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For House & Dominion: Civil War

http://houseanddominion.wikia.com/wiki/House_%26_Dominion_Complete_Archive
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Dominion+quest

https://twitter.com/ThatSlowTypingG


You are Sonia Reynard, Viscount of Rioja and a member of House Jerik-Dremine. You and your House continue to gain in power and prestige thanks to recent victories. While still small numerically the other Houses of the greater Dominion have begun to take notice of your strength and influence.

The civil war that has consumed the Dominion continues to rage as the Major Houses struggle for position and dominance. While an ally of the current Ruling House you have increasingly voiced support for House Ber'helum as their replacement.
If things go according to plan they may be able to stage a peaceful transition of power at a later time. For now the two are allies of convenience against more pressing threats.

Houses Nasidum, Xygen and Bonrah form the core of the opposition. The two sides are roughly in a stalemate at the moment but both continue to look for ways to increase their strength.

Rioja is secure and recovering now that the passage connecting the Centri Cluster to South Reach is restored. Civilian trade has begun to flow again and the Major Houses are continuing to evaluate how to take advantage of this. Your side and the remaining neutral Houses can openly send convoys through, but there are undoubtedly smugglers moving supplies and resources for the enemy as well.

Forces in South Reach continue to face off in skirmishes and other low intensity regional conflicts. In the Centri cluster the fighting remains more severe though its intensity continues to diminish.

Given the overall situation and the need to defend what heavy warship assets the House has you've decided to strike out on raiding missions in the Centri Cluster. By raiding logistics and sticking to tactics you're best at you can have a greater impact with less forces.
>>
Determined to have as much impact as possible with your raiding mission you've set out with a fleet for the Jerboa dwarf galaxy. A trio of dwarfs are located between yours and Helios' home galaxy and all but one have been captured by Nasidum and its allies. Disrupting enemy logistics may help give the local Helios fleets a chance and buy time for your allies to come to their aid.

Your fleet is based around the Qlippoth, a captured and modified Neeran heavy carrier. Fast, tough and heavily armed it has so far been able to keep you in the fight. Two modified Lance Class medium cruisers act as escort for the carrier and support ships. The Outer Heaven, your custom fit Neeran Fast Medium Cruiser, is currently acting as your command ship.

Four wings of attack ships, a Fast Battleship squadron and a drone carrier round out your fleet and provide flexibility.

Since arriving in the Jerboa dwarf galaxy you've struck out at convoys, outposts and colonies. These raids have caused enough damage that the enemy has begun to divert more resources to dealing with you. For now they've merely strengthened the defenses and patrols in the first oversector you arrived in.

Having moved on from there you immediately struck at a convoy headed for the front lines. Things went better than you expected. Rather than seizing cargo from a few transports as planned you've made off with multiple intact transports along with goods taken from damaged vessels. Even better you've hauled in the crippled hulls of multiple warships.

Finding yourself with an embarrassment of riches and more damaged ships than you can quickly repair you've resolved to return to friendly lines for repairs.

Qlippoth is loaded down with crippled warships and slower transports that would hinder the fleet's movement. Whatever cargo that can be loaded up without endangering the fleet will be. The rest will remain behind for possible later recovery.

Lyas Cinayk will take a small unit and try to hunt down a mining operation they can safely raid. If they're lucky they might be able to recover a mining barge to help hide the rest of the loot with.
>>
FOR HOUSE AND DOMINION
>>
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Pulling back to friendly space will be tricky but you've managed worse.

Your current location is indicated by the green star at the center of the circle. Normally this circle represents the operational range of your raiding forces from the Qlippoth.

Regions of space near the trade lanes already see plenty of traffic and activity. Even more so near the front lines. These would normally not be the best place to cross into friendly territory, especially with a target like a heavy carrier.

The shipyards you'll need access to are generally found only in sectors with major colonies and industry. What friendly sector did you want to go to?
>>
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>>1184641
Would this make sense?
>>
>>1184676
Looks fine. It'll take just a little while longer than some of the others to get to due to distance and lack of trade lanes. Should be secure against any sudden enemy attacks though.
>>
>>1184676
I'll support this one as well to speed things along.

It gives us an opportunity to drop off enemy radar too.
>>
>>1184721
>>1184676
Roll 4d100 for transit
>>
Rolled 5, 55, 33, 18 = 111 (4d100)

>>1184727
Rolling bones.
>>
Rolled 3, 5, 63, 31 = 102 (4d100)

>>1184727
>Roll 4d100 for transit
>>
Want us to make the third roll if nobody does it within the next 10 minutes?
>>
>>1184787
Looks like we're gonna need it anyway.
>>
>>1184787
Yeah give it 10 minutes.
>>
Rolled 69, 54, 59, 11 = 193 (4d100)

>>1184727
>>
>>1184802
>69, 55, 623, 31
I guess Sonia is going to survive this time. If we manage to get nat 1s for all dice in a roll like that, are we going to do the 40k thing and arrive before we've left?
>>
You set out for a section of the front lines that should be a relatively good place to cross thanks to the presence of large nebula. A chain of smaller ones should take you the rest of the way into friendly space and then on to a good shipyard.

Reaching the first nebula is done without incident in fairly average length of time. Closing in on the front you start to have trouble. Long range sensor arrays or scout ships may have detected your approach because your own sensors show contacts vector in on you to investigate. Keeping the fleet moving you just manage to stay ahead of them while avoiding direct contact.

If you had tried this with the slower transports under their own power they would have been all over you. As it is you've got something of a tail following even after you enter Helios controlled space.

"Are there any friendly units we can vector in to help us deal with them?"

"No sir, none that can be pulled away from the front."

After a few hours of pursuit the enemy unit breaks off but from what intel you've gathered on them they're a unit similar in composition to yours. A South Reach Mercenary company using a captured Neeran ship of some kind along with Sledge Mediums and mixed attack wings. They're going to cause a lot of trouble for the Helios forces on this side of the lines.

Reaching the shipyard you find that the docks are full nearly to capacity refitting warships so they can be sent back out to the lines. Your attack craft and core ships like the Outer Heaven will be fixed up first. What do you want them to prioritize among your salvage?

[ ] Lance Medium Cruisers
[ ] Attack corvettes
[ ] Light Cruisers to trade for attack cruisers
[ ] Transports to trade for blockade runners
[ ] Other? / Did you have other trades in mind?
>>
>>1184950
Can Arron keep an eye on that unit?

>What do you want them to prioritize among your salvage?
Do we have enough people to crew all of these? Would Helios be willing to provide crews if we can't? What type of attack cruiser do they have available for trade?
>>
>>1184950
>[x] Attack corvettes
>>
>>1184950
[ ] Light Cruisers to trade for attack cruisers

We could probably leave the Lance Mediums behind to be used to help hunt down those raiders copying us.
>>
>>1184978
>Do we have enough people to crew all of these?
Not really.
>Would Helios be willing to provide crews if we can't?
Yes, though they can't promise much about their quality. There are also mercenaries available that have lost ships in the fighting.

>What type of attack cruiser do they have available for trade?
EC-K, Dusk II, Nirium and Aries attack cruisers in limited quantity.
Dragoon is available in somewhat larger numbers along with full upgrades.
Chevalier class are the most numerous at the moment but you can't really upgrade them.
>>
>>1185051
Could we outright sell the Lance mediums to them then? In exchange for getting all our stuff kitted up quicker and whatnot?
>>
>>1185051
Is the Nirium actually decent at this point?

I think we should hand everything over to the local Helios forces and try to lease Dragoon class ACs, if possible. We only want them for this operation and all the other stuff is more useful as escorts or in regular battles.
>>
>>1184978
>Can Arron keep an eye on that unit?
If there is support for it.

>>1185048
>We could probably leave the Lance Mediums behind to be used to help hunt down those raiders copying us.
>>1185092
>Could we outright sell the Lance mediums to them then?
Yes to either of these.

>In exchange for getting all our stuff kitted up quicker and whatnot?
The rest of your stuff is going to get fixed up but only 1 can be prioritized regardless of what you do.
>>
>>1185111
Let's do >>1185110 then.

More attack cruisers!
>>
>>1185110
>Is the Nirium actually decent at this point?
It's ok. A bit more nimble than the EC-K, better armor than the Aries. It can be fitted for most Aries equipment and upgrades since the Ruling House captured so much.

>try to lease Dragoon class ACs, if possible
That should be doable.
>>
>>1184950
[x] Light Cruisers for Attack Cruisers

Personally, I think we should aim to secure Dragoons and Dusk IIs (with plasma cannons as much as possible). Even if we can only secure low-quality crews, we can form them into a 'sledge' force that jumps in on a delay and drops a mass of plasma into large, pesky things like Medium Cruisers, Stations, and possibly heavier warships.

Selling the Lance class ships is probably a good idea as well, though IIRC they can cart off a rather large amount of salvage/disabled vessels due to their hull shape?
>>
>>1184950
It's been a while, so I'll go with >>1185110
and defer to his greater knowledge of the ships.
>>
>>1185146
>That should be doable.
On second thought, I'd like to soggest to let our pilots pick. We're going to be here for a bit, so it should be possible to get a few hours of exercises in on the various ships available.

What's the current situation for the allied forces in the area?
>>
>>1185161
>What's the current situation for the allied forces in the area?
The sector you're in is being used as a rear staging area for new arrivals and for bloodied units to undergo longer repairs. Predictably the shipyard is in a fairly chaotic state right now.

Crews that have been recovered via emergency teleporter are being sent here in the hopes they'll be assigned new ships and possibly rejoin units at the front. In other cases new units are being formed up with survivors.

The Helios units are conducting themselves professionally for the most part. The same can't be said among all of their allies and morale is not what it could be. There have been reports of attempted desertion and ship theft.
>>
>>1185221
Is there anything we can do to help out with our operational units? I'd guess Qlippoth and the support units will help the most if we use them to help with repairs but what about the lance cruisers and the other undamaged ships we brought here?
>>
>>1185241
>Is there anything we can do to help out with our operational units?
They could take over system patrol duties for the length of time you're expected to be in dock. That should free up Helios ships to chase down enemy raiders.

>I'd guess Qlippoth and the support units will help the most if we use them to help with repairs
Right. Forgot about that. With its specialty repair systems for assault corvettes Qlippoth can actually pay for itself while the fleet is in dock. That will take allied assault corvettes our of Frigate repair berths not really meant for work on them and patch them up much faster.

Not much of your own salvage is Frigate grade unfortunately.

[ ] Take an IOU
[ ] Write those cheques out to cash!
[ ] Take a standing boost with Helios
>>
>>1185260
>[x] Take a standing boost with Helios
It's in our best interest to support Helios' allies in the region. I'm okay with this.

>They could take over system patrol duties for the length of time you're expected to be in dock. That should free up Helios ships to chase down enemy raiders.
Sounds like a decent plan.
>>
>>1185260
[ ] Take a standing boost with Helios
>>
>>1185260
>[ ] Take a standing boost with Helios
>>
>>1185260
>[x] Take a standing boost with Helios

We have to make up for the 'Please promote the Helios ship' fiasco.
>>
>>1185260
[ ] Take a standing boost with Helios

This
>>
>>1185320
If only all our diplomatic encounters could be solved with raiding.
>>
The local Barons are quite happy with the help the Qlippoth is providing to the allied fleets. They'll be sad to see her go.
>Helios standing improved!

>>1185320
You sent Recon teams, cloaked ships and a full wing of attack ships on missions for half a year to do that. Your House is back into good standing with them, but more is better. They'll still remain wary of sharing sensitive information with you though.

Confirming the first two:

1) Light Cruisers to trade for attack cruisers
Dragoon AC's will be acquired for additional units if at all possible.
Any of your own pilots getting new ships can take their pick.
>Y/N?

2) Salvaged Lance class ships being sold. Possibly being put on a tab if you need to get a replacement later.
>Y/N?

And lastly:
3) Pilots for additional units
A) Mercenaries
B) Helios Rookies
C) A bit of both
D) Trade favour for more experienced Helios pilots
>>
>>1185348
1 Y

2 Y

3 B mix them in with our own forces.
>>
>>1185348
>1)
>Y

>2)
>Y

>3)
>B) Helios Rookies
Use all that expertise Sonia and other officers in our fleet gained during their time as training staff for the FA to pick the good and decent rookies?
>>
>>1185348
>1)
Yes.

>2)
Yes.

B) Helios Rookies
They can be put in their own units with some of our more experienced guys leading them, then we can send them at easy targets that usually wouldn't be worth our time. Helios is sure to be happy they're getting experience.
>>
>>1185359
Also we can make it look like JD is awesome and improve our rep with them further.
>>
>>1185348
1. Y
2. Y
3. A
We have some pretty good experiences with mercs
>>
>>1185348

1) Y
2) Y
3) B

If they are willing to learn and take orders from another house. Let's take them.
>>
>>1185348
>They'll still remain wary of sharing sensitive information with you though.
I'm a little surprised at that, given that we did provide them with a near priceless Neeran artifact that will improve all the weapons they're already famous for.
>>
>>1185348
>1
>Y

>2
>Y

>3
>B

A bit of cross faction training and standing. Is a good mix.
>>
>>1185425
It seems more like their intel people having brains and trying to transmit as little information as possible to prevent interceptions getting them all killed.

Less mistrust in Sonia, more 'I enjoy living and do not know if the network can be trusted completely'
>>
>>1185425
>>1185441
That's part of it.

But even Khârn the Betrayer, who is a heck of a guy, isn't always trusted with all the battle plans.
>>
Let's see how well Arron has been doing in helping track down that other raider group.

Roll 1d100
>>
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Rolled 92 (1d100)

>>1185502
FOR KAY-OSSSS!
>>
Rolled 10 (1d100)

On a side note, can Helios provide us with local intel updates on overrun territory? Sort of like the Shallan Space info we had, where auxiliary bases or fallback points may have left forces we could attempt to rally or relocate to deny to the enemy? Or intel like rich asteroid mining areas that we might use to capture enemy assets?

Alternatively, would they be able to augment our ability to extract enemy data out of captured ships?

>>1185502
rolling bones
>>
>>1185502
>>1185512

I was going to roll, then that happened
>>
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>>1185519
IT IS A GOOD PAIN.
>>
>>1185523

But now there is a 10, should I?
>>
>>1185519
But seriously we need a third roll so chop chop.
>>
Rolled 91 (1d100)

>>1185502
>>1185528

righto
>>
Rolled 81 (1d100)

>>1185502
>>
>>1185348
>The local Barons are quite happy with the help the Qlippoth is providing to the allied fleets. They'll be sad to see her go.
We should make sure they'll get some mail from the j-d shipyard that's doing the Qlippothn refits. Also, remember to buy some shares in that shipyard.

>>1185453
Sonia tends to be surprisingly utilitarian. sometimes.

>>1185517
Good ideas.

>>1185512
>>1185502
We'll, somebody just earned himself some upgrades for the top secret stealth ship ports.
>>
>>1185531
See? You just had to believe in yourself and sell your soul to dark forces.
>>
>>1185517
They can provide some data on sites that could be useful but they're not exactly going to tell you where any black ops bases are located.
Suitable mining sites will be included along with a few that shouldn't be in the civilian records if you need to make use of them.

>would they be able to augment our ability to extract enemy data out of captured ships?
Additional Helios intel personnel attached to the fleet. The hacking equipment and modules they can provide to your recon and boarding teams are better suited to cracking Dominion systems. It's not that your gear is worse it's just better against other system types.

>92
Arron is tracking the other fleet. The SIGINT team aboard has determined that the Mercs are about to hit a plasma weapon production facility. If given time to loot it they could give their weapons a substantial upgrade.
Do you want to rush some of your ships to aid the locals? The facility may be important but it's also a direct competitor of yours for plasma weapon sales. You could always ensure that you get there late enough that it takes damage but not so late the pirates can loot anything. That would allow your company to take over some sales for a short period of time.

[ ] Warn Helios. They should have enough time to protect it.
[ ] Rush ships to help defend base
[ ] Rush ships but here there just a little too late
[ ] Other
>>
>>1185670
>rush ships to help defend the base
Try to get a stock option for helping them out. We don't need to own all the plasma facilities. At least not entirely.
>>
>>1185670
>Rush ships to help defend base
>Also warn Helios
Meatshields for the grinder.
>>
>>1185670
>[ ] Rush ships to help defend base

>>1185685
That is a decent idea and sticks with us trying to keep favor while also trying to get a bit of a reward.
>>
>>1185670

[x] Rush ships to help defend base

Ask for some form of reward from our competitor.
>>
>>1185685
>>1185670

> Rush troops there

If there isn't enough damage, we could make sure there is. Provided there isn't anyone there to prove it was us. Let's get there "late" and find it "looted".
>>
>>1185670
>[ ] Rush ships to help defend base
Competition isn't that big of a deal.
>>
Headaches returning. getting pills.

>>1185685
>Try to get a stock option for helping them out.
Unless they're strapped for cash I'm not sure they'd be handing out stock options to every Baron or Viscount that wandered by.

Another way to get those stock options would be to make sure you could provide some replacement equipment to speed up their repairs. If they suffered some unfortunate damage that is.
>>
>>1185746
I don't like the idea of sabptaging an important installation for something like that. If the intel and additional ships aren't enough to buy in, then it's probably not worth the trouble.
>>
>>1185746
What's to stop the Helios agents from telling their bosses we blew the shit out the place?
>>
>>1185769
Absolutely nothing and there's no point doing the damage ourselves if it comes to that.
>>
>>1185746
So. Let the Pirates hit the Factory, then hit the Pirates and steal all the stuff?
>>
Looks like you're going to rush ships to their defense and warn Helios so your people aren't taking on all the Pirates themselves. What ships can be spared from guard duty are sent out.

Roll 3d20
>>
Rolled 4, 13, 10 = 27 (3d20)

>>1185841
>>
Rolled 14, 18, 2 = 34 (3d20)

>>1185841
>>
Rolled 7, 12, 16 = 35 (3d20)

>>1185841
Butts for the Buttlords
>>
Rolled 13, 10, 13 = 36 (3d20)

>>1185841

please be good
>>
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It seems your reinforcements arrived just in time. Any later and who knows how much damage the pirates might have done. Their employers seem to have given them more upgrades than anticipated. Even with the help of the units you sent the attackers manage to cripple two wings worth of corvettes and badly damage the orbital defenses.

The pirates have been driven off disappearing into a nebula.

Returning to base your own ships get back into line for repairs.

A day later your Dragoon class ships and their crews are ready, though some upgrades will need to be conducted in the field. The other units are back to full strength. Information on crews lost behind enemy lines has been given to Helios so that they can be traded for in a prisoner exchange if they've been captured.

Now you need to contemplate the task of going behind the lines again. Yellow squares indicate possible rendezvous locations to link up with Lyas.

Please note that going off the map is an option. You could leave the Helios side of the dwarf galaxy and loop around to the other side, though you'll definitely be spotted.
>>
>>1186083
Let's hit the ones on the bottom and link up in the empty space yellow dot.
>>
>>1186083
how about following the path of the nebula up to the cluster of Major Colonies, seeing what we can hit and then continuing past to the rendezvous?

Give me 5 or 10 minutes to edit a picture, I need to take my dog out.
>>
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>>1186083

How about going over this path here?
>>
>>1186253
Seems a sensible route and we can even continue where we left off
>>
>>1186253
Sure I'll back it.
>>
>>1186083
Damn, did we not get any kills on that enemy raiding force?

Kind of want to destroy them now...

>>1186253
seems like a sensible plan.
>>
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>>1186253
Actually wait this would allow us to get past the front lines under the cover of a nebula.
>>
>>1186358
It would, it would also be one heck of a round about way to get to our destination. Though it does give us more opportunities to pick off convoys. As well as be spotted and tailed. Of course every option has that.
>>
>>1186375
It goes along friendly trade routes for half of it though. We could probably do some protection of convoys for that part and help out Helios a bit on our way too.
>>
>>1186083
>>1186253
Eh, this if fine enough for me.

Also wow, my dog would just not go to the bathroom.
>>
I'm getting a bit fuzzy either from the headache or the pills so I'm going to be stopping for the night after the next post. Will resume tomorrow (I hope) and run through the day.

>>1186253
Similar to how you left. Majority vote, unless there are any objections?

Roll 3d100
>>
Rolled 57, 95, 94 = 246 (3d100)

>>1186402
I'm ambivalent. Let's go sow some Kay-oss!
>>
>>1186402
Unless Helios has some need for us to travel their controlled convey route in the second plan. Otherwise the first is fine. I'd like to hook-up ASAP.
>>
>>1186438

You are a mad man with those d100's
>>
Rolled 82, 3, 88 = 173 (3d100)

>>1186402
Time to break thru! And listen to Queen
>>
Rolled 11 (1d100)

>>1186402
Let's do eeet.
>>
Rolled 70, 13, 31 = 114 (3d100)

>>1186402

For House and Salvage! Get us there in one piece!
>>
Rolled 83, 85 = 168 (2d100)

>>1186453
Oops, other two.
>>
>>1186451
The Lady is fickle and best not relied on alone. While you can't command her or buy or beg her aid, sometimes you can make her smile.
>>
>>1186500
Remember when the dice gave their blessing to a barrel roll in that fighter we borrowed? Good times!
>>
>>1186595
Remember when we stopped rolling d100s on salvage because the Crits were ruining game balance?
>>
>>1186609
technically we stopped rolling to inception salvage more salvage sites from salvaged data from salvaged ships, I think?

Standard electronic intel analysis is OP!
>>
>>1186609
>Remember when we stopped rolling d100s on salvage because the Crits were ruining game balance?
>>1186625
>technically we stopped rolling to inception salvage more salvage sites from salvaged data from salvaged ships, I think?
Both. All of the above. Salvage dice are now done behind the curtain to prevent more madness like that.
>>
It turns out there's more of those characters you tweeted TSTG.

Shallan character art fuel?
>>
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Taking the friendly trade lane farther along the front you follow a friendly convoy part of the way. While passing the convoy at a realignment point your fleet manages to down a pair of Vultures attempting a hit and run. The convoy escort agrees to drop the crippled hulks at their destination and will send your House their salvage value.

Getting through the front lines proves exciting and a little worrisome. Breaking through seems to have caused some commotion and several fleets are repositioned looking for what they believe to be a major invasion force trying to push through their lines. A few continue to search in the same general direction you're headed in but they've been left far behind.

When you link up with Lyas you find that some diligent work has yielded a slightly worn looking mining barge. They're using it to help hide the remaining loot.
The barge should open up some options for raiding thanks to its ability to act as an asteroid tug.

Even more options now that you have a second jamming craft available.

Convoy escorts have been increased in the oversector while you've been away. Convoys are slightly larger but more heavily defended.
The enemy knows your fleet left the area but are keeping up extra patrols to look for stragglers or other attempts to enter the region. So far they don't seem to realise your particular fleet has returned.

[ ] Request intel update for high value targets
[ ] Low level raiding
[ ] Wolfpack convoy raiding
[ ] Move to different oversector

See you tomorrow!
>>
>>1186887
>[x] Wolfpack convoy raiding
>>
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>>1186784
Took me a bit to find it. It was from the OP of a character art thread on /tg/
>Challenges faced by Shallan Knights.


>Best guess for this image: line art
Thanks for nothing google.

>It turns out there's more of those characters you tweeted TSTG.
So, do I really want to know the source?
>>
>>1186887
>[x] Low level raiding

Lets do some of this while we wait for more intel.
>>
>>1186887
> [ ] Request intel update for high value targets

I like the whole "strike in force" thing.

Alternatively, could we set up a trap since they think our main force isn't here? Get Lyas to draw some heat with a raid and pull them into a trap? Ideally pull them off of a high value target, then we ambush them and then continue on to punish the target with our whole force. I doubt they'll reinforce some place that just ran off some raiders as opposed to building up forces where they think the Raiders might run to.
>>
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>>1186936
>So, do I really want to know the source?
It depends how animu you want to get really.
The artist has a pixiv but I have no idea if you've got an account there, but he also posts here http://rianrianing.tumblr.com/
It's pretty good shallan bullying though.
>>
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>>1186887
Like here, we do low-level raiding to make it look like we have a fake main base. Maybe we can dress up some hulls that are more damaged than they're worth to make it look like we have some forces there?

Leak the info about it, while getting Lyas to do a raid on the target. Get Lyas to be chased by the forces there, while their other forces head to cut them off at our Fake Base.

Intercept the pursuing forces with our main fleet that they don't know about and take them out. I wish we had the Grav Well generator but oh well. Maybe there's some sort of natural hazard we could draw them into before springing the trap.

Anyways, crush the pursuing force and then move on to hit the high-value target with its reduced defenses and while the response forces are going the wrong way.

I'd like to take advantage of them not knowing how strong our forces are to pick off a higher level target before it gets better defended.

> Alternate plan

Low level raiding that maximizes confusion as to how many forces we have. As close to identical forces as possible, in simultaneous raids.

Or find a nice big convoy and set up an intial raid point and another ambush further down to catch transport ships escaping the first raid that's tying up their escorts, with a third "reinforcement" fleet to jump in after a delay at the initial site to help mop up the escorting warships. That way they don't run off right away due to being outgunned and get stuck in, ideally we would be able to get them all and keep the info about our main force size under wraps a bit longer.
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>>1186999
Is it from the webcomic Outsider?
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>>1186938
Could we do "terror" style raiding?

Like, military installations and convoys should be pretty well protected, but maybe we could do raids on things like mining camps or settlements where we could attack their orbital infrastructure etc.?

There are Pirates in the region apparently, could we offer to work with them and fly under a Pirate banner for a bit? If we make enough noise and panic, even if they are just civilian enterprises it could draw off some forces to deal with it, or foment dissent among the population against the occupiers as being responsible for not protecting them.
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>>1187053
Don't think so.
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>>1186887
>The barge should open up some options for raiding thanks to its ability to act as an asteroid tug.
>ability to act as an asteroid tug.
>asteroid tug

Can we please at some point set KKV attacks on a trade lane/moon base/non-planetary enemy target? Guys? You never let me commit war crimes, so can I just have a little bit of non-war crime 'die traitors'? Please?


That said, we could also do some more tame crazy stuff, like cover an asteroid in captured nuke missile racks and drop it on a longer trade lane jump to pull a section of convoy out of FTL? Or it could just be a really inconvenient thing for a convoy to have in front of or beside them at a reversion point.

It might also be interesting if we could rig up a small swarm of semi-guided KKV asteroids and drop them ahead of a troop carrier convoy, break the formation with the asteroids and jump in on them in the confusion?
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>>1187101
I'd be up for using some of the tricksy tactics people have used on us.

Hit one of the major planetary colonies with an attack like what happened on Dreminth. Fire off a blindingly obvious RKV whilst having our cloak ships cold-launch stealth torps.
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>>1187101
From what I recall, we have committed PLENTY of "Technically not a war-crime" and the odd one that nobody saw.

Second, KKV either take too long to set up to be feasible at short range, or if they're set-up from a distance there's more than enough time to react to it resulting in having to defend the KKV which defeats the point really.

And space is BIG. So big, that moving an Asteroid large enough to disrupt a trade lane jump would interfere with our jumps, so it's kind of an impossible situation. Reversion points are also big enough that an asteroid, even one covered in nukes, would be easy to avoid. Micro-jumps are a thing yeah?

Nukes are more for spoofing and harassing than worth anything damage wise.

I do have a vague idea for a "spammer" ship, namely a mining barge that could lay down a wall of loose metallic rock, maybe seeded with radioactives, in front of a launch of torpedoes to confuse targeting and protect against point defense firing.
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>>1187087

I'm not against raiding other targets to draw off fire power and protection from other places. It's why I like this spot from the others. It's close to those worlds controlled by the enemy. If we can divert the defenses from there I'd be down with it.

>>1187101
The only thing aside from the war crimes aspect of this. Is that we don't have the spare engines for this. And even if we did KKV's can be disabled by fighters and corvets shooting at the engines. Forcing us to protect the things on their trip to their target. Like wise if we were to jump into a system and forgo the engines and just throw the asteroid it would make things extra difficult on us. Since it would take a long time to get that thing up to speed.
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>>1187116
unfortunately we only have the 1 stealth ship, right?

Maybe a KKV that we want detected early, aimed at an important station, and we jump the response fleet that goes to intercept and disable it? Or the station itself?


>>1187147
>>1187149
Oh, I agree with you that the KKVs aren't practical. We could probably source damaged or poor-grade engines from our salvage to build some as a distraction, though. Same with the nukes and even a low grade or damaged shield generator or two.

>Second, KKV either take too long to set up to be feasible at short range
We have encountered smaller ones before that were launched at our wing during the Smuggler's Run, I think? They weren't a major threat, but they were relatively short ranged and we still did not want to get slapped with one, iirc.

Oh, damn. Remember the first invasion of the DHR1 Relay where they used old ships as KKVs/Fire ships?


While I enjoy massive salvage, some of the stuff we capture certainly could have more impact if we get creative with it.
>>
Or you know we could get intel on a large convoy use the tug to create an artificial gravity well with asteroids along the a trade lane and absolutely annihilate the entire convoy.
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>>1187149

Well our main goal is to help Helios on the front lines. Unlike our previous deep-raiding against forward bases, a lot of the supplies are coming from closer in and so taking out staging areas won't be as effective. Also the front line forces will be able to respond, in fact we ultimately WANT them to.

I would personally like to find dock and repair yard that they're using to service front-line forces and hit that HARD. Like just go in and wreck shit, no salvage attempts. Maybe by this area

> Breaking through seems to have caused some commotion and several fleets are repositioned looking for what they believe to be a major invasion force trying to push through their lines.

As for working with Pirates, if we do that we can give them some things like our coloured plasma ammo. Then use that during our attack. Hell, we could even tell the Pirates that we're attacking and that they can come grab whatever they can loot since we won't be bothered by it.

Then after we leave they can chase the Pirates thinking they're us. I guess they would be Privateers at that point. Maybe make a deal with Helios to buy whatever ships they steal, or repair them and let them use the ships as Privateers. Maybe not good long-term, but who gives a fuck not our territory.

Also popping up with our full forces after they thought we left will make them twice as cautious after we leave.
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>>1187242
I think you underestimate how much mass you need to create an artificial gravity well.

Hence the Grav-well Generator being a rare asset.
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>>1187264
Not that much since this same tactic has been used against Sonya before.
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>>1187264
>>1187267

To be fair, those asteroids when we jumped into South Reach were fucking HUGE, and there was an unnaturally dense field of them.

My hope for the trade lane was to just trigger one of those safeties that the older FTL-prevention things were once mentioned to trigger? (iirc, people defeated those by disabling said safeties?)

My proposal was certainly flawed, and we likely couldn't move a huge asteroid like the South Reach ones without a Ceres Tug.
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>>1187267
>>1187288

Also that was their home ground. We're raiding here, it would suck to get caught in the middle of it. Also is the time it would take really worth the payout? If we could annihilate one convoy, or damage 70% of 4 convoys in the same time?

I miss the Grav-well generator already.

>>1187232
Well, we COULD always just trap some ships. Send a captured ship in with an infiltration crew, pretend to be a raid survivor or something. Get them to go into a space-dock, and then blow the ships engines while teleporting out to god knows where.
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>>1187306
>Well, we COULD always just trap some ships.

That would most likely only be effective against a civilian target. Unless we have the proper information to pass military challenges, the ship is most likely to get stopped by an inspection ship/team.

Same issue when it comes to leaving a trapped ship along a trade lane, really. Military force would shuttle marines to investigate.

Fire ships are best deployed during a battle to draw enemy fire as they burn hard toward the enemy, or successfully explode and break up their formation, giving us an opening to exploit.(we could probably drone pilot them onto course then remote/proximity trigger)

The interesting thing is that we can probably use ships that are otherwise write-offs to our force, and stripped of anything of real value. Unlike Sonia, most people will probably panic slightly at the idea of another ship attempting to ram them. (unless they can blow it up before then without a doubt)
>>
I wonder how much it would cost to get an outdated heavy cruiser and outfit it to be able to keep up with a raiding fleet and move around multikilometer asteroids.
Combat tug?
Trapper tug?
Salvage tug?
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>>1186887
>[ ] Low level raiding
Do some low level raiding. The enemy will have to either reduce the convoy escorts, or pull back additional ships from the front. After that, I'd suggest hitting the one major colony to the north of Sonia's current location, and then relocating to the oversector to the east.
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>>1187384
>Unless we have the proper information to pass military challenges, the ship is most likely to get stopped by an inspection ship/team.

Well that's why we have all these infiltration teams, no?

> Fire ships are best deployed during a battle to draw enemy fire as they burn hard toward the enemy, or successfully explode and break up their formation, giving us an opening to exploit.(we could probably drone pilot them onto course then remote/proximity trigger)

Nah, a better idea would be to just put a hardwire program in to make it simulate an attack run on the largest ship, then have it blow up after ramming it.

Idea: Cram a ship full of anti-matter production thingy. Stack shields on it in one direction mainly, have shields on the sides as well.

Weld shut all the doors.

Cut all comms so it can't be hacked or anything.

Ram it into a military dock. Overload the AM production. Blow everything up.

I guess the problem is that the material cost is usually better spent elsewhere. Also, you know, probable civilian deaths. And I think there was something about using AM too close to planets.

So cut down on the shielding required by filling the inside with debris from mining. That way you only need to shield the AM plant.

Heck, you could even have the engines fall off after boosting it and then has sneaky secondary afterburners to give it another shot of velocity once it starts getting shot at.
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>>1186887
Considering how close we are to House Ceres' core territory, is there a chance to loot one of their heavy asteroid tugs in this galaxy? It seems like something that would be very useful to have. We could even establish a new asteroid fort in the Avoubic system, iirc we were still looking for a way to thank them for their help during the battle against the mobile fortress.

>>1186936
What's the DC to avoid head patting Shallans? What happens when people fail it with Rioja's -50 diplomacy skill vice governor?

>>1185260
>That will take allied assault corvettes our of Frigate repair berths not really meant for work on them and patch them up much faster.
I think we really need to come up with domestic medium and heavy cruiser sized repair ships. Helios dislikes using foreign designs, so why not have Sonia's salvage company slap one together and corner that market in the Dominion? RSS should have enough experience in that area to help our design teams come up with something good.
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Status update: I've been taking more pills since I got up but so far my headaches are not improving. I feel almost as bad as I did Saturday.
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>>1189075
Rest your body, friend.
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>>1189075
I hope you'll get well soon tstg.
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>>1189075
Go take a nap or something. Migraines ain't nothin' to fuck with
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>>1189075
Don't stress it man.

I have to say, while I'm NORMALLY not an advocate of self-medicating, if they're cluster headaches there's been pretty solid results for using low dose psilocybin (mushrooms) for treating them.

I mean, it's worth a shot given the low risk associated with taking mushrooms.
>>
>>1184599
>>45170044
From an old thread on /tg/:
>"Hardly. I'm working on a plan with House Ber'helum to use their gravity well generators to move planets. I could have two habitable worlds in my star system in a few decades.
Its going to be great, assuming the planet doesn't break in half that is."

Wouldn't that make it a very effective mining tool?
>>
I am alive, though I'm not sure when the headaches will return.
As I have to work later I don't know if it would be a good idea to resume today.

>>1192146
>Wouldn't that make it a very effective mining tool?
The cover story for the Death Star was that of a mining station. So yes possibly.
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>>1192209
It's probably the best idea to get through work with a reduced chance of headaches. And to spend the time you'd use for h&d today to complain to your physician that the medicine he prescribed is not only useless but also makes you feel even worse in addition to the stuff it doesn't help with.
>>
Btw thanks for updating the ideas page on the wiki tstg.
>>
Still kind of messed up and won't be seeing my Doctor until Friday, so not much chance of story posts until then.

After reorganising my autocad work space a bit I've been working on the Rovinar ships of late. A lot of my old sketches and concept art for them were... not very good. It's proving easier to simply go with newer versions and then design backwards to come up with less advanced versions. May make more changes to their earlier light cruisers later.

Taking suggestions for ships to draw up.
>I am having issues with the LTSC so don't ask for it. Exodus ships are on the list but I need to redesign the engines a bit.
Most votes gets priority.
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>>1207105
The Abyssal class would be nice.
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>>1207105
>Most votes gets priority.
Nocturn and Firestorm frigate would be great. More Norune ships would be interesting in general, we don't get to see much of these guys.
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>>1208068
>Nocturn
Already done, just hadn't posted it on the wiki yet. That's done.

>>1208052
>Abyssal class
Does it have enough spikes? I could add more.
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>>1208529
More spikes.

Sansha tier spikes.
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>>1212164
>Sansha tier spikes.
HA! I was actually thinking it looked a bit Sansha like when I put the silhouette up on the wiki.
I did add a few more spikes towards the drive section.
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>>1208529
>Does it have enough spikes? I could add more.
You could put additional irregular antennas on the drive section to make the ship less of a sea urchin, and more of an angler fish.
https://www.youtube.com/watch?v=FswYwyke7cc
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>>1207105
maybe some SRL ships? I do like some pirate ships jumbled together from whatever they could use.
Specifically, that certain class made out of construction scaffholding or something. Was it a carrier or cruiser?
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>>1212429
I think it was a transport. And their medium cruiser.
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>>1212411
To be fair, I've always imagined it looking like the Phantasm since it's a similar shape to what you described.

Spiked shield emitters when?
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>>1212164
>>1213035
Maybe I'll do up a couple versions with larger spikes.

>>1208068
>Firestorm frigate
First attempt at the Firestom I in Autocad... and it looks like a fucking office building.
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>>1213186
>it looks like a fucking office building.
I think it looks cute.
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>>1213186
>it looks like a fucking office building.

It looks like something made by Kavarians, you mean.
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>>1213186
I like it. A lot.
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>>1213201
>It looks like something made by Kavarians, you mean.

>>1213189
>>1213272
Well I'm glad some people like it at least.
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>>1213186
> and it looks like a fucking office building.
The standard corvette kinda looks like a trilobite.
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>>1213290
Hey, I just like blocky designs.
>>
I know it wasn't asked for but finally did up the article for the Gamma Class Assault Corvette.

I've also started adding the ship ID Designations to the ships page.
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>>1214770
I like the thing.

It looks like something you'd find in a plumbing shop.
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>>1214770
I think the Firestorm looks great but what are the turrets on the sides? The quad linked cannons are the 4 black things to the front, right? Also, why is it classified as a Frigate? At 300m, it's shorter than an assault corvette.

>>1213290
>Well I'm glad some people like it at least.
The Gamma corvette's the one that got hit with the ugly stick. The proportions of that ship are just off.

>Add-on Assault Corvette / Corvette upgrade >[AA/CRV]?
How about A+/CRV?

> Jenning Assault Corvette [J/ACRV]
Wouldn't JA/CRV be more in line with the other assault corvettes?
>>
>>1215884
I think making ACRV denote assault corvettes would make sense since it's not just the JD one competing in that class/designation.
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>>1215954
On the wiki the other assault corvettes are all */CRV, ARCV is the attack corvette.
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And a glitch just made me lose most of my Firestorm data except for what's on the wiki.

>>1215884
>but what are the turrets on the sides?
They're small launchers.
>A popular upgrade of the Firestorm in the 41st century is the addition or a pair of missile or short range torpedo launchers. These help to increase the flexability of the design and provides backup should the main weapon be damaged.
Mike fitted Torpedo launchers to his but because of their size they don't give the same speed boost at launch as normal torpedo launchers. This is for balance reasons because Firestorm is OP.


>why is it classified as a Frigate? At 300m, it's shorter than an assault corvette.
Because it's a good deal more massive than a corvette. Here's a cross section comparison.
Also it was designed, built and designated a Frigate decades before the first assault corvettes were put on the drawing boards.
Or in the case of real life 3-4 years before I came up with assault corvettes.
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>>1215998
>And a glitch just made me lose most of my Firestorm data except for what's on the wiki.
Quick, write down everything you remember. Or look through the temp folder before windows wipes it.

>balance reasons
Why isn't the Dominion using these linked guns in turrets more often?

Same thing with these, we could put the linked guns from either Firestorm as turrets on the new Deci.

>Here's a cross section comparison.
It looks a bit like one of these gigantic drills people use to make subway tunnels.
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>>1215884
>The Gamma corvette's the one that got hit with the ugly stick. The proportions of that ship are just off.
I've been trying to make the Gamma look better for 15 years. There's only so much to be done with it.

>How about A+/CRV?
I tend to reserve the + sign for upgrades.
eg, Smuggler Frigate + (Plus) [SFRG+]
Though I suppose the Add-on is really just an upgrade so it would count. I'm sill going through lists from the from earlier threads of H&D so some could be changed based on what I find.

>Jenning
>Wouldn't JA/CRV be more in line with the other assault corvettes?
That is was what I'd previously put up on the wiki but looking through old files from the Warlords campaign I found that I'd been marking them as J/ACRV.
The best explanation for this I can think of is that with non-Terran assault corvettes largely being vaporware at the time and the Jenning not really stacking up, it was being marketed against less capable competition. So they were selling it as a powerful attack corvette.
Probably just as well since most Jennings can't mount high maneuver drives.

Generally I have made a conscious effort from the start of the quest to mark the assault corvettes as A/CRV or a variation thereof.
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>>1216005
>Why isn't the Dominion using these linked guns in turrets more often?
Do you mean put the linked turrets inside another turret? I suppose you could take the 2 gun turret intended for use with LD plasma cannons and put them on that. It would still take up less space and turret tracking would be quite a bit higher.
Mother of god.


Or just using them more in general?
They're using them a lot more than they were at the start of H&D. It's gone from less than 10% of corvette forces using them to over 70%. Also some attack cruisers.
That's an upgrade option I've been forgetting to add for the Dragoon, twin linked instead of LD plasma.

If not calibrated correctly twin linked phase cannon will have shorter range than regular phase cannon turret.
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>>1216135
>Turret
Exactly like that, original Sonia idea, donut steel.

Say, what's the length of an ld plasma cannon? I was thinking of trying to come up with a dominion prow for the alliance battleship. The one on the wiki seems to have been lost in development hell, and I'd like to try to come up with one myself.
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>>1216135
The accuracy would suffer from putting turrets on turrets since it would cause the location approximation in the first turret would multiply the second ones. It would also be a living hell trying to keep it both calibrated and maintained with all those moving parts.
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>>1216135
>turret tracking would be quite a bit higher.
Anti-corvette/fighter weapons ARE GO.
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>>1216201
>The accuracy would suffer from putting turrets on turrets since it would cause the location approximation in the first turret would multiply the second ones
Why would that be the case?

>>1216255
>Anti-corvette/fighter weapons ARE GO.
It's probably a waste of firepower on anything without shields.
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>>1216509
There is always a very small amount of uncertainty in the position of the motor decided by the accuracy of the measurement method used to detect the state of the system. Putting another system(turret) on top of it has the position uncertainty multiplied by the parent system(turret) since any error on the parent system(turret) is transferred to the child.
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>>1216541
But doesn't the larger turret simply replace the corvette? The linked turrets aren't on a truly static platform in the first place.
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>>1216608
If you include the ship that would make it three (Ship, turret, turret) systems with inherent uncertainty instead of two(Ship, turret)
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>>1216615
That makes sense. Pretty interesting. I'm curious if any of that still matters with 41st century technology, or if they're able to measure and control these things to a level where it's practically irrelevant.
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>>1216201
>>1216541
>>1216615
I think this may have been brought up before when someone made a similar suggestion for such a weapon system awhile back.

>>1216637
Phase cannon turrets do still miss so it's possible it could be made worse.

First attempt at the Firestorm II. Some changes are still necessary but that's basically what I was going for.
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>>1218065
When can we cover the Plasma Moon in phase material and turn it into a giant array?
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>>1218118
When the state of conflict in the Dominion is over.

Kharbos assault corvette with some of its various reconfigurable options.
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>>1212429
>Specifically, that certain class made out of construction scaffholding or something. Was it a carrier or cruiser?
>>1212538
There is the Sledge
http://houseanddominion.wikia.com/wiki/Sledge_Hammer_Class
Which was based off of this thing.
http://houseanddominion.wikia.com/wiki/Cargo_Frame_Medium_Transport

There is also the line of ships developed by Iratar for the Alliance based off a similar concept.
http://houseanddominion.wikia.com/wiki/Alliance_Medium_Escort

I'm considering doing up a cad drawing of the Sledge next, though the cleaned up image done by StupidSexyShallans has been more than adequate.
>>
Will try to run a thread on Sunday.
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>>1221108
Good luck noble QM!




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