it's Medium Plasma Cannon.

And then there is the fact that the Devourer simply is not large enough for us to command a expedition force from.

>>40589380
The Fast Mediums is hardly ball shaped. More like... I aint got a clue how to explain it. Head of a Hawk with a dress and arms?
>>
>>40589607
We could give it to our sister.
>>
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You load up with most of the troops on the vehicles this time, driving through the station interior and making your way deeper into the central areas. There are still signs of damage but not as severe as sections closer to vacuum. The only stops on the way there are those you've already planned for. Most of the delays had taken place before departure due to having to assemble a few sufficiently large shaped charges that wouldnt just blast an enormous hole through the floor.

The extra time was worth it, when you arrive at the site and set off the shaped charges it drops a corridor section down into the next floor giving you a straight run to the magazine doors. Once the passcode is input and the doors cleared (without playing a game this time) you get to work loading warheads.

This magazine is in worse shape and there is structural damage inside. Only one of the cargo sleds is serviceable, two others have been destroyed by weapons fire or perhaps incendiaries, you cant tell.
There are around 200 intact warheads left so 4 trips now that you have more sleds.

You're one third of the way back when Ahmad contacts you.
"We have a problem."

"Then spit it out."

"Subspace contact returning to realspace in the upper structure of the station."

Do you want to continue to make the rest of the cargo runs to the ship, destroy the remaining Veckron weapons in the magazine, or send the ship to investigate or possibly destroy the contact?
>Your orders?
>>
>>40589693
Can we send a cloaked drone?
>>
>>40589607
It is also a major cost to the House as well, iirc. It isn't cheap to maintain the plasma cannon.

I'm not sure a Fast Medium would be a good command ship, though. If we got a working one, it would be much better to deploy it as much as possible, which would mean it would vanish into jamming.

Honestly, we'd be better off with a refitted Heavy Carrier or the gunship version of it, imo. Capable of deploying and wrecking shit, but also not something you'll be obliged to send chasing after everything due to FTL and sublight speed needed for intercepts.
>>
>>40589693
Take the cores of the V-torps instead of the whole torpedo.
>>
>>40589693
Power down all non-essential systems. Cut comms, have everyone strap in their seatbelts and wait to see what happens.

Send one of the starfighter drones to investigate.
>>
The drones you've had out were able to briefly recon the surrounding sections of 9 docking areas. Not very thorough given how fast they were operating but still.

I'll need 9d100 for those drone searches.

>>40589736
>>40589787
Rovinar drone or two hitching a ride on a starfighter drone to get there quicker?

>>40589773
Do you want Sonia and the other fast suits to double back and do this while the convoy itself continues on?
>>
>>40589642
Seems like a proper present for when she becomes a Knight-Lieutenant or Knight-Captain. If it survives that long that is.

>>40589693
Keep hauling cargo and wait. Don't know if it's just a scout or a boarding party. Time will tell. If they board and try to get to the Victory torpedoes we destroy them.

>>40589738
True, a plasma canon is not the cheapest of weapons. However that will hopefully be cheaper as the Dominion plasma program takes shape. And if you are to look at it then I think a Heavy Cruiser would be more expensive to operate compared to a Medium Cruiser with plasma cannons.
>>
Rolled 72, 62, 29, 58, 24, 13, 54, 52, 28 = 392 (9d100)

>>40589936
>>
Rolled 85, 100, 39, 83, 10, 75, 50, 11, 26 = 479 (9d100)

>>40589936
>>
Rolled 70, 77, 7, 88, 99, 75, 67, 34, 98 = 615 (9d100)

>>40589936
>Rovinar drone or two hitching a ride on a starfighter drone to get there quicker?
Sounds good, maybe half of the way with the starfighter drone at low output?

>9d100
>>
Rolled 17, 22, 6, 14, 31, 39, 68, 92, 12 = 301 (9d100)

>>40589936
>rovinar drone hitching a ride
Well my idea was just to put the starfighter drone in a cruiser and turn the engines off so it looked like a piece of debris.

9 100's HERE WE GO
>>
85, 100, 39, 88, 99, 75, 67, 52, 98

NICE ROLLS BOIS
>>
Good news and bad news. More Veckron warheads have been spotted in two locations for a total of 148. Reaching them will require EVA as they cant be reached by the sleds.

While nobody asked for it to be brought along I'm going to assume Sonia would be smart enough to bring at least some light salvage gear on a salvage op. Your two shuttles could get to work cutting free the torpedoes, or just cracking them and removing the cores. A more energy intensive option would be to use the ship's weapons and cut out those two sections and then hurl them into deep space with the tractor beams.


Trying to normalize my sleep schedule so I should really stop here for the night. I'm going to put up a survey for the decisions to be made on the torpedoes.
>>
SURVEY!
Link will be posted on wiki main page and I forgot to link the thread again didn't I.

surveymonkey com /r/ 8BKC62J
>>
>>40590450
>Good news and bad news. More Veckron warheads have been spotted in two locations for a total of 148.

Did the drones find anything else?
>>
>>40590931
How much more time do we need to repair our FTL driver?
>>
Fucking coyotes wont shut up.

>>40591058
Yes, some fuel stores. Miscellaneous supplies and starship parts. Small arms, missiles. 108 SP Torpedoes.

>>40591085
Another 12-14 hours depending on how things go with system testing. Pulling all of the everything and replacing them with drive parts recovered from the station won't do the trick as your entire drive system suffered the feedback surge.
>>
>>40591364
Thank you.
>>
>>40590450


Thanks for runnig man.
>>
bump
>>
bump
>>
Doh I should have checked the catalog more closely, wasn't expecting this to start on a saturday.

>>40579170
I'm guessing that there is some kind of auto piping system that transfers fuel from the tanks to docked ships automatically? That system is probably thoroughly sabotaged/blown to shit by now, but we should still recover as much as we can from other sources. Every last litre we can get extends our missing time.

That also means that if we can find a small fusion powered vehicle and a source of fuel we could use it as a recharging station in the field.

>>40584822
>A THOUSAND Veckrons
How many magazines were there on the station again? If they put this many veckrons in one place then they were obviously expecting to fire them ALL if the situation required it. So why didn't that happen? Are there any records of how many were fired in the station's defense? The computers would know, if we can power them up.

I bet the navigators guild was just thrilled

>>40587170
This reminds me of a Discovery Channel thing about bear-proof garbage bins. The way they stopped the bears from getting in was shaping the latch so that only a human could use it. To pull the latch you have to flip your hand upside down, reach up into a thin box and pull down on the latch. Bears can't do this because their wrists don't rotate 180 degrees like ours do.

When we get back we should file a report on anti warrel protocols that recommends adding food captchas to all non-secure door locks in the event of boarding by neeran forces.
>>
>station missing massive spherical bits
>spherical contact about to phase into existence
AVOID THE CONTACTS
It's either a weapon, or some way of trying to get at the Vtorps by disconstructing the station piece by piece.

Either way, can we try to find out where the next contact will abduct part of the station and trap it with a timed vtorp?
>>
>>40595613
>How many magazines were there on the station again?

It's 2000 v-torps total, I think.
>>
If neeran can backdoor our primary cluster, whats stopping them from hitting norune space hard and blitzing republic rear areas/plasms production areas/neeran isolationist positions in republic space?

Or hell cutting off the pandora cluster and shallan positions. Might want to raise awareness of that since they did come literally out of nowhere
>>
>>40595986
Minus what was used in the battle ~500 if I'm not mistaken and what was evacuated which is currently unknown. We definitely have the lion's share now.
>>
>>40595613
>If they put this many veckrons in one place then they were obviously expecting to fire them ALL if the situation required it.
It's a stockpile, part of this thing called logistics. It's the closest Terran fleet base to Shallan space and there is a war on.

>how many were fired in the station's defense?
Three dozen before the alliance fleet was forced off. Most of their launchers were crippled by that point.

>>40595729
>and trap it with a timed vtorp?
Be aware you lack a charger. Mr Ahmad claims there is an old trick from the Faction Wars that could be tried with a spare core from one of the torpedoes. However he's only heard of it second hand and it hadn't actually been field tested yet when Vieona went missing.

"How does it work?"
"I can assemble a device then someone has to strap it to the fusion reactor of the target."
"How is that helpful?"
"It's the only way of using one I can think of with our current resources. Honestly SP Torpedoes would be much simpler."

>>40596538
>whats stopping them from hitting norune space hard
This possibility has been mentioned and the Alliance is now trying to make sure resources are prepared for such an eventuality. Thanks to alliance training bases that have been set up there the Norune fleet is actually in a position to put up an organised resistance.


>A lot of this depends on what materialised at the top of the station. If it's Neeran and sending boarding troops, we should definitely pull the cores. If it's just dunno, some kind of control device that has to take sensor readings in real space for the mines and various devices in the area, we should continue with the convoys.
You won't know until it's back in real space and the drones find what they're looking for
On that note roll 2d100 to see how long that takes.
>>
Rolled 10 (1d100)

>>40597069
>2d100
1
>>
Rolled 29, 92 = 121 (2d100)

>>40597069
ROLLBOIS
>>
Rolled 88 (1d100)

>>40597089
2
>>
Rolled 58, 87 = 145 (2d100)

>>40597069
>>
>>40575847
>Objectives
>Alliance
>Primary: Recovery of Veckron weaponry. / Prevent its capture.
Of 2000 (? archive.moe seems to be down) v-torps that were supposed to be on the station, we found 430+200+148= 678. That's bad. Did we manage to recover which ship was docked to the v-torp bay's autoloaders when torps were pulled during the battle?

>Secondary: Determine means of safely effecting salvage operations.
As we'll likely have to hang around until our FTL is repaired anyway, this should probably the next thing on our agenda.

>Tertiary: Survival of ship & Specialists. Recovery of survivors.
At least the first sentence of that is our priority anyway.

>Guild
>Primary: Data collection (Scan and record on the way in and out)
That should be manageable unless we lose our sensors for some reason.
>Secondary: Capture of enemy subspace equipment
Could our engineers modify two or three of our drones to work as remote controlled subspace mine defusal and recovery units?
>>
>They intended it to carry as many heavy guns as possible and be able to reliably solo a Neeran Super without the use of Veckron Torpedoes

TSTG, are the factions developing a power armor equivalent of that philosophy? Considering Neeran are huge by FA standards and still manage to be highly effective on the battlefield, they should have given heavy power armor research design a rather significant boost.

I remeber something about heavy PA being considered obsolete before we met the Neeran, did that change by now?
>>
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>>40597403
There is a Heavy Power Armor suit in development. It's what that modified 20mm repulsor gun project is for. Well that and light vehicles.

>>40597305
>Did we manage to recover which ship was docked to the v-torp bay's autoloaders when torps were pulled during the battle?
Multiple torpedo cruisers were docked from the looks of it and were probably taking aboard warheads.

>Could our engineers modify two or three of our drones to work as remote controlled subspace mine defusal and recovery units?
Not unless they can mount FTL. That or you'd need to capture a ship once it returned to real space.


"Keep an eye out for anything suspicious, we may have company in a few minutes." You warn the marines then resume contact with the ship.
You'll continue the convoy runs through the center of the station until all of the Torpedoes have been pulled. Meanwhile the shuttles will begin salvage of the other sites.

"Make it as quick as you can shuttle teams, You'll be exposed out there and not just to radiation."

The convoy is on the final leg of the trip when you're informed that the readings from the upper structure have stopped. Something has finished returning to real space.

"Is a chunk of the station missing now that it's here."
"No but we have the drones looking."
Your Neeran colleague tells you that it shouldn't take the drones too long. "They're here, in the upper station."

"Neeran? How many?"

"Perhaps one hundred? It's difficult to be certain but they are moving."

After the second sled's torpedoes are loaded the drones report it, finding a modified HLV in the upper structure of the station. You wouldn't be able to reach it with the ship unless you fly outside the station hull again.

Does this change your deployment plan?
>>
>>40597640
Any chance we have enough torpedoes to blast our way through where the Neeran are and access that HLV?

Also, is our Neeran experiencing any ill effects from the power drain himself?
>>
>>40597640
How quickly can they get to either of the v-torps storage bays or the convoy rout in the worst case?

Can he say if it's actual Neeran or just client race soldiers?
>>
>>40597640
Did we find any additional fuel supplies? Because I'm willing to have the ship blow it to pieces if we did
>>
>>40597640
Can we set up some of the SP torpedo warheads as traps? Walk a group of neeran by them then detonate?
>>
>>40597640
Are the Aeries drones we brought the stealth version? If they are, how feasible would an SP torp run on that HLV be?
>>
>>40597069
I know it's just logistics but DAMN, this war just gets darker by the day doesn't it?

If 36 torpedoes were fired near the station, is that what's causing all this subspace weirdness or is there extra neeran shenanigans on top of that?

And how a big a crater would 1000 veckrons leave in subspace anyway? How many can you set off until you end up with another smugglers run?

>>40597640
It looks like the HLV is being used as a subspace dropship. When the HLV leaves it drags part of the station with it back into subspace. It's probably the only one they have so if we destroy it they would be stuck here. That said they obviously have a working knowledge of subspace as demonstrated by the mines, so anything is possible.

Alternately we have a Neeran AND Krath with us, we could try to capture it... Or the subspace engine at least. Capturing that or one of the energy-draining devices could tilt the war in our favour.
>>
>>40597733
>Any chance we have enough torpedoes to blast our way through where the Neeran are and access that HLV?
"It would take about half our SP Torpeodes to go straight through."
Arron speaks up. "If we maneuver through one of the large chasms that have been cut through the outer hull we could get into the upper section and then punch through a thinner divider separating the super heavy repair docks."

"We could also take a team through the station from a closer point and try to capture their ship." Suggests Valeri.

>Also, is our Neeran experiencing any ill effects from the power drain himself?
"No why would I?"
"Your body's naturally high power output?"
"I'm not having any difficulty. I don't believe it effects the body the same as technology."

>>40597752
>How quickly can they get to either of the v-torps storage bays or the convoy rout in the worst case?
Worst case scenario you should be able to complete 1 more run before they can reach the central core sections the convoy passes through.
>Can he say if it's actual Neeran or just client race soldiers?
"They're Neeran. I'm not sure if I could detect the others.

>>40597870
Yes, small amounts, but enough to run the ship reactors a bit longer.

>>40597916
Sure. Do you want to take a few a split off a team from the convoy when passing the central core?

>>40597926
You bought regular ones for your House but the Alliance supplied all kinds of toys for this mission.
>how feasible would an SP torp run on that HLV be?
You'd need to get into the upper area. Its a question of if the fighter can survive bring fried by radiation flying outside the station.

>>40597933
>or is there extra neeran shenanigans on top of that?
The latter.

>how a big a crater
The current amount could cause problems for anything within 5 lightyears,
>How many can you set off until you end up with another smugglers run?
You need a lot of ship traffic in addition to torpedo usage, but the more torpedoes, the less traffic is needed.
>>
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>>40598045
>"They're Neeran"
>100 angry space trolls versus our 100 fragile marines
>>
>>40598045
>Worst case scenario you should be able to complete 1 more run before they can reach the central core sections the convoy passes through.

Have our jet unit start prying the cores out. The convoy can meet up with them on the road on their way back but we can't risk an open confrontation.

>"They're Neeran. I'm not sure if I could detect the others.
Can he say if any of them are still on the HLV? How accurately is he able to keep track of the boarding team? Are they able to detect him in return?
>>
>>40598045
Apparently I lost my trip. This was me.

>>40597933
>Alternately we have a Neeran AND Krath with us, we could try to capture it... Or the subspace engine at least. Capturing that or one of the energy-draining devices could tilt the war in our favour.


[ ] SP Torp Spam. Blast through inner station sections to reach HLV
[ ] Limited spam. Maneuver through upper docks as Arron suggested.
[ ] Drone Strike. Send a drone outside the station.
[ ] Assault Team. Drop a team near that section of the station. Traverse intervening section and capture HLV
[ ] Boarding Action. Maneuver through upper docks as Arron suggested, but attempt to capture instead of destroy.
[ ] Defensive Action. Mine the major approaches with torpedoes to kill incoming Neeran.
>>
[ ] Defensive Action. Mine the major approaches with torpedoes to kill incoming Neeran.

Let's not play fair here.

>[ ] Boarding Action. Maneuver through upper docks as Arron suggested, but attempt to capture instead of destroy.

Might have things we can use or information we need, such as if they've stolen Victory torpedoes, how many they've stolen and where they have taken them.
>>
>>40598149
>Have our jet unit start prying the cores out. The convoy can meet up with them on the road on their way back but we can't risk an open confrontation.
You and they can zoom ahead of the convoy on its second run if you want.

>Can he say if any of them are still on the HLV?
Yes.
>How accurately is he able to keep track of the boarding team?
He can give a general area. That or it's because they've spread out.
>Are they able to detect him in return?
"I don't believe so? These may be younger, less experienced ones. Or that's the impression I'm getting."
>>
>>40598228
>"I don't believe so? These may be younger, less experienced ones. Or that's the impression I'm getting."
I remember something about imperial Neeran being worse at those shenanigans in general.

>Yes.
Can he give us a rough estimate?

>You and they can zoom ahead of the convoy on its second run if you want.
Let's hope their sensors are worse than ours and can't detect our PCA jump jets.
>>
>>40598162
> Boarding Action. Maneuver through upper docks as Arron suggested, but attempt to capture instead of destroy.

I necessary go for
> Limited spam. Maneuver through upper docks as Arron suggested.
>>
>>40598265
>Can he give us a rough estimate?
"Perhaps five?"
>>
>>40598206
Seconding.

If we can get the right angle for it, we can blow the target's engine(s) with a precision SP strike and then dock it to the EX-K, right?

As long as we don't hit the subspace system, we should be able to clip the main engines to prevent it from trying to escape. And when our guy detects the Neeran force trying to double back on us, we can torpedo strike the station sections they're using. Kill or cut them off from their ship.
>>
>>40598162

This >>40598206
Please.
>>
>>40598319
Thanks.

>>40598162
>[ ] Defensive Action. Mine the major approaches with torpedoes to kill incoming Neeran.

>[ ] Boarding Action. Maneuver through upper docks as Arron suggested, but attempt to capture instead of destroy.
Make sure to let them get close to our current location before flying off.

Does Neeran tech suffer from energy drain as well? If not, the HLV could come in really handy when it comes to recovering one of the REAs.
>>
>>40598362
>Does Neeran tech suffer from energy drain as well?
Unknown for certain, but their small arms do.
>>
>[ ] Defensive Action. Mine the major approaches with torpedoes to kill incoming Neeran.
>[ ] Boarding Action. Maneuver through upper docks as Arron suggested, but attempt to capture instead of destroy.

The timing on this is going to be really tricky because as soon as the Neeran hit the ambush or we attack the HLV the jig will be up. We will have to time the detonations so that the Neeran out on foot get hit/cut off from the HLV or they will immediately rush back to it. Dave should be able to track their positions and figure out where to put the mines and when to trigger them.

Dave is the non-combat Neeran right? He won't be much use boarding the HLV but we will need him later to figure out how it works.
>>
>>40598455
>He won't be much use boarding the HLV but we will need him later to figure out how it works.

We should keep him on the ship until the HLV is secured, and Krath can control Neeran ships at this point.
>>
>>40598455
>The timing on this is going to be really tricky because as soon as the Neeran hit the ambush or we attack the HLV the jig will be up. We will have to time the detonations so that the Neeran out on foot get hit/cut off from the HLV or they will immediately rush back to it. Dave should be able to track their positions and figure out where to put the mines and when to trigger them.
I was under the impression you guys wanted to set the mines as traps.
>Dave is the non-combat Neeran right?
Correct.

>>40598502
>Krath can control Neeran ships at this point.
Also correct.


It looks like some people would like to attack the HLV once the neeran troops are farther away from it so they're forced to double back.
Others to attack their troops with the torpedo mines then go after the HLV.
Which will it be?
>>
>>40598734
Let's do BOTH.
>>
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>>40598734
Time it so we launch our attack on the HLV the moment the mines explode.
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>>40598734
Attack their troops with the torpedo mines then go after the HLV.
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>>40598734
Let them get some distance away first, we don't want to get swarmed by 100 neeran from behind.

Have Dave track what path the Neeran take and set up traps along those paths. When we hit the HLV the troops will probably retrace their steps at which point they hit the mines. If it looks like they won't get close enough to activate them directly Dave can trigger the mines remotely.
>>
So given that we've recovered only 700 of the Victory Torpedoes out of the 2000 on the station, I think it's safe to assume we failed the 'don't let them capture any torpedoes' part.
>>
>>40598045
Try to grab the security footage and logs from the second v torp bay as well, if time permits.
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>>40599182
678 recovered/accounted for. At least another 36 fired in defense of the station. About 1300 unaccounted for.

One of our main priorities should be to boot up the main computers and figure out what happened to the rest of the VTs. The computer should have records of how many were removed from the magazines by the crew and how many were sent through the autoloaders. We can compare those records to the station's current state and if any are missing the neeran might have them or they could be out in space.

Another benefit is that the computer could also tell us the location of any surviving crew, SP torpedoes or any other valuables.
>>
>>40598734
Set multiple mine points to blow first when we attack the HLV, and then have others they pass blow when they start back. Slows them down more.
>>
The convoy makes a few quick stops on its second trip, offloading SP Torpedoes. Teams get to work setting mines in the lift shafts needed to travel into the upper portions of the station. By extension the enemy will have to use them to get into these sections.

While some of the teams work on loading torpedoes onto the sleds everyone not on guard duty cracks open torpedoes. The magazine has maintinence equipment necessary top open them up more easily. While it means using more of your power reserves it does get the job done quicker.

Yanking the cores seems like it may actually be easier with the power drain. Whatever powered security systems might be in the warheads are offline. Supposedly your pass codes would have let you bypass them but doing so on every warhead might have taken forever.

The tiny marbles are collected in a few radiation shielded storage bags. It takes a bit longer than loading the other torpedoes so the convoy heads out first, those lacking jumpjets staying with the convoy.

When the last cores have been removed you and the others make best possible speed to catch up with the convoy. All of the other teams are finished setting their traps, most having hitched rides on the vehicles. Those lagging behind set up GP mines and claymores, waiting until you're past before activating them.

It's a bit later than planned when everyone makes it back to the ship. The Sleds are driven straight into the shuttle bay to save time before Arron pulls the ship away. Station interior flashes past as you watch through the closing bay doors.

"Shuttle teams?" you ask.
"They're still working and storing their warheads in a few spare cargo containers they've maglocked near them. We can swing back and recover them in a hurry or the shuttles can drag them."
>>
Dave informs you that the closest Neeran groups are almost to the corridor cross points where the torpedoes were planted.
"Outer sections, radiation warning." Says Arron's voice over the intercom. Checking sensors through your helmet feeds you watch as the EC-K swings through a gap the size of a Battleship and into the upper docks.

After changing course he launches a torpedo volley into a thinner section of the docks, blasting deep craters. That had to have been noticed elsewhere in the station. Two more volleys manage to create a hole nearly large enough for the ship. At the last second one more pair of torpedoes removes any doubt in your ability to pass through. Arron flies through the gap and turns towards the HLV.

Small phase cannon turrets on the HLV swivel to face the ship.

1)
[ ] "Shields!"
[ ] The armor can take it.

2)
[ ] Detonate torpedo mines now
[ ] Let the Neeran trip the mines
>>
>>40600155
>[X] "Shields!"
It would also give us a brief window to use the sensors again. We also can't afford any potential damage to the FTL systems.

>[X] Detonate torpedo mines now
They'll double back as soon as their HLV contacts them.
>>
>>40600155
>[ ] "Shields!"

[ ] Detonate torpedo mines now
>>
>>40600155
Very important question.

Did the HLV raise shields?

If not, we can just use particle cannons to disable the HLV weapons before they can blast through our armor

If not, raise our final layer of shield only. We don't want excessive power loss
>>
>>40600155
Shields, since phase weps are pretty destructive against matter iirc.

Detonate now
>>
>>40600235
Good idea on the sensors, we can take readings on the large objects close now too.
>>
>>40600155
[X] "Shields!"
Rather not take critical damage right about no due to them hitting something soft.

>2
Man I just don't know... Detonating them early might kill them all but on the other hand some may escape the blast and will harass us later. On the other hand if we wait for them to trip the mines we may get them all but we may also not get them at all...

Fuck it.
[X] Detonate torpedo mines now
>>
>>40600402
>Did the HLV raise shields?
No.

>can just use particle cannons to disable the HLV weapons before they can blast through our armor
It will take a second or two for the point defense to chip away at them. A phasing lattice is almost as hard as diamond.
>>
>>40600514
If any of the neeran survive the mines Dave should be able to tell us where they are.
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>>40600621
>No.
That is strange, so the proximity to the REA will probably place a significant drain on our reserves. Still, we can't really afford to take further damage if we want to get out of here.
>>
Thought I deleted my post for a second.

"Shields!"
The pair of phase cannon beams strike the energy barrier a few tens of meters off the bow.

Arron sets the next round of SP Torpedoes for minimum yield to keep damage to a minimum. He ends up smashing through pieces of debris and scrap while bringing the ship in low enough for a sure shot at the engines. The EC-K's ventral shields scrape the station hull before he's satisfied with the angle and fires.

With the low yield settings you're not even certain the warheads went off, both punch right through the lower hull of the HLV. You're about to start counting seconds when a pair of fireballs boil out of the twin craters followed by another explosion that blasts the ship clear of its docking points.

"It's disabled."
"Good shooting Arron."
"Thanks. I took a few extra lessons with Knight Drake."

Dave reports that the torpedo detonations have killed some of the Neeran troops. Perhaps half of them if you're lucky but again he cant be absolutely certain.

Arron brings the ship along side the drifting HLV, trying to avoid the forward arc where the weapons can hit but also the streak of fusion plasma still spilling from the damaged reactors.

"This is as close as we get. I cant line it up with a hatch."

[ ] You & Bodyguard board HLV
[ ] You, Bodyguard & fast team board
[ ] Full boarding team
Roll 4d20
>>
Rolled 14 (1d20)

>>40601017
>[X] You, Bodyguard & fast team board
>[X] Full boarding team

Fast team first, the others try to catch up.

Remind them to take sensor readings while the shields are still up.

>Roll 4d20
1
>>
Rolled 13 (1d20)

>>40601073
2
>>
Rolled 14 (1d20)

>>40601101
3
>>
>>40601017
>[x] You, Bodyguard & fast team board
>>
Rolled 14 (1d20)

>>40601125
4
>>
>>40601073
Which of those two options do you want? The full boarding team includes you, the bodyguard and the fast team.
>>
Rolled 20, 18, 8, 9 = 55 (4d20)

>>40601017
>>40601137
Or was it "dice+4d20"? It’s been too long…
>>
>>40601143
Oh, okay. In that case: Full boarding team with Sonia+PA+jets advancing ahead of the regular marines to blitz the defenders.

I assume regular marines and PC troopers will take longer to board the enemy ship.
>>
Rolled 19, 10, 15, 7 = 51 (4d20)

>>40601017
>>
Might as well bring everyone, we need to kill the crew before they can sabotage anything. Jump jets blitz the bridge followed by the other PAs as fast as they can arrive. Recons recon. Other forces secure the ground we've taken.

What equipment did the Krath guy have with him? Is he also a recon like Eldal or just a regular Krath trooper?
>>
>>40601347
He's an infiltrator, so I'd guess he got the same training as Eldal. Do Krath units available to the FA come in other configurations?
>>
[x] Watch out for the captain of the HLV since he'll probably have one of those bullshit monomolecular blade launchers that lopped of our arm that one time.
>>
https://www.youtube.com/watch?v=4PL4kzsrVX8

Boarding operations in space are always interesting but two larger ships that cant completely match speed and angle for one reason or another are some of the more hazardous. The crew are most likely trying to secure the HLV with the tractor beams but the plasma still venting from the damaged drives is producing enough thrust to cause some problems. Even though your point defense is taking them out the other ship still has some weapons so Arron can't maneuver into the best position yet.

The the bay doors retract Marines launch themselves across the gap. Those with thrusters or jump jets hanging back to help those that might tumble away. Nearly everyone has thrown on a smart grapple, snagging the hull of the Neeran ship and pulling themselves in for a landing.

Goering initially balks at the prospect of the jump. A sudden and violent course correction between the ships that injures one marine does not help matters. Once most of the others are across you grab the suited up Krath by the elbow and hurl him out in front of you as you leap from the bay.

"I am going to exact some form of revenge for this General, I swear it!"

Rolling in mid flight you place yourself between the Krath and the HLV, slowing down your landing enough that you only briefly skid along the outer hull.

Leading team members have are already cracking open an airlock. Soon you're inside and advancing through the interior.

"Arron, any broadcast for surrender?"
"Not yet."

Fine with you, every Neeran your team comes across are put down hard. The plasma blaster takes a little getting used to. It's similar in some respects to your damaged pistol and you have test fired a few before so they're hardly alien. They do have a kick to them though.

A marine with a modified grenade launcher gets to the bridge doors just ahead of you, using a modified wide barrel grenade launcher to hit the door with a half moon, blasting it open.
>>
"Coming through!" You and the others storm in, boarding shields first. Four seconds later all hostiles on the bridge are dead. Three of the shields have been tossed aside, each melted by return fire.

You toss a Neeran melee weapon off to the side as Goering arrives. The Krath does a quick check of the dead bodies to see if any of them might still be useful then turns to the controls.

"I should be fine, things are not too different. I'll need some time if you plan to use the FTL fitted to this ship as I'm not familiar with it."

The Krath soon takes control of the ship and uses the remaining systems to try and stabilise enough for docking with your EC-K. Other teams have cleared out engineering of remaining crew. There were seven Neeran aboard but they all seemed to be a bit on the small side. Shorter and considerably less massive than commandos or other officers you've fought.

Dave is somewhat concerned that his estimates were off.
"Please bring back some of the bodies, I'd like to check them. A medic would be helpfull too."


>>40601878
More like almost gave Sonia a mastectomy the wrong way. Also the cybernetic arm getting busted up yes.

>>40601964
>A sudden and violent course correction between the ships
https://www.youtube.com/watch?v=7p6hqMnsLFY
>>
>>40602208
Can we find out from Krathfriend if there's any unusual sleeper systems aboard the ship that would fill the mission objective of Capture enemy subspace equipment for the guild?
>>
>>40602208
>Check if there is a power-drain on this ship.


I think it is time to leave post-haste. How long until our ship is ready?

For a first mission this has already been quite a success. We got a sizeable part of the Torpedoes, managed to get both survivors and prisoners to tell us what happened and also got a ship that may yield further clues or have technology to block the power drain or allow someone to enter the same layer of sub-space the rest of the Neeran are at.

>>40602314
The at least exited from the subspace-place where the rest of the giant shapes are. Chances are they have something of that sort.
>>
>>40602314
>Can we find out from Krathfriend if there's any unusual sleeper systems aboard the ship that would fill the mission objective of Capture enemy subspace equipment for the guild?
Yes. HLV's don't normally have FTL, though it's possible to mount them by reducing cargo capacity.

This ship has a drive core that is not intended for conventional FTL use. There are no drive plates.

Ahmad agrees that it must be the Neeran version of the Faction's sleeper system.

>>40602613
>How long until our ship is ready?
A few more hours.

Do you want the ship to hold position here while the HLV is secured to the attack cruiser for the trip back? Or would you rather tow it to the lower sections of the station and secure it while the shuttle teams continue their work on the trapped Veckron weapons?

They are cracking the torpedoes to take their cores, it's just taking time to get to each one through all of the damage.
>>
>>40602208
Smaller Neeran?

Almost sounds like this is a group of initiates being sent out to prove themselves or as a decoy group.

We need to recover our shuttle teams and complete their recovery ops ASAP

ETA on our FTL/subspace repairs?
>>
>>40602697
>Or would you rather tow it to the lower sections of the station and secure

And make sure to run a sweep with the conversion device through the ship.

Is one of the suspected ERA inaccessible for the stranded Neeran boarding party without using ships?
>>
>>40602714
>Almost sounds like this is a group of initiates being sent out to prove themselves or as a decoy group.
I was thinking about this. The REAs are the only technology they have on the station at this moment - I think if we had interfered with them, we'd see an actual force sent to the station. This might just be an engineering/salvage compliment expecting no resistance after the Warrel's had cleared the place out. Or at least I hope.
>>
>>40601444
Well in theory a Krath could do any job, it would just be a waste to make them into a fighter pilot or something. IIRC the first one we met was a starship captain.

>>40602208
I wonder how much of Sonia is original at this point.

Dave should be able to tell us why these Neeran are so stunted. Maybe they lack those reactor organs? The commando neeran were bigger than usual and had more reactors than usual IIRC. If he messed up his count that also means his previous estimate of 100 other neeran on the station is probably wrong too.

>>40602613
We're on a timer now since the neeran definitely know we are here and are probably going to DEFCON-1 because we just stole one of their sleeper ships. I think we should still make an attempt to sweep the rest of the station and try to steal an assimilator, we won't get a much better chance.
>>
>>40602697
>[x] Tow it to the lower sections of the station and secure it
>>
>>40603021
I agree that going for one of those REAs is priority right now, but we also have to consider that we have shuttles away from the ship conducting ops.

Can we determine if this HLV got a distress signal out?

And if our FTL isn't repaired we are kind of stuck, so hitting a REA immediately may be a bad idea, if we knocked these guys over under jamming or no distress signal was sent.
>>
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Relocating to near the shuttles then securing HLV to your ship.

>>40602813
>Is one of the suspected ERA inaccessible for the stranded Neeran boarding party without using ships?
REA, no need to head down that road with another piece of tech.
Some are more difficult to get to because of damage but none of them are completely cut off.
The one in the upper sections should be more difficult for someone to get to without a ship. I've marked it with a red dot.

>>40603283
>Can we determine if this HLV got a distress signal out?
Hard to be sure with all of the background jamming. You didn't detect anything on the general channels, but the HLV was docked with the station when you began your attack on it.
>>
Once we get the HLV docked we should transfer the fuel over to increase our power reserve unless it needs to run it's sleeper engine.

>>40603283
Well we were right there, so we should have been able to catch any signal they put out. There is a shitstorm of radiation and jamming so it's unlikely they got word out, or that the people outside know anything is amiss.
>>
>>40602697
Please ignore the spoiler in this post. I paged back to the survey because I'd forgotten from a few posts earlier and then read it wrong.


Roll 2d6 for remaining salvage operations.
>>
Rolled 3, 5 = 8 (2d6)

>>40603806
for house and salvage
>>
Rolled 3 (1d6)

>>40603806
>2d6
1

Salvage!
>>
Rolled 5 (1d6)

>>40603858
2

Does REA drain become worse as you get closer?
>>
Rolled 5, 2 = 7 (2d6)

>>40604020
>>40604054
Shit, I just saw the dice and automatically typed 20
>>
>>40603834
>>40603858
>>40603891
Double 3 5 rolls heh.
>>
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>>40603891
>Does REA drain become worse as you get closer?
Yes. Not by a huge amount but yes.

There are 2 hours work remaining before your teams are done their salvage efforts. The FTL should be ready for its first power up test and the HLV secured. Which also means you won't be moving the ship much while that is going on.

All of your drones have been recovered and will be ready for use again shortly.

Most likely places for Veckron weapons to have been present have been searched. You certainly wish more had been found but there are signs at last half were removed from the magazines during the battle. That leaves a potentially much smaller number missing.

The Remote Energy Assimilators have not been investigated yet.
There could also be valuable information in the station control center that could be useful to the Alliance and the Guild.
Many of the cargo bays have not been thoroughly searched for things like SP Torpedoes, though that's most definitely not a high priority at this point. It's possible some more Veckron weapons could be located in the larger bays but from the looks of things the Neeran may have performed a quick search of them.

Before you can really take a moment to rest you're informed that the Neeran troops in the stations core are on the move. Spreading out in all directions, except towards the sections the torpedo mines went off in. Not a big surprise there.
Eventually they may get into the sections the salvage teams and their escorts are in but if you're lucky the teams will be done by then.

Then Linda contacts you. "I've been keeping watch on the subspace contacts so Arron can avoid any drifting through the station. In the process I think I might have found evidence some of them are orbiting the same point, not just drifting randomly."
"All of them?"

"Well, no not all of them, but more than a few."
A marker is added to your map. It's on the outer hull of the station. Not in it, but just outside of it.
>>
>>40605047
Let's send a starfighter drone loaded with as many SP torpedoes as we can and kamikaze it.
>>
>>40605047
Same procedure as with the last contact. Let's send a fighter drone loaded with recon drones.

Would it be possible to send a shuttle to investigate the REA marked on the map?
>>
>>40605159
If you plan to send the drone after linda's contact be aware that while the starfighter might survive the radiation outside, the Rovinar recon drones will not.

>>40605099
Which of these do you want to investigate next? Or would you rather deploy your troops to protect the ship and salvage teams until the last Veckron weapons are taken care of?

[ ] REA
[ ] Station control center
[ ] Remaining large cargo bays in station core
[ ] Linda's contact
[ ] Deploy marines, wait for salvage/drive repairs
>>
>>40605249
>If you plan to send the drone after linda's contact be aware that while the starfighter might survive the radiation outside, the Rovinar recon drones will not.
Would they survive long enough to transmit data?
>>
>>40605318
Debatable but probably. Certainly not as much as the starfighter.
>>
>>40605249

[X] REA
We need these recovered if we want to stay longer in this station and better we deal with them now rather than later.

[ ] Deploy marines
Meanwhile we could make use of our Neeran friends senses to hunt down the scattered enemy forces. They are going to cause problems for us and better that we eliminate as many of them as possible before they start to cause problems for us.

[x] Linda's contact
Send the Starfighter to check it out. We are the best at multitasking.
>>
>>40605427
Thank you. We have enough drone, so we can afford some losses.

>>40605249
>[X] REA
One shuttle with 50 marines to investigate.

>[X] Remaining large cargo bays in station core
Send out 10 drones to investigate.

>[X] Linda's contact
Starfighter drone + recon drones

>[X] Deploy marines, wait for salvage/drive repairs
>>
>>40605533
Decent mix, supporting this.
>>
>>40605047
I bet the objects orbiting the "archor" are mines. Be hilarious if we could salvage it too.

>[ ] REA
This should be our top priority. We can use our torpedoes to further cut it off from the rest of the station.

>[ ] Station control center
Second priority. We may want to get this done before any of the neeran make it to the CC area.

>[ ] Remaining large cargo bays in station core
Can we use drones for these? Worth a glance at least.

>[ ] Linda's contact
Should definitely take a look at least. If nothing else we destroy it on our way out.
>>
>>40605533
>one shuttle
Your shuttles won't be available until after the salvage operation is done, and the ship cant be moved at the moment.

I suppose you could quickly slap some grab rails or crash seats to one of the drones and use it to give a team a lift. It would have to be a smaller team than that. Say 40 marines with 2 drones? The shuttles can be sent to pick you up once they've finished.
Would this be okay?
>>
>>40605730
>I suppose you could quickly slap some grab rails or crash seats to one of the drones and use it to give a team a lift

Do we have enough smart grapple to outfit our marines so they could get off the drone somewhat safely in case something goes wrong?
>>
>>40605828
Smart grapple will not do so much when you're hurtling towards an object and want to slow down.
You could tell everyone to pack thruster guns. Marines with normal armor carry them because their suits don't have repulsors.

They could also use plasma blasters cranked to full power.

Tech Note: If you turn off the repulsors built into the plasma blaster to counter recoil you will go flying. The same goes for Neeran plasma pistols.
>>
>>40606059
Thruster guns and grapples in that case, please.

And have prepare a second set of drones, just in case we'll have to extrace the marines before our shuttles are ready.
>>
You're determined to check out that energy assimilator before you leave, but the ship and cargo needs to be protected. Most will remain here or deploy to protect the salvage teams. A group of 40 is outfitting one of the drones to act as impromptu shuttles.

While that's underway one of the spare starfighter drones are sent outside the main hull of the station to check out the contact Linda located.

Roll 1d100 for drone survival

Also is Sonia going with the REA team? Y/N?
>>
Rolled 77 (1d100)

>>40606487
>Also is Sonia going with the REA team? Y/N?
Well she got the magitech stuff so I'd say Y
>>
Rolled 79 (1d100)

>>40606487
ROLLBOIS

[x] Y
>>
Rolled 34 (1d100)

>>40606487
>Roll 1d100 for drone survival

>Also is Sonia going with the REA team? Y/N?
Yeah, also grab the other people in jet armour.
>>
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>>40606059
>a setting where plasma weapons generate recoil by firing a nearly massless ball of energy
>>
>>40606590
>massless
>blobs of molten iron are massless
>>
Sure why not. Ideally Dave and Goering should be there to figure out the neeran tech, but keeping Dave safe would be a real hassle.

Just before we go we should also get Goering, the security guys and all of our PA troopers together for one last blitz on the CC. Nothing fancy, just get in, yank the data and get out. The CC is probably the first thing the neeran checked out but it must be locked down even harder than the VT magazines. Plus a station like this must have hidden backups somewhere.
>>
>>40606590
HnD plasma weapons are more like the thanix cannon from Mass Effect than the "pure gas" kind like the ones in Halo. It basically a coilgun that shoots a stream of superheated metal, hence the recoil.
>>
>>40606845
iirc there's a lot of plasma weapon variants in H&D.

Republic Plasma Weapons are the molten iron plasma kind contained in stasis bottles.
There are kinds that just use balls of superheated hydrogen, and there's also the Shallan fusion weapons that are deut-trit balls compressed to fusion.

Was going to suggest this later to TSTG, but I might as well say now. I know the Dominion as a whole is looking into making their own variant of plasma weapons, so using a lighter metal like Potassium would be a good balance between ease of construction and maintenance, AND it would make the beams a really nice violet/pinky colour, something which I think the various Dominion leaders would appreciate.
>>
>>40606590
Who said they were a ball? They've always been a beam or stream of superheated plasma.

Only Neeran corvettes or starships can do the ball trick.

The first time you guys used a Shallan Fusion Gun I almost had you roll to see if the repulsors were turned off. Opening a hole in a fusion bottle tends to produce quite a bit of thrust when it's all going in one direction.
But given you had a lot to do what with the whole Lat'tham Coup going on I just said the hell with it and skipped over it.

With wider beams like the Shallan and Neeran weapons I've always treated them as something more akin to a rocket engine. Or more specifically a fusion drive.
Everyone remember the kizinti lesson right?

Tighter beam, higher specific impulse and all that jazz. Weaponized fusion drives in the form of Fusion cannons are quite variable. They can set for tight beam or wider beams at shorter range if they're having trouble hitting a target, they just do less damage then.

Kavarian siege weaponry can form and launch a ball of plasma. Presumably a few Helios ships can too but their plasma based generally only fire a focused stream.

Neeran are the first ones to be seen miniaturizing the tech enough to be used on a smaller ship.
Those are more like what you'd see the Romulans use in Star Trek TOS, or the Covenant using in Halo.

In one of the Halo books Cortana modified covenant weapons to fire a tight stream of plasma rather than a ball, boosting the damage output. The downside is that they're direct fire weapons then rather than tracking weapons that you could adjust the course of mid flight.

Okay, got a little off topic. Back to writing. Hopefully that answered some of your questions. Or just raised more, whatever works.
>>
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>>40607263
Original inspiration for the setting's plasma weaponry.


The starfighter flies out of the station interior going for a quick pass of the site and trying to avoid staying out so long that systems begin to be effected by the radiation.

Before long it's conducted a circuit of the location taking scans and returned to safety.

"That's not right." Says Linda while looking over the data. "Send it out again, closer to the hull this time. Let's try to take higher resolution scans."

The drone fighter heads out and once more returns, having been transmitting the whole time just as before.

"What did you find?"
"There's nothing there." Linda answers, sound annoyed. "It must be in subspace. Can we send a fighter whe- n-no it doesnt have a drive core. Idiot!"

"Can we deal with it or not?" you finally ask once she's calmed down.

"We'd need to use the sleeper drive."

The engineers and other team members inform you that's not happening. It would take another 24 hours to be certain enough of the systems to use it. For now they're just trying to get normal FTL working.

"You know we do have the drive from that Neeran ship." Arron points out.

[ ] No.
[ ] Maybe?
>>
>>40607933
"Krath guy(Can we get his name?), Neeran guys, can you pull it off?"

How quickly can you move from Realspace -> Sleeper -> Realspace? If it's fast, then we at least try. I think we've kept ourselves hidden so far but this might give it away.
>>
>>40607933
>[ ] No.

Just have the guild send a different ship. Or come back after we get repairs, maybe it will even count as a second mission for Linda's contract.
>>
>>40607933
[ ] No.
That ship is like 6 times smaller than us not to mention you can't just slap some parts onto a machine and expect it to work as intended. Better to wait until the ship is ready.
>>
>>40608024
>How quickly can you move from Realspace -> Sleeper -> Realspace? If it's fast, then we at least try. I think we've kept ourselves hidden so far but this might give it away.
Under ideal conditions 5 minutes each way with yours, but the Neeran ship seemed to take longer, several times longer.
It also takes a fair amount of power usually.

"Goering can you pull it off?"
"With the current damage? It will take some work to fix the damaged reactors or replace them with a few from the station stores. It will also have to be done with the HLV itself. I don't trust their drive to be mounted on a faction attack cruiser."
>>
>>40608220
>5 minutes
way2long4me
Would have said yes if it was like 30 seconds, but 5 minutes exposed to 4 whatever ships are there will be death. Let's just bail.
>>
>>40608308
Yeah I agree. That's a mystery for another day, we just don't have the tools to deal with it.

Best we could do in this situation is to sent the HLV on a one way trip and torpedo the whatever to smithereens.
>>
>>40608551
Yeah I was going to say, there's got to be some way we can get at this thing.

What if we loaded a Victory Marble onto the starfighter and charged it with a bunch of energy? I bet that would fuck things up nicely. It's gotta be bad whatever it does, since they told us specifically NOT to do it.
>>
"Better safe than sorry at this point. If we were to use that thing it might call down a whole neeran fleet on us. The guild can send a different ship."

Goering and a few others seem relieved at this news.

Linda contacts you on a secure line, whispering while she's on the bridge. "Sonia, I need you to get me an untraceable gun if they try to send me back here again."

[ ] Linda, no.
[ ] Reassure her that it probably won't be necessary
[ ] I'll have one sent along if you need it.
>>
>>40608616
"I'll give you something worse, my legal department."
>>
>>40608616
[X] I'll have one sent along if you need it.
"I can send a squadron of ships as well if you want to."
>>
>>40608616
>[X] Linda, no.
No. Nonononono. Noooooooooooo.
>>
>>40608616
"Linda, let's...let's have a chat after this."
>>
>>40608616
[]don't do it linda, life is worth living. Noooooooo. (it would be funny if she was joking or referring to shooting the other person and we go all ham on her)
[]seriously though, i'm your friend, I'll bail you out.
>>
Heading back to the bay doors you mount up with several marines and your bodyguards on one of the drones. Others are doing the same in the other bay. Soon the Aries craft is zooming away towards the other side of the station.

Whoever is assisting the remote piloting makes sure that the side all of you are on faces away from the largest openings in the side of the station. That should cut down on your radiation exposure somewhat.

The drone approaches as close as possible to a section of the bay hemmed in by piles of debris. It's able to get around the larger ones, slowing down enough to avoid any collisions. The piled debris grows smaller and smaller until the fighter is unable to pass.

Everyone bails out and the fighter reverses course until it has a clear path back out before pausing.

The last marine in your group attaches a cable to the largest stable piece of debris. It should help find the way back to this position if your suit sensors are knocked out or anyone becomes disoriented.
"Don't lose our ball of yarn guys." Jokes one of the other women in the team.
You overhear one of the younger guys reply that they don't get it just as your sensors start to pickup strange readings.

It takes time to pick your way through. Some of this has been melted together and progress is slow due to dead ends. Com signals are weakening but you still have contact with the ship and other teams.
Other approach routes appear to be just as badly clogged. Maybe you should have used torpedoes or other weapons to cut a hole? Maybe just destroy it and pick up a few pieces before leaving?

One thing is for sure, the power drain is increasing. It's the easiest way to track your approach.
>>
After what certainly feels like forever you reach a metal barrier and after cutting through it find yourselves in an open space. A few basic supports are holding up this shield that most of the debris is connected to. At the center of it all, connected to the shield and part of the station is an angular object roughly spherical in shape.

You'd bet this is the energy assimilator, if anything here is. Still the shape and construction.
"The hell kind a shape is that?"

"That is a rhombidodecahedron sir." The newest guy responds.

Okay then. The one you have doesn't look anything like this. Really yours doesn't look like much of anything.

"...let's take readings."

Moving in closer you see the energy drain begin to spike. The reactors kick into high gear to replenish the reserves but that only increases the amount you're losing. Hitting the thrusters you pull back to the shield wall and suggest that everyone else do the same.

"How long is everyone's power good for?"

Power Cell suits only have 2 hours left if you stay here, most of the small arms will be dead in a similar amount of time.

>Your orders?
>>
>>40610390
>>Your orders?
PA and PCA guys form a defensive perimiter and patrol, guys in regular armour work on this thing.
>>
>>40610390
Half-moon it.
>>
>>40610390
How big is it?
>>
>>40610390
Contact the Neerans and see if they have any idea how to disable or control it.

Try throwing a piece of scrap at it from a distance and see what that does.

Can't destroy it just yet. Got to capture one for study, research and dosh.
>>
>>40610390
We could get a grapple and pull it along on a rope? We could probably get it to the ship that way but I think we'd need a pretty strong rope to pull it behind the ship in FTL.
>>
>>40610390
Set charges on the station to blast this section into space, leave a long-ass tow rope, go back to the ship, blow the charges, set off home whilst grabbing the tow rope.
>>
>>40610390
Scan that thing with our energy artifact?
>>
>>40610390
Half moon the supports.

I find it odd that they have this item in the center of an open space, rather than say just strapped to a wall. It will likely malfunction in some way if it isn't in the center of the area, perhaps entering a safety mode?

Just be sure we're not touching any of the shielding or directly connected things to it when it impacts.
>>
One of the marines in normal armor ties himself off then jumps the distance, a second one in power cell armor helping to slow him down with the cable.

>>40610607
You're having trouble getting an exact reading. Radar at least is messing up in here.
"How big is it? Anyone?"
"100-120 meters." estimates a marine. "We're 150m away."
"Really?" You thought you were closer.

>>40610626
I'm assuming you mean Dave.
"I've never seen a full sized one before. Very interesting." The Neeran comments.
"So how do you turn it off?"
"Well, you have to tell it to. Only I don't believe any of your people would be able to do it. Perhaps the Krath could but we've both been busy investigating this ship.
I know! There may be a control unit in one of the surface depressions. If you remove or destroy that it should shut down. Probably. I'm sorry we don't have a lot of experience with systems like this.

Make sure to get plenty of sensor readings! It will help us and the Alliance immensely."

>>40610684
There are structural supports connecting it to the station and the shield wall. The debris dumped on top of that wall has been melted, effectively heat welding it together. Your teams lack the firepower to get it out, for that you'd need the weapons on the ship. I suppose you have enough explosive to cut the supports at the very least.

>>40610836
You start to feel lightheaded and a bit dizzy.


So are you guys in favour of blasting the supports then getting the ship to cut this thing out? Or some variation of that?
>>
>>40611284
>You start to feel lightheaded and a bit dizzy.

We are on to something here! Scan it again with more force while commanding it to shut down! Maybe we can confuse it!

If that does not work then go get the Krath and have him try it. If THAT does not work then we cut the supports.
>>
>>40611284
>So are you guys in favour of blasting the supports then getting the ship to cut this thing out? Or some variation of that?

Let's try Dave's suggestion first. Try to disconnect the control unit.
>>
>>40611404
>We are on to something here! Scan it again with more force while commanding it to shut down! Maybe we can confuse it!
Anyone else up for this?

>>40611435
Do you want to set a marine or two down on it to look?
Or just have people spread out, stick to the walls and shoot at likely candidates?
>>
>>40611672
>Anyone else up for this?
No.

>Do you want to set a marine or two down on it to look?
Yes.
>>
>>40611672
>Anyone else up for this?
I am not entirely against it.

>set a marine or two down on it to look?
Yeah, better we do this right rather than plink away at it.
>>
>>40611672
>Anyone else up for this?
Only as a last resort.

I think finding a panel is the best option for now.
>>
>>40611696
1 vote for shooting the hell out of it.

>>40611710
And one for sending a marine closer. Since you needed to send someone closer for better scans anyways and to keep things rolling since we're at the end of the thread this week I'll go with this.
>>40611951
>>40612005
More support, even better.

A marine touches down on the object, clambering over the surface trying to use as little power for coms or even magnetic locks. After a minute or so of searching he finds an inset panel with Neeran controls but they're very non standard. He sends the image but otherwise keeps the coms clear, using hand signals to communicate.

Dave finds it interesting, concluding that while the technology is Neeran it was probably built by one of the Empire's client races.

"Great. How do we shut it down?"
"I don't know for certain. In theory what I'd said before should still hold true. Destroy the control unit and it should shut down, unless your people want to try the controls."

[ ] Try the controls. (Roll 1d100)
[ ] Explosives. Get the Marine out of there.
>>
>>40612159

Can we just cut the connection? Bringing the panel along might be useful.
>>
Rolled 83 (1d100)

>>40612159
>[ ] Try the controls. (Roll 1d100)
Let's try it!
>>
Rolled 19 (1d100)

>>40612159
>[ ] Try the controls. (Roll 1d100)
Blowing it up might just trigger a failsafe.
>>
Rolled 61 (1d100)

>>40612159
[x] When in doubt, wiggle the controls around! (with a stick)
>>
Post 300 reached. Feels like this weeks thread has been really active! Also Fallout 4 released November 10. Jetpack power armor confirmed.
>>
>>40612407
>Also Fallout 4 released November 10
And it's done by Bethesda, so it will be playable 2-3 months later.
>>
>>40612236
He doesn't see a way to remove it. Maybe prying it open with a knife? No his HF knife is dead.

Now into autosage.


>>40612268
You find out from a few of the others that the House Marines have been trying to keep up to date on enemy tech with Neeran text and systems recognition courses. He's able to get through a few screens, sending back pictures of each one. Until the one demanding an access code.

"Hacking module to break it?" you suggest.

It's doubtful its power supply would survive the getting to him. The suit life support is already tagged at 50% in the last image. You suspect Dave would have been able to break into the systems had he been here in person but there's no time for that as a count down is present on the display.

The marine slaps explosives on the panel then jumps clear, using the thruster gun to propel himself towards your group.

Your suit sensors read a sudden jump in electrical energy from the location of the control panel. Enhanced visual revealing enough current passing through that part of the device to easily kill a pair of Neeran. The charge eventually sets off the detonator and explosion lights up that section of the REA.

The elevated levels of power drain in this area drops off to a more normal amount. Your teams still be in trouble in a few hours if you don't get back to the ship.

[ ] Halfmoon the structural supports, (while taking more scans) then get back to the ship
[ ] Get back to the ship ASAP
[ ] Other
>>
>>40612917
>[X] Get back to the ship ASAP
Let's get out of here.
>>
>>40612917
Blast this section apart, tow rope it back to base.
>>
>>40612917
>[ ] Get back to the ship ASAP
We can always come back with Dave later when we have gotten more power. We are so salvaging this tech.
>>
>>40612917
>[ ] Get back to the ship ASAP
>>
Since we're on page 6 already, what's the plan? A closing thread tomorrow or just ride this one out as long as we can?
>>
>>40612917
Can we leave a drone behind to transmit sensor data on that thing until its batteries run out?
>>
>>40612917
>[X] Get back to the ship ASAP
>>
>>40613065
>ride this one out as long as we can?
This. I'm busy with a computer class tomorrow and the day after.
>>
"Get back to the ship. We'll have time to head over here for salvage once we're aboard and recharge our gear."
The upside of only having half your deployed people in power cell armor is that there are plenty of charged up suits to switch to.

"This is Reynard what the status of our repairs?
"Salvage teams are returning to the ship." Reports Ahmad. "The escorting marines are being engaged by some of the Neeran troops. One moment."

He's off the com for longer than you'd consider a moment, as you make your way back through the debris following the cable line.

"Some of them tried to reach the ship by jumping from one of the destroyed docking sections above us."

"They're trying to board the ship? You should have warned my teams to return."
"This was their first attempt. We have the drones waiting to pick you up."

Making best speed you get back to the drone and wait to be sure until everyone is aboard.

"Drone one, let's go."
The engine lights off, pressing you into the tacked on seats just enough to let you know you're moving.
The second drone follows you a moment later.

"We have another subspace contact."
"Where?!"
"Near your former position. It might be outside the debris."

You make it to the ship with plenty of time to spare. The shuttles are putting out fire where they're still pulling back teams.

"HLV secured. Drives are repaired but we're still conducting testing." you're informed as soon as you step down from the drone.

The Marine that had worked on the REA collapses to the deck, then fumbles to get his helmet off. Looks like he's ready to throw up.

Yep there he goes.

"Are you alright?" you ask once he's had a minute to wring his guts out.
"My ears, my everything. I kept getting with with a vibration from the REA while I was in contact with it."

Volume warning.
http://www.infinitelooper.com/?v=dKj3NamQNqs&p=n#/186;198
>>
>>40613565
>"My ears, my everything. I kept getting with with a vibration from the REA while I was in contact with it."

Put the poor guy in stasis, just in case.
>>
"Sit out the rest of the trip in stasis in case it's serious. That's an order."
"Aye sir."

The shuttles are back next, towing cargo crates stocked full of torpedoes. Once they're aboard deck teams get to work moving the torps into the ship so that the containers can be thrown overboard.

"What's the status on that contact?" you ask.

"Returning to real space now." answers Ahmad.

A flash of light reflects off the station interior then Arron reports that you've just lost a drone.
"Upgraded Neeran corvette."

[ ] Take it out.
[ ] Get us out of here.
[ ] Kill it then GTFO.
>>
>>40613704
>[ ] Take it out.
SP that mofo asap then we salvage the REA and hopefully we can GTFO
>>
>>40613704
>[X] Take it out.
>>
>>40613704
>[X] Get us out of here.
What's our ship's energy level? I'd be in favour of throwing a salvo of SP torps at them, though, and then running off.

>>40613744
I feel like this won't be the last ship they'll send after us. They probably just sent a single corvette this time because the HLV wasn't reporting back. When the corvette goes missing as well, we're likely to face a lot more trouble.
>>
>>40613816
>>40613809
>>40613744
"Take it out. SP Torpedoes."

Arron mentions he's not thrilled at the lack of high maneuver drives on this ship but does what he can. You're not entirely certain if he knows about the sublight engine override, the one that will free the high maneuver drives but destroy 40% of the FTL drive plates currently attached to the ship.

Using emergency thrusters to side step the ship out of cover Arron fires torpedoes. The corvette quickly evades the first two, striking your ship with return fire, then barely dodges the third, only to inadvertently ending up in the path of the fourth. The main gun and a third of the ship are blown away by the hit. A follow up volley of conventional torps finishes off the damaged remainder, still trying to maneuver into cover.

[ ] Attempt recovery of REA
[ ] Send team to Station control center
[ ] Search Remaining large cargo bays in station core
>>
>>40614071
>[X] Attempt recovery of REA
See if we can blast it free, and then gtfo.

How much time did we have between capturing the HLV and the corvette appearing? That's probably how much time we have before more trouble arrives. If we're lucky.
>>
>>40614149
Roll 2d20
>>
>>40614149
Also, keep an eye for more ships suddenly appearing. We should be ready to get out of here at any point within minutes.
Has Linda been able to figure out how long it takes the Neeran to arrive in realspace after we detect them?
>>
Rolled 19 (1d20)

>>40614462
>Roll 2d20
1
>>
Rolled 7 (1d20)

>>40614482
2
>>
>>40613816
>What's our ship's energy level?
You've lost at least an extra day's power now with everything. You're down to 5.

>>40614466
>Has Linda been able to figure out how long it takes the Neeran to arrive in realspace after we detect them?
The last one didn't take as long. Closer to your tech's ideal return time.
>>
Rolled 4, 18 = 22 (2d20)

>>40614071
>[ ] Attempt recovery of REA
Not too sure if want to go the control center or just leave. As for the cargo bays I vote to just shoot some time delayed torpedoes into them when we leave.
>>
>>40614071
>[X] Attempt recovery of REA

Time to salvage and get the fuck out of here.
>>
>>40614574
>As for the cargo bays I vote to just shoot some time delayed torpedoes into them when we leave.

The FA might just as well have additional modified cruisers waiting back at the asteroid fort to take over as soon as we return, or if we don't within a set timeframe. Let's not blow everything up, the Terrans want to salvage as much as they can from here.

>Command center
Not worth it in my opinion. Even the REA is probably pushing it already.

We might want to launch a few drones preemptively to distract engage Neeran ships while they materialize.
>>
Rolled 19, 12 = 31 (2d20)

>>40614462
>>
>19, 18

Well, at least this is almost going as smoothly as it possibly can.

Completely unrelated - I think we should be Mom and Ethan a dog when/if Bekka decides to persue a career away from home. Ethan gets a stand-in for a younger sibling, and mom doesn't suddenly sit in what feels like an empty house.
>>
>>40614756
We might be able to hire Mom to do some stuff for RSS depending on her skills. Like being a recruiter on the Homeworlds or something.
>>
>>40614815
That could be another possibility. We should probably just ask her when we're back home.
>>
"GP Torpedoes then phase cannons."
The weapon safeties are set to be sure they won't overpenetrate. Two dozen torpedoes scatters debris out from where it have been melted in place, cluttering the station interior. Plenty of damage is caused by the drifting pieces when they collide with other areas.

Once through the worst of it phase cannons begin cutting while tractor beams continue to haul the worst of it out of the way. It only takes 20 minutes to reach the disabled device and cut the structural supports.

Dave continues to report that the Neeran currently in the station are tracking your progress. Another attempt to stealthily board your ship is thwarted using the point defense guns while an inbound soldier was in mid flight.

"We have the device. It will take a few minutes for the salvage team the secure it for transport."

"Make it fast." You tell the teams as you walk onto the bridge to better keep an eye on the situation. Some of the Marines are waiting in the shuttle bays ready to help damage control if needed. The rest are stationed at key points through the ship now. If an enemy gets aboard they'll be able to get to them quick.

It's a nerve wracking few minutes waiting for the crews to finish, watching for signs of more boarding attempts or for subspace signatures.

"We're secure."
The shuttles land back in the bay and you're ready to go.

[ ] Leave now before anything else can happen
[ ] Leave but torpedo some of the cargo bays
[ ] Keep the ship ready to go, investigate another area (specify)
>>
>>40615088
>[X] Leave now before anything else can happen

Let's get out of here.
>>
>>40615088
[X] Leave now before anything else can happen
We've completed all our objectives. Time to leave and cash in.
>>
>>40615088
>[ ] Leave now before anything else can happen
>>
Pills putting me to sleep.

Story point: Difficulty with jump out because of subspace contacts drifting through the area.

Please discuss solutions.

Thread is archived, see you next saturday. Hope you had a good weekend.
>>
>>40615206
>Difficulty with jump out because of subspace contacts drifting through the area

-Use the data we collected on our way in to jump from a different part of the station and into a different direction?

-Ask Linda, ask Mr Ahmad, ask Dava, and ask Berwari for input.

-If Linda found out the objects rotate around a point in (sub)space, maybe it could be helpful to time our jump?

-Berwari's affinity for finding patterns in what appears to be chaos to others could come in real handy.

-Jump very carefully.


Thanks for running TSTG.
>>
>>40615318
One of the ways to the station was:
>Real space coming in through the minefield.
We might try to get out that way by using our drones and PD to ḱeep mines away from the ship. How dense is that field?

All options how to approach the station from last thread:
>Real space coming in through the minefield.
>Real space coming in near the larger objects.
>Via subspace near one of the above.
>Insane FTL insertion plan.
>>
>>40615088

>Leave but torpedo and/ or salvage the subspace epicenter thing.


>>40615206
That thing and the subspace mines are indirectly interdicting our escape vector. Taking them out and perhaps some of them as salvage once deactivated would not only give something to R&D but clear us a way out.
>>
Thanks for running.



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