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For House & Dominion: Civil War (47)

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.
>>
File: 4033 Jerboa Raid map 06.gif (28 KB, 1072x677)
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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 made off with multiple intact transports along with goods taken from damaged vessels. Even better you hauled in the crippled hulls of multiple warships.

Finding yourself with an embarrassment of riches and more damaged ships than you could quickly repair you resolved to return to friendly lines for repairs. Qlippoth was loaded down with crippled warships and slower transports that would hinder the fleet's movement while the rest remained behind for possible later recovery.

Lyas Cinayk took a small unit and attacked some mining sites, eventually recovering a mining barge to help hide the rest of the loot with.

Having disrupted several forward enemy fleets with your movements, and returned to your previous position behind their lines, you're now considering your next course of action.

There was a lot of discussion last thread so it's not entirely clear what people were supporting.
[ ] Request intel update for high value targets
[ ] Low level raiding
[ ] Wolfpack convoy raiding
[ ] Move to different oversector
[ ] Other
>>
First for the union did nothing wrong.

>>1247305
Any stations or planets we could bully? If they increased convoy escorts they must have weakend their defenses elsewhere.
>>
>>1247305
[X] Request intel update for high value targets

Maybe this is a good time to go after a teleport receiver ship?
>>
>>1247337
>Maybe this is a good time to go after a teleport receiver ship?
Finding less heavily defended ones will be difficult in this oversector at the moment. It's still possible intel might be able to locate one.
You could also go after ones directly supporting the forward fleet groups but that would be dangerous.

>>1247319
>Any stations or planets we could bully? If they increased convoy escorts they must have weakend their defenses elsewhere.
I guess we could see if there's any available while we wait for more votes.

Roll 1d100 for Arron finding a suitable target.
>>
>>1247305
[X] Request intel update for high value targets

Seems logical, we can always raid but that should hurt them more and give us more dough at the same time
>>
Rolled 24 (1d100)

>>1247352
Rolling
>>
>>1247352
>It's still possible intel might be able to locate one.

Could they give us a lead on one we could move after?

If they have the intel for us to hit one of them, I'm all for moving and taking it
>>
Rolled 51 (1d100)

>>1247352
Rollin'
>>
Is there a ceres asteroid tug in this galaxy? A ship like that would make a decent final target before we leave.
>>
Rolled 97 (1d100)

>>1247352
Third roll
>>
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>>1247444
Probably.

>>1247457
Arron has found a small shipyard for attack corvettes that is being used to refit damaged enemy ships. It's not far outside a group of major colonies so if it's hit your won't have much loiter time.

Contacting the resistance.

...Targets found within Oversector.

>ETR: 0
>Ransom Targets: 0
>Troop Convoys: 0
>Intel Operations: 9

Hmm... looks like things are buttoned up tight in this oversector.

Intel however does need a number of targets sabotaged and agents inserted. You only have time for 4 of them.

>Intel Ops
1. Infiltrate & sabotage sensor array*
2. Insert Agents near forward shipyard
3. Insert Agents to forward logistics hub
4. Insert Agents to distant logistics base
5. Frame Nasidum for warcrimes* /or/ Rescue stranded troops near front
6. Recover agents and get them across the lines
7. Smuggle unspecified cargo from A to B
8. Deliver secure com system to resistance cell*
9. Smuggle weapons to resistance

*Requires Cloaked ship

Due to a number of external factors you may only select a maximum of 4 intel targets. Presumably others will be tasked to deal with the rest or there just isn't time. You only have 1 cloaked ship available.
Choose your targets.
>>
>>1247519
4
6
8
5 rescue operstion
>>
4. Some of the civilian transports or their replacement will be used to get agents into the logistics base. With convoys being delayed by the need for larger escorts they'll be desperate for any additional stocks they cvan get their hands on.

6. A small number of attack cruisers should be fast enough to make the pickup then run back across the lines.

8. Arron will use his cloaked ship to help deliver a secure com system to a resistance cell. Apparently there are listening posts in the region that would intercept regular com traffic. The planet they're operating off of is too secure for one of your other ships to make the drop.

5B. Rescue stranded troops near front.
Easily the most difficult task. A Helios ground unit is dug in around a shield generator. They've been able to fend off multiple attacks but their supplies are dwindling.

You'll need to break the blockade in orbit, send down LST's, Frigates or transports to recover the troops then get out before a larger response can arrive. Unfortunately few of your starships are suited to planetary landings so that will just leave the LSTs and orbital fire support.
Wait, I was wrong, you salvaged a Combat Frigate previously, it could support the operation too.

How large a force did you want to commit to this operation?
>>
>>1247651
>How large a force did you want to commit to this operation?

How large is the blockade force?
>>
>>1247651
Helios mixed wing and one of our own should be enough if there isn't anything large in orbit.
>>
>>1247519
>Arron has found a small shipyard for attack corvettes that is being used to refit damaged enemy ships.
Is the Barge large enough to jump out with this stuff?
>>
>>1247651
Do we have any carriers w/ fighters? This sounds like a job for fighters.
>>
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>>1247706
Helios rookies are at squadron strength, so 12 each, as opposed to 72 ships in each Wing.

>>1247670
While they have more numbers than you most are defending the main orbital station. It will take time for them to reach you in force if you jump in above the base. If you move quickly enough you shouldn't have to engage more than 2 wings and a Medium cruiser simultaneously.

Note: The station orbit is currently being adjusted and in another day or so it will be parked above the resisting surface base. There is a reason for Helios intel wanting this carried out sooner not later.
>>
>>1247716
>Is the Barge large enough to jump out with this stuff?
You could chop one of the corvette dock sections off the station and jump it out with the Mining Barge I suppose. Moving all of the yard would require you to bring in the entire fleet.

>>1247718
>Do we have any carriers w/ fighters? This sounds like a job for fighters.
Yes, you do have a Drone Carrier.
>>
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>>1247735
1. 3 squads of ACs and the fast BBs take on that wing.
2. Qlippoth, one mixed wing, and the helios rookies grab the medium cruiser.
3. Sonia, the drone carrier, and the corvette wing go straight for the planet. Do Outer Heaven and the carrer have enough combined hangar space to get those starfighters out of there?
>>
>>1247735
> Moving all of the yard would require you to bring in the entire fleet.

Let's do that then.
>>
>>1247750
I'd prefer a wing go against 1. instead of three squads.
>>
>Do Outer Heaven and the carrer have enough combined hangar space to get those starfighters out of there?
Probably, but keep in mind that the Carrier is not as fast as your attack ships. It will have to hang back farther away from the planet. Near Qlippoth would be best.

>>1247750
>>1247784
So this plan changing the strength of force 1 to a full wing?

If there are no other changes or objections roll 7d20
>>
Rolled 1, 9, 10, 9, 19, 6, 9 = 63 (7d20)

>>1247810
rolling thunder
>>
Rolled 9 (1d20)

>>1247810
>7d20
1
>>
Rolled 4 (1d20)

>>1247823
2

>>1247810
>Near Qlippoth would be best.
In that case they could also land on Qlippoth.
>>
Rolled 5 (1d20)

>>1247831
3
>>
Rolled 11 (1d20)

>>1247839
4
>>
Rolled 11 (1d20)

>>1247843
5
>>
Rolled 4 (1d20)

>>1247846
6
>>
Rolled 20 (1d20)

>>1247848
7
still need a third set of rolls btw
>>
>>1247810
Do you want me to do the third roll tstg?
>>
>>1247895
I was going to give it until 6:45.

If you're going to just make it one post please.
>>
Rolled 19, 14, 14, 18, 6, 1, 19 = 91 (7d20)

>>1247901
>If you're going to just make it one post please.
Sure.
>>
>>1247912
I was going to roll but this works.
>>
"Are you sure we should be bringing Qlippoth sir?" Lyas asks.

You reply that if you run into trouble from a large force near the front lines the extra firepower will come in handy. As will the ability to salvage friendly or enemy ships.

Assault Corvettes are hurriedly fitted with point defense systems. There are a few of the newer Alliance modules available but for the most part the fleet only has the simple self contained mass driver types.

The fleet manages to reach the target world without putting the local garrison on alert before hand. Attack Cruisers jump in and engage one of the local wings followed a few seconds later by the battleships.
When the Outer Heaven and escorts arrive you find the approach to the planet wide open.

The lone enemy Medium cruiser has already begun to re position to form up with a nearby wing when Qlippoth arrives. An older Eminence class, the blocky ship maneuvers hard with engines at full burn attempting to avoid fire from the Heavy Carrier.

"Garrison fleet is sending a distress signal but our jamming craft are blocking it."
It won't be long before someone jumps clear of the jamming radius and calls in reinforcements from a much bigger front line fleet.

It doesn't take long for the enemy wings in orbit to fall back from your assault. Drone starfighters are not having as much success. It seems there are gun sats in orbit helping the blockade. Not enough to endanger your starships or the LSTs, but enough that you're going to have trouble recovering surface fighters.

LST's and the Frigate descend towards the surface while you take up position in orbit. Mass driver and particle beam fire from your ships try to help suppress enemy units and prevent enemy planet based fighters from harassing the evacuation.

"The base is launching their remaining fighters and shuttles."

You're contacted from the surface by the local Helios commander, General Iduri.

"Viscount, thank you for coming to our aid, but it may take some time for all of my personnel to evacuate. Commodore Harrison is scrambling what space capable assets we have to assist but we have large numbers of wounded here."

[ ] Sabotage the shield and surrender those who can't evac
[ ] We'll buy you time
[ ] Other
>>
>>1248099
>[x] We'll buy you time
Did Sonia bring her gunship?
>>
>>1248057
I'll generally wait 30 minutes for rolls before I start writing. If there are 3 rolls before that it means I can start writing sooner.

>>1248107
>Did Sonia bring her gunship?
I'm going to say yes, but only 1 of them. There wouldn't have been enough room for 3 on a raiding mission with the need for repair craft, LSTs, HAGs and supplies.
>>
>>1248136
>I'm going to say yes, but only 1 of them
Can we use it to help with the gun sats?
>>
>>1248099
>[X] Sabotage the shield and surrender those who can't evac


We've brought in a critical, heavy asset. We can not afford to be delayed long enough for heavy enemy forces to give chase.

It is a cruel thing to say, but our space forces have a larger theater impact than some Helios ground forces stragglers.
>>
>>1248139
Yes. You or one of your bodyguards trained with them could pilot it to assist. It will probably increase the rate the point defense is clearing them by 1%.
>>
>>1248099
We need concrete numbers.
How long do they need to evac everyone?
how fast can a response capable of challenging the Qlippoth arrive here?
Our best bet is probably to set up some ships as rearguard and have Qlippoth far enough from the planet to jump out while the main bulk continues to act menacingly and extracting ground assets.
>>1248136
Well we better make use of it then!
>>
>>1248169
>Yes
Ya-
>It will probably increase the rate the point defense is clearing them by 1%.
Oh. So it's not going to be that useful. Can we use it as a shuttle if we remove most of the weapons?
>>
>>1248188
Probably best used as ground support.
>>
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>>1248179
>How long do they need to evac everyone?
5 minutes for basic evacuation + time to get into orbit and jump
10 minutes for walking wounded
20 minutes for complete evac of wounded

>how fast can a response capable of challenging the Qlippoth arrive here?
5-8 minutes after they've been alerted if they divert everything. Enemy ships are burning towards the edge of the gravity well but it will still take them a minute or so to get outside the jamming range after they leave the system.

>>1248188
>Can we use it as a shuttle if we remove most of the weapons?
Anon, I don't know how effective you expect that to be.
>>
>>1248220
>Anon, I don't know how effective you expect that to be.
I thought it would have an internal layout closer to a bomber with all the space required for shields and munitions.

How much time do we have once we detect inbound hostiles?
>>
>>1248251
Most of it is armor, weapon and power systems are built as removable external modules to make it easier to upgrade. It's all set up to provide maximum protection to the 2 man crew compartment and to a lesser extent the shield generator.
Specialized transport sections could probably be built for it but that would take days. There has never been any previous interest in that particular use. The closest would be requests for giant hands to replace the guns.

>animegirlstandingonmechhand.jpg

>How much time do we have once we detect inbound hostiles?
30 seconds to 2 minutes depending on the route the take and what direction they're coming from.

Currently 1v1 on votes.
10 minutes for final votes. Link the previous post please.
>>1248099
>>
>>1248220
We can spare 10-12 minutes.
Fighting retreat and we can start cold launching torps and get defensive.
>>
>>1248306
>>1248107 previous vote
>>1248099
>10 minutes for final votes. Link the previous post please.
How about this:
The slow stuff begins evacuating at the 5 minute mark. Qlippoth, Sonia's medium cruiser or the battleships, whichever is faster, and the Helios rookies.
The fast ships try to evacuate what additional forces they can and get out of there once enemy forces are detected.
>>
>>1248306

Still for GTFO.
>>1248150
>>
>>1248328
Also inform the commander on the ground of the timeframe.
>>
"General, you have ten minutes to get as many people out as you can. Prepare to sabotage the shield generator. Anyone staying behind should surrender as soon as we're away."

"We'll try to save as many as we can. Thank you Viscount."

Point defense fire fills the skies as ships try to cover the evacuation craft from threats on the ground and in space. The fire is so intense in some places that it seems like you're burning away the planet's atmosphere.

A pilot from your personal guard takes the gunship down to help where possible, drawing fire away from the shuttles making for orbit and assisting one of them after they lose their engines.

It doesn't take long for the enemy fleet on the other side of the planet to figure out what you're up to. A barrage of missiles streaks around the horizon and peppers the fleet with explosions. Point defense crews are having to split their fire now between three sets of targets. Fortunately the assault corvette crews seem to be up to the challenge.

Qlippoth has changed course and is preparing to jump out of the system at a moments notice. They were able to cripple the Medium cruiser but it's too far away to salvage.
The Battleships and wing from the other flank are moving to support them.

"Most of the fleet is ready to jump sir."

Watching the timer you wait until just after the ten minute mark then order everyone up.

The Frigate lifts off with people still on the cargo ramps, crews trying to rush them inside.

"Break orbit, prepare to jump. Assault Corvettes cover the transport craft until they're away."

Qlippoth jumps with the battleships a second before contacts appear on long range sensors. A heavy cruiser and several mediums are inbound on your position from the front lines. Data from the jammer updates a moment later tracking ships from an entire battlegroup closing in on the system.

Enemy ships from the station have now cleared the horizon and are bombarding you with a steady stream of phase cannon fire. You're glad that the Outer Heaven was able to get engine repairs in friendly territory or this escape would be a good deal more worrisome.

While not meant to do so a few assault corvettes swoop in and pick up the LSTs to help get them out of the gravity well and jump. Others continue to return fire until everyone is clear of the well.

The transition to FTL hits you with a harder jolt than you're used to but soon you're away and leaving the enemy fleet behind. Jamming craft will wait until the last possible moment to relocate, buying you precious time avoiding detection.

Roll 1d100 to evade continued pursuit.
>>
Rolled 16 (1d100)

>>1248672
We really should do at least one or two purely profitable raids.
This good guy stuff is important and all but nothing beats a good salvaged medium or heavy. Maybe a few stations and production modules.
>>
Rolled 12 (1d100)

>>1248672
Good luck Sonia-chan!
>>
Rolled 45 (1d100)

>>1248672
>>
Rolled 48 (1d100)

>>1248672

Can we send a message to allied forces that the enemy just pulled a lot of ships from the front
>>
>>1248743
Message away, but they'll have been watching if intel was able to warn them you were attempting a rescue.

General Iduri it seems was not among those to have escaped the surface. It seems he stayed behind to take care of the shield generator. Commodore Harrison is extremely upset by this, apparently convinced that the General will commit suicide.

You've recovered close to four thousand troops and any small arms they might have been carrying. Some will need to be transferred to Qlippoth for longer term medical care or to be put in stasis.

The fleet has escaped from the front lines but there is an extensive search underway that your two jamming craft are having trouble extricating themselves from. They'll need to make a run for it, out of the oversector entirely to lose their pursuit. Did you want to set up an ambush or two to take care of any pursuers along the way?
Or just get the hell out of there for the time being?
>>
>>1248306
Would sonia or one of her people pass as an anime girl for that particular image?
>>
>>1248781

Opposite-direction drive-by to draw attention?

Otherwise, let's GTFO this oversector.
>>
>>1248781
>did you want to set up an ambush or two to take care of any pursuers along the way?
That sounds like a good opportunity. As long as they aren't packing a legion of medium cruisers I think we could reasonably bait them in and handle them.
>>
>>1248781
sure bleed the pursuers a bit.
>>1248885
I'd like to conduct low level raids and wait for intel to pinpoint a target and/or take out that repair facility.
It's such a waste that we always end up leaving just as we manage to insert intel people to look for good positions.
>>
>>1248903
This. Don't want a good jamming ship go to waste(be it temporary not, whichever way it goes), unless the enemy force is too big
>>
>>1248862
>Would sonia or one of her people pass as an anime girl for that particular image?
Probably? Sonia's personal guard is fairly large so someone would. I mean this is what people were posting last for Drake.

>>1248885
>Opposite-direction drive-by to draw attention?
That might take you closer to the front lines without any serious jamming craft.

Looks like we're attempting an ambush or few. One of the mixed wings are ready to move and can set up at a point inside the oversector. They'll change tactics depending on the size of the incoming force.

The second Mixed wing will be ready to assist in a bit. They could set up a second ambush or you could have both wait to stage a larger one.

[ ] 2 Ambushes
[ ] 1 Larger ambush
>>
>>1248992
>[x] 1 Larger ambush
>>
>>1248992
>[x] 1 Larger ambush
>>
>>1248992
>[ ] 1 Larger ambush
How plausible would it be to have a fast BB do a midjump attack on a medium?
>>
>>1249057
Doesn't seem that crazy, but it would have to be between galaxies?

>>1248992
[x] 1 larger ambush

When possible, apply ambush with numerical superiority.
>>
>>1248992
>[ ] 1 Larger ambush
When in doubt, go big and hard?
>>
>>1248992
>[x] 1 Larger ambush
>>
>>1249057
Not very inside of a dwarf galaxy. Maybe on a trade lane but even then there's not really enough time.

The longest one I'm looking at here would give you 50 seconds to match speed and drive fields. That's assuming they stayed to navigator recommended J5 speeds, which they probably would not.

We finally get a quick definitive vote and my head starts hurting. Really?

Roll 3d100

Hope you don't need the 3rd roll.
>>
Rolled 7, 25, 4 = 36 (3d100)

>>1249178
>>
Rolled 10, 9, 14 = 33 (3d100)

>>1249178
>>
>>1249178
>>1249193
>>1249194
We need it! AAHHHHH
>>
Rolled 75, 33, 13 = 121 (3d100)

>>1249178
oh boy
>>
Rolled 27, 5, 58 = 90 (3d100)

>>1249178
ROLLING BONES
>>
Things have not gone as planned. The ambush occured but it seems that the enemy fleet in pursuit brought a powerful ECCM ship along with them that is overwhelming the jamming craft. Precise range is unknown to you but it's giving enemy pursuit forces enough warning to know what's happening and react accordingly.

One of the ambushing attack wings were able to damage or cripple enough of the initial arrivals that it's slowed their pursuit. Salvage of course was impossible as multiple medium cruisers and other ships were right behind them.

Both attack wings have split off while the jamming craft have pressed on into a region of heavy star formation, still trying to shake pursuit.

The main fleet has moved closer to the edge of the oversector. Wounded have now been offloaded onto Qlippoth and the assault corvettes and ready for action. Did you want to have your main fleet link up with the jamming craft now, stage another ambush or try to help gather the two scattered attack wings?
Arron will help out whoever is getting the least support.

[ ] Link up with Jammers, move farther away
[ ] Attempt another ambush to cover jammers
[ ] Focus on gathering both attack wings
[ ] Have Arron torpedo the ECCM ship
>>
>>1249308
>[ ] Have Arron torpedo the ECCM ship
>[ ] Focus on gathering both attack wings
We'll have to do without the jammers for a bit.
>>
>>1249308
>[x] Link up with Jammers, move farther away
>[x] Focus on gathering both attack wings
>>
>>1249308
>[ ] Have Arron torpedo the ECCM ship
>[ ] Focus on gathering both attack wings
>>
>>1249337
>>1249352

If you guys want to torpedo the ECCM ship, we should probably do it during an ambush.

Seems like a one-way trip, otherwise.
>>
>>1249362
Arron is in our stealth ship.
>>
>>1249370
Yes, and he will have to make an approach on a powerful ECCM ship that likely has escorts.

If the first strike doesn't knock out the ECCM ship, he is near powerful sensors looking for him, plus escorts.

If he does knock it out, there are escorts still looking for him.

Stealth isn't invincible, as we have proven several times, and I'd rather not lose our only stealth ship because we didn't support it.
>>
>>1249370
"A torpedo just appeared on our sensors, sir."
"Fire in that general direction with everything."
>>
>>1249394
>>1249400
I'm pretty sure our Nocturns use stealth torpedoes.
>>
>>1249339
Doing both of these would mean further splitting your main fleet while an enemy force is actively hunting for you.


Looks like support is mostly for
>Focus on gathering both attack wings

The real question then is; will Arron be making a run at that ECCM ship or linking up with the jammers and providing them with new fallback coordinates?
>>
>>1249394
>>1249400
>>1249411
Yes Arron's ship has its SP Torpedoes outfitted with stealth casings since they're already so rare. As previously proven stealthed casings make it harder to detect torpedoes but not impossible. The chances of detection, even with the new cloak, are not zero.
It's risk/reward.
>>
>>1249423
>>1249308

[x] Arron link up with the jammers

Not convinced the risk of losing our advanced cloak ship (or worse, it being captured) is worth the reward.
>>
Resuming tomorrow. I'll be running until roughly 4PM. May post after work.

I won't be able to resume the thread after that until Monday.
>>
>>1249450
Alright I won't make this a tie.
Getting them new info is useful too.
>>
>>1249423
Make a run on the run on the ECCM ship
>>
>>1249423
>The real question then is; will Arron be making a run at that ECCM ship or linking up with the jammers and providing them with new fallback coordinates?
Link up with the jammers.
>>
As much as you'd like to deal with that new ship negating your jamming you have people in danger and there isn't time to safely do everything.

"Send Arron to get new data to those jamming craft. We'll rendezvous in another oversector. The rest of us need to gather up those two attack wings before enemy reinforcements track them down."

Roll 1d100 for remaining undetected while gathering the fleet.
>>
Rolled 36 (1d100)

>>1250675
>>
Rolled 56 (1d100)

>>1250675

straggler collection!
>>
Rolled 25 (1d100)

>>1250675
>Roll 1d100 for remaining undetected while gathering the fleet.
>>
Technically a success. You're still getting shot at though.

Roll 4d20
>>
Rolled 20, 2, 18, 9 = 49 (4d20)

>>1250714
>>
Rolled 10, 16, 13, 11 = 50 (4d20)

>>1250714
>Roll 4d20
>>
Rolled 11, 6 = 17 (2d20)

>>1250714

You mean people are -bringing- salvage -to- us?

How lovely!

But in all seriousness, we should slag anything we can't salvage, unless there are more important things to shoot at, like live ships.
>>
Rolled 8, 12 = 20 (2d20)

>>1250728
not sure how I hit 2 instead of 4
>>
Combing the nearby nebula for your retreating ships you begin to encounter enemy scouts also looking for them. They've spread out older corvettes and light transports to cover a wider area. No match against any of your own ships, but enough for them to notice when someone goes missing in a particular area.

Much of the larger fleet that had been pursuing the jamming craft soon arrive in the area trying to vector in on your main fleet.

"We've made contact with the last of the attack wings."

"Good, let's get out of here."

Despite beating a hasty retreat the enemy still manage to intercept the attack wings at different points. Most of your people blow right through the interlopers, damaginga few ships here and there. The few ships if your own that are damaged or crippled are helped to FTL by friendly ships.

"Maybourne, how long until we're into the next sector?"

"We already are."

Well, at least you're drawing more ships away from the front like you wanted. The cost is a full day spent on the run, taking you most of the way across the dwarf galaxy. The good news is that you're able to link up with the jamming ships and eventually lose your pursuers.
It seems you won't be visiting that particular oversector for awhile.

Where do you wish to deploy the fleet?
>>
>>1250797
Let's go back to the oversector! They'll never expect it!
>>
>>1250797
>>1250806
Jk. Just on My phone so I can't do maps.
>>
>>1250797
>Where do you wish to deploy the fleet?
I'd say we a day off before we do anything else. The crews will need a bit of time for R&R. Other than that, are all of our forces operational? How did the Helios Rookies perform? Also take a moment to talk to the commanders of the Helios ground forces we picked up.
>>
>>1250797

I think we should move to the Oversector to the South East.

iirc, we raided this one before, and just pulled extra forces into it.

Move and hopefully avoid detection, and take a day or two to put some scouts/intel feelers out?

The SE oversector looks to have some solid cover in the form of those Nav hazards skirted by trade lanes, and hopefully will have a teleporter ship we can snag.

Or just some major trade route infrastructure we can blast and force the enemy to replace.
>>
>>1250797
>Where do you wish to deploy the fleet?
I think we should try to focus on stationary targets this time. We've already forced the enemy to run convoys with pretty large escorts, if we can make them worry about their installations in addition to that it should put a pretty large strain on their forces. It doesn't even have to be important stuff but if their minor installations begin to disappear, the enemy will be forced to react.
>>
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>>1250812
>are all of our forces operational?
They'll need at least the day (possibly more) to get everything fixed up again but you should be able to return to nearly 100%.
>How did the Helios Rookies perform?
They've learned a great deal about running away when the medium cruisers appear in force. Other than that it's hard to say. They're being given priority for time in the simulators.

>take a moment to talk to the commanders of the Helios ground forces we picked up.
https://www.youtube.com/watch?v=eFw3e8CX7l8

After the General, most were fairly low ranking officers with Captain Tel'Nuri being the senior officer among them. The Dro'all officer seems like he's seen his share of action over the years. You note the tiniest spark of ambition starting after informing them they're the highest ranking officer among the ground forces rescued.
"Viscount, if you happen to secure transports with ground vehicles over the course of your raids I think my people could be of use to you. We need a few days but I think my men are otherwise ready to give the enemy a difficult time. They had us trapped there for a month and we'd like to return the favour if possible."

You can't make any promises but keep the offer in mind.

The unit of Helios rookies should now fall under the command of Commodore Harrison whose "Fleet" otherwise consists of shuttles and starfighters. He admits to not being that experienced in more mobile warfare being a fleet officer normally assigned to assisting planetary assaults.
If you can capture suitable ships for Captain Tel'Nuri he'll gladly take command of them.

Overall morale among the rescued Helios troops is good and improving, this despite the loss of their General. They're eager to repay the rescue. Among the Commodore's people however morale is quite low.
>>
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>>1250889
>I think we should move to the Oversector to the South East.
The area marked on the map has no major colonies, many nebulae to hide in, and faces Helios and Ceres space in the other galaxy. Why not make it look like we're making preparations for an invasion? Instead of taking out convoys we focus on sensor arrays, supply stations etc.
>>
>>1250953
>>1250889
Both plans seem to support moving generally towards this oversector, just different ways to go about it.

A) Stay out of sight, set up intel assets. Prep for more decisive raids.

B) Hit minor colonies and outposts, making some of them just disappear.

Both of these are good plans.
>>
>>1250953
A good idea, but I'd really like to go after a teleport receiver ship. Both to recover our forces more easily, and potentially to capture some enemy pilots. I'm sure the Helios troops would enjoy being the welcoming party.

We should also remember to destroy or capture every mining facility/operation we can locate, where practical. That Helios data will hopefully be helpful with that, especially if local companies/nobles with the same data turned to the enemy.

>>1250940
>Helios ground forces
Would it be possible to give portions of the force marine training/equipment? Additional marines would seem more practical than us launching ground assaults with a raiding force. (or at least get them capable of station assaults?)

>Commodore Harrison and low morale

Throw a Reynard's Raiders patch at that man/dro'all.

"Then we can learn from each other. But be warned, I've made raiders out of members of every major faction for the Alliance."
>>
>>1250989
Considering I pretty much just finished a version of plan B in gimp that's what I'll vote.
>>
>>1250989
I'll change my 'stay out of sight' to 'make shit vanish'.

Should we do goofy shit like drop captured beacons transmitting about how the spooky maelstrom raiders cometh?
>>
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>>1250989
>Both of these are good plans.
Why_not_both.jpg
>>
>>1251014
That would be rather counter intuitive to our goal of making them vanish. The more small targets we can take out the better.
>>
>>1250940
>rescued Helios troops
How many troops with power (cell) armor did we manage to get off that planet?
>>
>>1251006
>Would it be possible to give portions of the force marine training/equipment?
Yes. They're already veterans and their basic armor is roughly marine grade. They do have have some previous training with station assaults, though it was mostly internal stuff, not the EVA portions.
Given their experience they would probably be better than your Marines at assaulting or infiltrating a fortified surface base.

>>1251015
Counts as plan C.
>Why_not_both
Elements of both may not work quite as well together.

>>1251049
Less than 5.
Most of them would have been evacuated when their fleet abandoned the planet.

Going with plan B then?
>>
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As the fleet moves farther from its last hiding place the scouts begin to locate a number of smaller bases in the path of your advance.

1. Military Station
2. Logistics, moon
3. Graveyard / battle site, salvage operation
4. Logistics, Planet
5. Smuggler Base, Planet (Conduct Trade Y/N?)
6. Smuggler Base, asteroid (Conduct Trade Y/N?)
7. Logistics, moon

Each is large enough that your fleet could overwhelm them one at a time. Or you could hit them with smaller forces leaving them badly damaged and requiring resources to repair.
Two smuggler bases are also found. You could take their stuff, including fast ships and transports, or you could trade with them for supplies and equipment. They could be useful shipping salvage hauls out of the region if you collect too much.

Your orders?
>>
>>1251137
>3. Graveyard / battle site, salvage operation
Going after these guys first could prove useful. They're probably the most mobile target in the area, and if we manage to recover most assets, it would help a lot with future operations.
>>
>>1251137

Is the graveyard site a recent battle, or an old time deal?

If it is modern, we should hit it in force, take what we can, and blast the rest to deny it.

If it is old, hit the location that they're feeding salvage to?
>>
>>1250989
A) Stay out of sight, set up intel assets. Prep for more decisive raids.
>>
>>1251137
> 3. Graveyard / battle site, salvage operation

Hit it in force.

> Inform the smugglers ahead of time.

Get smugglers to send people with us to help salvage more ships for a cut of the profit.
>>
>>1251154
>Is the graveyard site a recent battle, or an old time deal?
More recent.

Most of the salvage being recovered is small debris or minor starships that weren't tagged for priority recovery. Older Corvettes, Frigates and piles of scrap are being dragged to where a few Y-Type crews are cataloguing most of it before loading.

Dominating the site is a thoroughly wrecked Ascendancy. A House Repair ship is currently working on fixing parts of the drive section to make it mobile once more. Your people estimate it will take them 2 weeks at this rate to get it mobile and longer for the FTL. Even back at a yard it would be a very long time before it could be returned to service. Probably why it's not a priority for salvage.

Roughly seventy ships are defending the site, a half dozen of them being outdated battleships.

Go for max salvage or lay waste to everything and move on?

>>1251173
>Inform the smugglers ahead of time.
Y/N?
>>
>>1251214
>Go for max salvage or lay waste to everything and move on?
Max Salvage. Try to let the Helios Rookies do some work but keep experienced ships nearby to bail them out if necessary.
>Y/N?
Depends on what intel knows about these guys. We've encountered smugglers who refused to get involved in military matters beyond selling supplies before.
>>
>>1251214

Salvage it all! And if they are smugglers who are on good terms with our side give them the heads up. If not, don't give them them such courtesy.
>>
>>1251214
>inform smugglers

No. They may have moles that will alert the enemy, or simply alert them for future favors.

>maximum salvage?

If we can use our heavy to jump the Ascendancy, we should probably make some effort to at least squirrel it away.

Otherwise, we should just focus on wiping out defenders, capturing the repair ships, and running off with the good stuff.

Slag any older corvettes we can't sweep up?
>>
Odd, Firefox keeps locking up on me lately.

>>1251226
>Depends on what intel knows about these guys.
Not a lot.

>>1251243
>if they are smugglers who are on good terms with our side
They're not really on anybody's side.
>>1251261
>They may have moles that will alert the enemy, or simply alert them for future favors.
Good points.

>If we can use our heavy to jump the Ascendancy
Not safely or the enemy might have attempted something similar. It's not going anywhere for the moment. You could still strip it of some parts or make the damage worse.

Roll 2d20 for the Rookies getting experience.
>>
Rolled 7, 11 = 18 (2d20)

>>1251285
Are they going to need a montage?

https://www.youtube.com/watch?v=vK4gv11PTI8
>>
>>1251214
Y

Max salvage
>>
Rolled 12, 5 = 17 (2d20)

>>1251285
D
>>
Rolled 20, 5 = 25 (2d20)

>>1251285

Then lets strip it for parts and be ass holes and set its reactor to blow? If we can't have it no one can!
>>
>>1251285
Can we sell it to the Smugglers after stripping it?
>>
Rolled 16, 17 = 33 (2d20)

>>1251285
>Good points.
Let's stay away from the smugglers in that case.
Does anybody remember how Sonia joined the corvette pilots to avoid ending up with the ground forces? If any of these Helios troops have the slightest talent, now might be the only chance they get to switch careers. We need crews for our ne.. erm, slightly used battleships.

>Roll 2d20 for the Rookies getting experience.
Rolling.
>>
>>1251299

We probably shouldn't blow it up right now. If we leave it, the enemy may attempt to salvage it again once we leave the area.

Blast off a few useful bits to steal, then attempt to monitor the place periodically to off another salvage group?
>>
>>1251301
>>1251299
WAIT WAIT WAIT.

Can we *pretend* to be smugglers and sell its location back to Berhelum AFTER stripping and mining the fuck out of it? Like massively irradiation the inside or something?
>>
>>1251314

Good idea, maybe if there isn't anything left worth salvaging other then an old wreck that has nothing on it they wont bother with it? Or if they do we can always go back and salvage them, I like your plan.
>>
>>1251299
It sounds like the Ascendancy is so damaged, it will most likely not be combat ready again for the rest of the civil war, unless this drags on for a year or so.
>>
>>1251326
From what I got from the post it wold take 2 weeks to get it able to move again. Which is why I say blow it or steal it.
>>
>>1251333
>it wold take 2 weeks to get it able to move again
To get it moving at STL again. Which is seems pretty useless, unless you really want a man-made asteroid.
>>
>>1251301
You can sell some of the salvaged parts and scrap you probably don't want to be hauling around forever. Odds are they know a battle took place there and wouldn't go near it to avoid run-ins with authorities.

>>1251318
>sell its location back to Berhelum
Uh I guess. Don't know how much money you'd get for that data until they had a chance to confirm it.

>>1251333
2 weeks for sublight, longer for FTL.
>>
>>1251338
>>1251345

I was thinking of selling it back to allied houses like we did on our first salvage run. But if it'll take longer to get it to FTL then... yeah probably most likely not worth it. Not unless we can some how strip the drive from every ship around that graveyard and have amazing engineers put those engines on the big ship to make it jump.

Darn it big fish slips away. Maybe not slip, but just doesn't bite.
>>
>>1251345
Is it a Helios ship, or from one of their allies? If it is, request details on safe rooms or vaults on the ship. Maybe we can find some people in stasis, or recover some house's important items.
>>
I personally would have gone for 2,4,5,7 in a row stripping everything of value and blowing up the remains instead of taking the salvage route.
>>
>>1251353
>Is it a Helios ship, or from one of their allies?
Let me see... it's actually a Ber'helum ship. It must have been from a group sent to help Helios or the Ruling House.
They just keep having bad luck with their heavy ship assets. Guess it's a good thing they're getting so many medium cruisers to make up for it.

One of the rookie squadrons prove themselves quite capable in the fight for the salvage site. Putting their ships to good use they cut off several vessels preparing to jump out, then help finish off the battleships.
The other squadron does not do quite as well overall, some of them taking damage. Your attack wings are soon there to help them. It's only a few minutes until the site is secure.

Two Fast Battleships have secured the repair ship and are boarding it. Marines from the rest of the fleet, and some volunteers from the Helios troops, are assisting with the enemy battleships.

Qlippoth is loaded down with salvaged ships while transports take on as much scrap and parts as they can manage.

"Strip the drives from that Heavy Cruiser. Even it we can't use them it'll deny them to the enemy."

Are you selling salvage parts to one of the Smuggler bases?
Y/N?
>>
>>1251372

I want to say no, since we might need them later. And there is a chance our enemies might buy them from them. So asset denial and hold on to those parts, greedy hands for useful parts. Sell the less valuable stuff though.
>>
>>1251372
Sell the less valuable.
>>
>>1251372
>Are you selling salvage parts to one of the Smuggler bases?
>Y/N?
I'd say we should wait until we run out of space. These parts might be even more useful in allied hands if we can afford to bring them back.

>They just keep having bad luck with their heavy ship assets.
Suggest they rename "Ascendancy" to "Heavy House Transport" in their internal documents. It should give people the right idea what to use it for in this war.
>>
>>1251372
Sell the scrap and less useful stuff.

We should probably stash the Heavy Cruiser drives for future recovery, along with the ship hulls we can't use right now.
>>
>>1251372
Could contract them to transport salvage to a more secure region of the galaxy.
>>
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>>1251381
>I'd say we should wait until we run out of space.
You are out of space, though most of it is due to recyclable scrap. Part of that is because you were already loaded up on space parts from that previous salvage haul.

You do still have the mining barge to make a hiding place for most of it if you'd rather store it away for another day.

>>1251357
>I personally would have gone for 2,4,5,7 in a row stripping everything of value and blowing up the remains instead of taking the salvage route.
You can still hit those targets as it will be some time before someone realises that the site was hit. Good thing you're far from trade lanes and using jamming craft.

Decide on your next targets, I'll be back around 9PM EST.
>>
>>1251372

Just had a thought. Is it possible RH might have tipped our enemies to BH Heavy Ships? Since if BH doesn't have enough Heavys they might end up in a position similar to the current RH. Where they are in power but with not enough actual military might to keep the other houses in check?
>>
>>1251345
Shit I meant sell it to Bonrah. But irradiated all to fuck. Or sabotaged to fall apart in FTL transit.
>>
>>1251419
I think/hope it's mostly the case that more traditional admirals don't realize how horribly obsolete the baseline Ascendancy is these days. In most engagements the ship becomes useless as a damage sponge as soon as there's a siege cannon or similar gun on the field. I'm honestly surprised people haven't started to repurpose it as a gigantic shield platform.

>>1251417
>Decide on your next targets, I'll be back around 9PM EST.
I think we should go after target 7 next. Being located in the middle of that nebula, people shouldn't get too suspicious if communications stop for a while.

If we only use the regular ships like the lance mediums, common attack cruiser etc, would the enemy be able to identifiy the raiding fleet as ours?
>>
>>1251417
Sell sell sell baby. Let the smugglers know Helios is buying maybe? Less money overall for us, but we don't waste time going back and forth.

> Hit Logistics Planet and Moon 1 & 2 full damage at the same time then group up to go hit the military base for salvage.
>>
>>1251417
5. Smuggler Base, Planet (Conduct Trade Y)
Then hit
7. Logistics, moon

>>1251444
You're most likely right, was mostly just a random conspiracy theory that I had. Maybe send a polite word of caution to BH to retrain their admirals and commanders to be more careful of their assets if they keep losing their Heavies?
>>
>>1251463
>Maybe send a polite word of caution to BH to retrain their admirals and commanders to be more careful of their assets if they keep losing their Heavies?

I'd be worried they'd see it as an insult. Unfortunately, "my face is my shield" seems to be a pretty common sentiment among the larger houses of the Dominion while deploying larger ship against enemies that are considered inferior. Just look at what Nirium did with their death fortress. Drive into the enemy, hope for the best.
>>
>>1251513

To be fair, that space fortress was a damn hard target. And had we not had our alliance and lots of support they would have rofl stomped the Run. But yeah a lot of the big houses seem to throw their Heavies around without prior consideration of what they might face.
>>
>>1251519
>ut yeah a lot of the big houses seem to throw their Heavies around without prior consideration of what they might face.

I'm tempted to guess that's because in the usual inter-Dominion conflict that didn't involve Helios you could simply drive a ship of that size into almost every enemy formation and come out on top.
>>
>>1251543

Bully most of the small houses with the threat of a Heavy showing up on their door step. Does seem like a good method of keeping the small houses in line easily enough. Just if you get to used to such tactics you forget how useful or useless a heavy is against other heavies or larger more experienced fleets.
>>
>>1251552
>Bully most of the small houses with the threat of a Heavy showing up on their door step.
Pretty much. An Ascendancy and a few corvette wings could probably drive a smaller house into submission without having to worry much about specialized craft but it seems like the class never got significant upgrades like the crescent. No idea why the Dominion continued to redesign their brawler medium every century or so but completely forgot about almost everything else.
>>
Looks like people want to head to the Smuggler base at 5 to sell or trade excess materials. Anything you don't sell or plan to drag along will be hidden in another system rather than risk using Smugglers to transport it back to your space.

After that the logistics base inside the nebula is the next target.

>>1251419
>Is it possible RH might have tipped our enemies to BH Heavy Ships?
Yes. There's a good chance of it being discovered later so there isn't a high chance of it.

>>1251444
>If we only use the regular ships like the lance mediums, common attack cruiser etc, would the enemy be able to identify the raiding fleet as ours?
Much less chance.

This brings up a point I'd not given a lot of thought to recently. Once engaging the enemy is your fleet making regular use of IFF or trying to conceal your ID? When attacking with ID on are you identifying yourself as a Helios aligned unit or a force from J-D?
>>
>>1252489
>Once engaging the enemy is your fleet making regular use of IFF or trying to conceal your ID? When attacking with ID on are you identifying yourself as a Helios aligned unit or a force from J-D?

I'd go with "Generic Helios Ally number_goes_here" if space law requires us to run IDs.
>>
>>1252489
Depends a lot on the situation really.
probably use a unique ID that switches every time we change oversectors.
>>
>>1252489
Could we be alternating between Helios and B'H IFFs? Or even Nirium?

Flying J-D ones brings the potential for bad heat on the Home Worlds, but if we could be flying several different IFF sets in rotation/mixes, the enemy would likely have a headache at some point over it.

t;dr - as many different IFFs as possible
>>
>>1252524
>>1252536
While you don't strictly have to operate with your IFF on there is a good chance of being flagged as pirates instead of simply privateers.
If ID'd as a Pirate force you'd be facing additional bounties and a dedicated SRL anti-piracy unit or bounty hunters may make you their target.

>>1252541
>Could we be alternating between Helios and B'H IFFs? Or even Nirium?
Yes, that's possible. As long as you identified yourself as aligned with one of the major Houses it shouldn't be a problem.

>Flying J-D ones brings the potential for bad heat on the Home Worlds
A genuine risk, yes.
>>
>>1252569
>Yes, that's possible.
I'd be okay with that.

> a dedicated SRL anti-piracy unit
brilliant

>>1252489
>Much less chance.
Which of our ships count for that? I'd guess Sonia's medium and Qlippoth, anything else?
>>
>>1252569
I'd like some permanence in the ID's so that we can make sure that the enemy is never sure which oversectors are safe but enough variability that they're never sure exactly how many wings are currently operating.
>>
>>1252603
Your attack ships are rather high end. They'll piece it together eventually, it's just going to take longer to connect all the dots. Preferably long enough for you to finish your work in the region.

>>1252606
So maybe change up the ID's but not too often? We'll see if there are other opinions on the topic.

You've sent out units to attack the next logistics base mostly consisting of the more commonly available ships in your fleet inventory. They face some resistance from outdated defenses but have soon forced its surrender. It seems to mostly be a refueling base. Only one of their transports are fast enough to keep up with the fleet but it's not especially sturdy. If it takes fire while loaded to capacity it might explode in a manner you've come to expect from stasis containment tankers.

A few other slower ships could be sold off to the smugglers or parked for intel to make use of later.

Did you want to hit the other two logistics bases causing maximum damage then try to loot the military base?
Conduct minor raids against the three? Or move on?

[ ] Scorched earth followed by looting
[ ] Minor raids against remaining bases
[ ] Move on
>>
>>1252829
>[ ] Looting followed by scorched earth
Loot THEN pillage.
>>
>>1252829
Minor raids before moving on. Try to let the commanders gain some experience by leading these raids.
>>
>>1252847
So hit the military base first then destroy the logistics bases?
>>
>>1252847
>>1252856

seconding a trail of corpses.

Though we should probably set some pickets or other 'incoming' early warning methods after we hit the next target.

Blowing shit up is the goal, but we need to ensure we don't get jumped.
>>
>>1252829
>[ ] Scorched earth followed by looting
>>1252847
Either of these is good.
>>
>>1252856
Yes.
>>
>>1252876
I can agree with this
>>
The Rookies are patched up and told that they're getting another chance to gain experience. Also that they should get used to it because even if they wreck a few ships you have spares that will soon be repaired you can stick them in.
Less survivable spares, but spares none the less.

The military base is a semi-permanent affair that is similar in appearance to the Alliance base you helped train pilots at, only smaller. It's parked above the plane of the system along a line that is apparently one of the faster routes to the main trade lanes. Still much slower but it's the best the region has.

As the fleet jumps in on the station your subordinates realise something is wrong.

Lyas immediately contacts you. "Uh, sir we have a situation."

It seems that most of the base is already on alert, which on its own would make things more difficult. They seem to have a section of the station docks surrounded where a fuel tanker is currently connected.
The warships are not in a good position to respond to your arrival.

"What the hell is going on?"

"Some maniac is on top of the tanker and is broadcasting to the fleet. It looks like he's wearing a suicide vest. He's saying he'll blow up the tanker if they don't give him a ship?"

[ ] Ignore him, attack station & fleet
[ ] Shoot him off of there then engage the station fleet
[ ] Offer him a ship if he helps you force the station's surrender
[ ] "You guys look like you have this under control." (Leave)
>>
>>1253006
[X] Offer him a ship if he helps you force the station's surrender
[x] Shoot the fleet until they surrender
>>
>>1253006
>[ ] Offer him a ship if he helps you force the station's surrender
Wonder what's the story behind him. Also I wonder how did he manage to get on a tanker without the security noticing?
>>
>>1253045
>>1253006
MUWHAHAHAHAHA

Then we shoot the terrorist.
>>
>>1253006
Just blow up the distracted enemy.
No need to get distracted by some random mook raving about something.
>>
>>1253078
>>1253080

my money is on a crewman they recovered having a breakdown due to the near death experience. But I'm secretly hoping this guy is an escaped Helios member and there are more prisoners we can recover on this station.
>>
Looks like we're opening fire on the fleet.

A bit split on helping the terrorist or not. Though with shooting happening being outside a space ship isn't the safest place.
>>
Rolled 96 (1d100)

Sorry, fading out.

If you want more salvage you want my roll to be high. If you want the battle over more quickly you want it to be low.

Roll 5d20 for your attack force.
>>
Rolled 6, 7, 14, 16, 1 = 44 (5d20)

>>1253187

Rolling for Salvage!
>>
Rolled 7, 13, 20, 8, 20 = 68 (5d20)

>>1253187
Have not rolled in a while, here goes nothing
>>
Rolled 13, 17, 12, 3, 8 = 53 (5d20)

>>1253187
Top salvage.
>>
Everytime I see that Eclipse class I fall in love with the shallans more.
>>
>>1253230
>>1253213
>>1253230

13, 17, 20, 16, 20

*sigh* rookies
>>
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It looks like the would be terrorist survived and didn't blow up the ship he'd been on. In the process the station surrendered much more quickly than might have otherwise been the case. The crazed engineer has freed several people from the station's brig and intends to take control of an impounded Smuggler Frigate.

The enemy fleet took a bit more of a beating before they gave up. A few faster ships that were able to jump due to lack of a gravity well had to be chased down by afterburner equipped EC-K's.

Aside from the frigate there are 2 other blockade runners of similar tonnage in dock that the local garrison must have captured. Did you want to try and convince the madman to take one of those instead? The Frigate may have less cargo space but you can convert it into an attack ship for your fleet.
>>
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>>1253235
Currently working on the Heron so I can use the various bits and pieces for salvage built warships based off its parts. Could probably CAD up the Eclipse after those.

I am trying not to fall asleep here so this is it until Monday!
>>
>>1253317
Are we talking Marauder style blockade runners? The neat ones that were mentioned as being used for prison break operations and tough-as-nails?
>>
>>1253317

Rather not deal with a madman. Why not let him run and get his ass blown up else where while we enjoy the rewards of another enemy base salvage.
>>
>>1253317
Will you post salvage list today or next thread?
>>
>>1253357
No, much smaller. They're the same kind that were initially being converted into escort carriers way the hell back. Then got replaced buy ships actually built to do that.
Between a Frigate and light cruiser in size. I probably called them cruiser scale blockade runners or something. They can't land on planets and aren't as tough but have more cargo space.

>>1253410
I will try to compile a list for when I resume this thread on monday.
>>
>>1253317
What does he plan on doing with the frigate?

Because if he wants to join us he can. We offer very good benefits and profit sharing for salvage and whatnot taken.

Also what is his story? If the dude is like a terrorist or pirate or serial killer or something then we might just say "fuck him" and shoot the dude instead.

Or we could offer him employment back at our house if he has some skills and whatnot.

Or work with him in the area if he has connections.

Otherwise let's give him one of the crap ships from logistics 7.
>>
>>1253462
I can agree with what this guy said.
>>
>>1253569
Just saying. We don't really "owe" this guy shit. We could give him a useless ship, or give him a ship then arrest him for criminal acts and seize the ship until he can be tried and meanwhile use it, or give him a ship infiltrated with some marines and retake it after it jumps out, or trick him into going to Helios and having THEM seize the ship "Could you carry this coded message?" Style.

Or we might want to publicly break our word to avoid being associated with him. Maybe the dude is a pro-Democracy terrorist. Maybe he's a Terran plant. I'd honestly like to drug and interrogate the guy, or take a brain-scan and interrogate THAT. Heck he could be infected with corrupted medical nanobots messing with his brain to make him paranoid and psychotic.

He might be just a good guy who got desperate and doesn't trust us to help or protect him and insists on having his own ship just because - in which case I would vote to screw him over still. It's a war, we need everything we can get not everything we can pay for.

Fuck if it's just a matter of owning a ship, period, we could offer to just give him a slightly better one later with like custom interior or some such if he agrees to wait until he can get to JD and allies territory. We can easily afford that.

Just getting every idea out now since IDK if I'll be around tomorrow.

What else. That tanker - could we rig it to still blow and leave it attached to the station? Then have the Stealth Ship hang behind and signal it to blow when reinforcements come to dock? Just toss some sort of blasting cap into the fuel container so it doesn't look suspicious? Or have some sort of program remote triggered to overload a system that sets off the fuel?

Should we scuttle or steal the station? Do we have to worry about civilians? Do we need the fuel in the tanker instead of leaving it as a bomb?
>>
>>1253427
We're probably just as well off with the pair of blockade runners.

>>1253462
>>1253731

I don't think it is wise to offer him a job, but I don't think anything stops part of our force blowing up him and his ship after a few jumps.

As for the fuel ship(s), we should probably hang onto them for now. Offer some good pay to a volunteer skeleton crew and stash them away as fuel caches so we don't have to conduct scooping operations later.
>>
>>1253861
Well, offering him a job depends on what he can do. For instance, if he wants a ship so he can go raiding and whatnot, we could send people along to help provide a solid core to train insurgents and partisans behind their lines - or provide salvage for them to use if they already have trained personnel.

Alternatively, we could just have them raid with us.

Or we could hire them to be blockade runners and transport goods / info back to Helios.

Or if they have technical skills we can get them to repair stuff at a stash point while we go out raiding.

We don't really know what this guys deal is, but he got into a position to hold a station hostage so he's either got some sort of support network helping him, or he was in a political/military/specialist job that gave him access, or he's a mad bastard with more luck than sense because military's and such put some serious effort into preventing that kind of thing.
>>
>>1253317
Honestly this guy changed nothing, station would have fallen regardless and I'm not vinclined to just give away a ship to someone because they strapped a bomb on a fuel tanker.

Why cant we just arrest him for terrorism or something since in peace time that shit would be terrorism.
>>
>>1254252
Depends on what skills, information, or connection's he has.

> disgruntled noble that can convince his house to pull out.

> escaped pirate with his crew that can introduce us to mercenaries (more pirates)

> Terran/Rovinar/Helios agent

> An everyman just trying to get back to his home world to see his sick child for Christmas

> a soldier who saw something he shouldn't have and now knows too much and was "disappeared"

> SPAAAAAACE MADNESSSSSS

Let's see what is going on first.
>>
You're able to contact the new communications officer of the Frigate the madman has boarded and ask their intentions.

"I don't know, he just busted us out of the brig.
Only thing he said was that he didn't need any pills, told us we're his crew now, then shouted at a wall to shut up for half a minute. Guy is crazy.

He hasn't started muttering about needing our skulls for satanic rituals so he's better than some of my previous captains."
>>
>>1254559
Do the station's computers have his medical records?
>>
>>1254559
Hrmm. Let's stun him and stasis him. Clearly the man is I'll and needs help.
>>
>>1255824
You want to capture a man that just managed to bypass a military base's security and get a bomb vest onto a fuel tanker?
>>
>>1256544
I kimda want to recruit the guy, it's been so long since we picked up a named character.
>>
>>1256575
Now that's just dumb reasoning.
>>
>>1256575
Literally just picked up a named character in this thread, Commodore Harrison.

I don't see the reasoning behind not arresting the guy. If he's a noble, intelligence can find out, if he's a disgruntled soldier, intelligence would still be interested in him.

Regardless letting someone insane enough to blow up a station walking around our fleet or even shadowing us in a frigate just sounds stupid to me.
>>
>>1256544
Yeah. Stun him and slap him in stasis. None of this bullshit medicating or leaving him unattended in a cell so he can make some plan we never see coming because he's crazy and escape at probably the worst moment.

On the other hand he did help us out so we can't just shoot him.

Honestly he kind of sounds like a PC.

Note that the crew we talked to said he wasn't the worst captain.
>>
>>1257957
that's probably just the comm dude kidding.
>>
TSTG, if you're still doing ship requests, I'd like to ask for the Neeran Heavy Sonia's house is using.

It's been mentioned several times but I think we know nothing about that ship besides the fact that it exists.
>>
>>1258839
Wait, we have a neeran heavy?
>>
>>1260615
Qlippoth is a captured Neeran heavy carrier/tanker.


Huh, I guess that means we can use it to plasma ball siege stations?
>>
>>1260615
>>1258839
The Qlippoth has been the centerpiece of our fleet for the last few threads
>>
>>1260695
>>1260702
According to the wiki, j-d also has a neeran heavy cruiser in addition to qlippoth. The shi[ doesn't have a name and it's never mentioned, that's why I asked.
>>
>>1260850
iirc, that was one of the early Neeran field modification ones. Didn't the Alliance basically forced us to keep it on loan or near the front like the Shallan Medium?
>>
>>1260695
>>1260702
No, not the heavy carrier, a heavy CRUISER.

...I'll check the archives once I get home today.
>>
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>>1258839
I've never done up a good picture of the heavy, just this one for scale purposes.

>>1260615
The House has one but it's kept stationed in the Pandora cluster for a number of reasons. Primarily because the base and shipyard there is too valuable to the House to risk losing. That base earns the House tons of money and can't be touched by the Civil War. The Earl has made sure that the PCCG legally owes the House a couple wings worth of ships should the worst happen during the Civil War and your forces find themselves depleted.

Keeping the ship there was also easier on maintenance costs earlier on because the factions had more Neeran hardware in the area.

At the moment the Heavy is armed with a mix of replaced phased plasma turrets as well as torpedo batteries and twin LD plasma cannon turrets. It has been armed and rearmed with a variety of different weaponry since the House captured it including basic fusion cannons, older Neeran plasma weapons and prototypes for the LD cannon series.

Thanks to experience gained from it House engineers learned enough to be able to properly refit Qlippoth and the Outer Heaven to use whatever equipment you wanted.
>>
>>1262791
You can really tell which designs were made by the Neeran and the client races.

It seems like for everything they design they're just shitters and go "uhhh, take an egg and make it big."
>>
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>>1262894
The worst part is an egg shape is actually complicated to draw in Autocad.


I hate daylight savings, I find it worse than jet lag. Still getting my head into gear.

Are we having a recon team stun the crazy and throw him into stasis?
Y/N?
>>
>>1263406

Just let the crazy fly away. After our people aren't on the station, in case he put a bomb.
>>
>>wiki
>neeran heavy cruiser class name
>or at least the Alliance reporting name
>Hecatoncheires
Does it make sense to give it a reporting name that people will have to look up in the dictionary first? You could shorten it to Hecaton. **I'd just call it the Blob, that's what it looks like.**

>>1262894
Let's hope the Neeran never get to team up with whoever is responsible for larger Kavarian ships. We'd end up with weird shit like flying fractals, time cubes or whatever geometrical nightmares people come up with. And better pray the guy who's responsible for the Dominion's flying shoebox and their gigantic toiler paper roll isn't kept in stasis somewhere.

>>1263406
Is there a way to keep an eye on that guy? I'm a bit conflicted, he's a PC after all.
>>
>>1263421
>You could shorten it to Hecaton
That was my intention, yes.

>Is there a way to keep an eye on that guy?
In the middle of a war torn dwarf galaxy being fought over by several major Houses? No.
>>
>>1263429
>No
Okay. I'd say let him go but give him some way of contacting Sonia's office in case he's interested in a job or help in general.
>>
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SALVAGE!
Good news and bad news. You have a ton of salvage but a lot of it will take awhile to fix or is too slow to keep up with your faster units. Thanks to the Station surrendering over fears of a potential tanker explosion two Apollo class battleships were captured completely undamaged, long with a few other ships. Everything else will need work done.

Most of the Faction Frigates captured already have some upgrades and one even has point defense. These would be useful for the Helios troops.

A lot of the damaged craft will need to be offloaded somewhere or it could compromise fleet mobility. Which damaged ships did you want to hang on to?

Undamaged / minimal refit time

House Repair ship
3x Y-Type
2x Grappler Recovery Ship
2x Tanker

2x Apollo
3x Knight CRS
7x FRG
3x A/CRV
19x ACRV

Damaged (Requires lengthy repairs)
3x LRBS
2x Razor
2x Expanded BB
Dominion Fast Battleship Prototype (Not very good)
2x Gungnir BC
Kharbos BC

33x Knight CRS
41x FRG
165x ACRV
12x CRV
>>
>>1263488
What's an expanded BB? Can the Knight CRS keep up with Sonia's ship? Kharbos BC isn't on the wiki.

We should definitely keep these undamaged ships:
3x A/CRV
7x FRG
19x ACRV
2x Apollo
House Repair ship

Let whoever is in charge of supplies decide which of the support ships we keep.

About the damaged stuff - which can we realistically use in our fleet? Which are worth dragging back to allied space for repairs?
>>
>>1263488

How many Standard FRGs do the Helios forces need to planetary assault, and how many can they actually command without eating into the rookies numbers?

I believe that we should stash basically everything in the 'damaged' category, maybe hanging onto 1 LRBS to repair, and cherrypick a handful of FRGs if the Helios forces need more.

Will the light damaged stuff slow us down or otherwise stretch our crews?

And uh, what is a House Repair Ship?
>>
>>1263506
Knight CRS are slower than our forces, iirc. But they could probably be added to our defensive fleet, as escorts for the Helios ground assault frigates, or one used as a command ship for the Commodore?


Kharbos BC is the Kavarian Battle Cruiser, which is more or less a Razor?

Expanded BB is a Heron bow section + extra bits.
>>
>>1263488
3x LRBS
2x Gungnir BC
1x Kharbos BC

As many ACRV as we can bring along.
>>
>>1263506
>What's an expanded BB?
Heron bow section with extra bits added. Built out of salvaged components usually. Was just working on it as I knew that was going to be a question.
http://houseanddominion.wikia.com/wiki/Expanded_Battleship

>>1263509
>what is a House Repair Ship?
Something I should probably create a separate page for.
http://houseanddominion.wikia.com/wiki/House_Starfighter_Carrier#Variants
>>
>>1263506
>Can the Knight CRS keep up with Sonia's ship?
Not really.

>Kharbos BC isn't on the wiki.
Of course I would call it by the one name that it isn't listed under.
It's just a really old Kavarian Battlecruiser.

>which can we realistically use in our fleet?
Frigates and attack corvettes, though the battleships would be able to keep with with Qlippoth.

>>1263509
>How many Standard FRGs do the Helios forces need to planetary assault
Really they could do so with just 2-3 of them but 8 would be the ideal number to reduce casualties if one were lost. They don't require the greatest pilots so you should be good to field any number of them as long as they're not used for ship to ship actions.

>Will the light damaged stuff slow us down
Some of them might but they'll be prioritised for repairs. The tankers may be the biggest problem. Keeping less fuel aboard would help out.

>or otherwise stretch our crews?
A bit. You're okay for now thanks to the extra crews you picked up but but much more will start to put a strain on the fleet. Logistics wise you're good.

>>1263537
>as escorts for the Helios ground assault frigates, or one used as a command ship for the Commodore?
Good idea. Would probably boost the Commodore's spirits a bit.

>which is more or less a Razor?
The old Dominion built ones are for longer range engagement while the Razor is for close quarters.

>>1263543
>As many ACRV as we can bring along.
Say, a Wing's worth that can be slowly repaired and used as replacement craft?
>>
>>1263653
>Say, a Wing's worth that can be slowly repaired and used as replacement craft?
Yes. Enough to atleast let us sustain some hits but still maintain operational capacity by swapping out craft.
>>
>>1263653
>Really they could do so with just 2-3 of them but 8 would be the ideal number to reduce casualties if one were lost.

Would 8 or 10 be an ideal number for future extraction attempts?
>>
>>1263653
Let the commodore pick a ship, none of the realistic choices is completely useless.

I'd say we should hide the prototype battleship somewhere. Might be worth something to a collector or it might make a nice museum piece.
>>
>>1263673
That would probably be a good range. If they ended up stuck on the surface they'd have plenty of power to overlap shields.

>>1263682
>Might be worth something to a collector or it might make a nice museum piece.
That's about it. It doesn't have the increased engine power to make up for the increased mass like the final design does.

Finishing off the next 2 logistics bases.
Roll 2d100 for taking care of that and with luck finding useful gear.

If either facility surrenders did you want to give them time to get to escape pods?
>>
Rolled 37, 34 = 71 (2d100)

>>1263691
I believe in Sonia's looting ability.

>If either facility surrenders did you want to give them time to get to escape pods?
Yes.
>>
>>1263691
Rollin
Also goodnight thread
>>
Rolled 89, 23 = 112 (2d100)

>>1263702
Oh dammit.
>>
Rolled 87, 5 = 92 (2d100)

>>1263691
Definitely.
>>
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You've manged to loot equipment and stores from one of the Logistics bases before you nuked it. Afterburners for your assault corvettes, FTL parts and a few point defense missile launchers are included among them. There were also a few tanks and 2 heavy walkers which have been transfered to the Helios ground forces.

One of the escape pods leaving identified itself as having Helios personnel aboard. Apparently intel had its eye on this base.
Once safely aboard they provide data on a hidden POW holding facility nearby. You could either take care of it now or wait until intel can confirm there are more prisoners present.

If you should happen to lose a lot of ships in battle in the region any captured crews would probably be brought here before being shipped off to Nasidum space.

Attack now or later?
>>
>>1263764
Wait for now.
>>
>>1263764
We should probably send our cloaked ship to recon it and/or give intel some time.

It may also help if we get more frigates online, so we don't leave people behind.

Hitting supporting military bases may also be wise, prior to the raid, if the enemy believes this site to be hidden.
>>
>>1263764
Agreeing with:
>>1263779
>We should probably send our cloaked ship to recon it and/or give intel some time.
>>
>>1263827
>>1263779
Arron will look into it.

Ships considered too damaged to attempt field repairs have been deposited in a few locations to reduce the risk of discovery.

After hitting that string of bases it's only a matter of time until someone notices they're missing and starts looking around. Recon ships and intel have data on other small bases through the region you'd planned to proceed through. Stopping to loot every single one will dramatically increase the chances of a response force reaching the area before you're done.

1a) Scorched Earth policy, destroy as much as you can as quickly as you can
1b) Attempt more large scale salvage strikes
1c) Opportunistic salvaging, burn what you can't move in a hurry

2a) Continue to operate in a larger group
2b) Deploy at wing strength, commanders hitting separate targets
>>
>>1263653
>ships for our fleet
Would it make sense to take a few ships with long range guns like the gungnir bc? More fire support is always useful, it won't be necessary to have them keep up with the rest of our attack wings, and we can put rookies in them if we make sure they stay at range.
>>
>>1263844
1c
2b
>>
>>1263844
1c) Opportunistic salvaging, burn what you can't move in a hurry

We should only look to salvage high value opportunistic items, like key enemy salvage craft, mining barges, or warships that are highly valuable to our raiding doctrine.

2b) Deploy at wing strength, commanders hitting separate targets
>>
>>1263844
[x] 1A

[x] 2B
>>
>>1263848
>Would it make sense to take a few ships with long range guns like the gungnir bc?
They could be useful, it will just mean they'd be taking up 2/4 of the BC grade repair docks on Qlippoth until they're operational.

Your Dominion fast battleships could also have their 4x LD plasma cannon turrets switched out for spinal mount heavy phase cannons if you wanted to go that route.
>>
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Man, I feel great one second and terrible the next.

Roll 5d20 for first round of raids. 5th dice is the for backup should anyone run into trouble.
>>
Rolled 19, 13, 5, 3, 13 = 53 (5d20)

>>1263950
You gotta stuff your body with more pills
>>
Rolled 2, 17, 12, 16, 20 = 67 (5d20)

>>1263950

Burning down the oversector
>>
Rolled 12, 13, 19, 11, 5 = 60 (5d20)

>>1263950
>>
>>1263954
>>1263955
>>1263961

>19, 17, 19, 16, 20

Yep, some stuff is burning.
>>
>>1263868
Might be worth it, if we fix the engines first, we can switch them out if better ships need repairs.
>>
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Spreading out the attack wings your subordinates hit multiple targets simultaneously. They seem to have everything well under control, enough that the backup unit is left with time to intercept a few lone transports. One of them is a Marauder carrying medical stasis systems intended for the front lines. You may have a factory that makes them back on Rioja things but they're still valuable cargo.

The attack wings haul back a handful of newer attack cruisers and Firestorm II's as part of their salvage haul. Several pilots have been recommended for promotion.

All hostiles have been eliminated or forced to take to their escape pods and you're long gone from the area when a small forces begins to investigate 10 hours later.

As you've now moved into the next oversector did you want to contact intel for an update on the region, continue raiding or a bit of both?
>>
>>1264186
Let's contact intel, get ships repaired where needed, and have our mining barge start digging a stash into an asteroid.
>>
>>1264186
Let's see what intel has on this area.

>medical stasis systems intended for the front lines. You may have a factory that makes
Now that you mention that, I think we should produce extra large stasis systems for Neerans. I remember a while back one surrendered and we had trouble putting that neeran into stasis because they're just too damn big.
>>
Contacting the resistance.

...Targets found within Oversector.

>ETR: 1
>Ransom Targets: 3
>Troop Convoys: 1
>Intel Operations: 0

>ETR:
A convoy headed for the front lines is escorting an emergency teleport receiver ship. It has just entered the oversector and is on the move.
They are expected to trade escorts at the designated exchange point due to different chains of command. As your fleet was operating in the region not too long ago the Convoy already has a substantial escort. Presently it is protected by 6 medium cruisers and 4 attack wings.
NOTE: Time sensitive

>Troop Convoy
Currently parked in orbit of a heavily defended colony this troop convoy will soon be headed for the front lines and may go straight into a planetary assault. Because of this an Ascendancy is being used as the primary troop ferry, loaded down with several HLV's in its central bay. Additional transports will still be with it but are not expected to be carrying elite troops.

Predictably it is heavily defended but Helios would be grateful for any help in stopping or delaying the convoy's arrival.
NOTE: Time sensitive

Ransom 1
Kidnap the family of an enemy R&D specialist so their release can be traded for vital intel.

Ransom 2
An army officer currently posted as part of an occupation garrison has been flagged as a priority target by intel, though information on why was apparently unable to be transmitted.

Ransom 3
Intel believes that a particular Baron wishes to defect but would prefer to disguise it as a kidnapping.
>>
>>1264455
I really regret not bringing Sonia's Notkrath from watcher space.

>Troop Convoy
What are the chances of infiltrating that ship and damaging the engines?

>Presently it is protected by 6 medium cruisers and 4 attack wings.
What kind of medium cruisers? Corvette attack wings, mixed ones, or cruisers?

>Kidnap the family of an enemy R&D specialist
There's so much that can go wrong. I'm not sure about this one.
>>
>>1264455
>emergency teleport receiver ship
I forgot to ask: how big is that ship?
>>
>>1264475
>What are the chances of infiltrating that ship and damaging the engines?
Taking out all the engines on a heavy cruiser from the inside will be difficult, especially when it's loaded to the brim with troops.

4 slightly older Shukhant and 2 others that intel didn't get a chance to ID.
Mixed attack wings are the most likely.

>There's so much that can go wrong. I'm not sure about this one.
You don't have to take it.

>>1264491
>I forgot to ask: how big is that ship?
Light cruiser size? It's built off the same base hull as your escort carriers and jamming craft. Which means it is also fast. If its crew decide to run away you'll need afterburners to overtake it.
>>
>>1264455
Oh yeah we're taking that ETR down.
All assets should be dedicated to denying the asset either via destruction or preferrably capture.
>>
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>>1264455
>ETR
!!!
>>
>>1264573
Fuckin Pixy maan.
>>
>>1264541
>>1264573
>>1264615
Your plan of attack?
>>
>>1264623
As soon as possible, but if we can find opportunities to catch it vulnerable we should.
In which direction is it moving now?
>>
>>1264623
Do we know the planned path the ETR will take?
Obviously this will require most of our fleet to safely take on but I wonder if the Nocturn would be able to get shuttles close enough to the ETR for boarding action.
>>
>>1264623
Any chance to grab it during ftl transit?
>>
>>1264688
>Do we know the planned path the ETR will take?
This is the most likely route.

>I wonder if the Nocturn would be able to get shuttles close enough to the ETR for boarding action.
While incredibly risky it might be possible.

>>1264698
>Any chance to grab it during ftl transit?
The longest route where the fleet might continuously stay at FTL requires 2 small mid flight course corrections, but not so much that military fleets can't handle it. They would only stay at FTL for 160 seconds. As such it would require very high skill to pull off.
>>
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>>1264749
On that route the farthest from support would be X.
if that isn't possible to reach before the target the best choice would be to hit it at the longest realignment point in reach.
>>
>>1264749
How durable is that ship? Would a full salvo of SP torp from our stealth ship ne enough to destroy it? I don't see any realistic way to salvage it without losing more ships than even an etr is worth.
>>
Are our attack wings still over-strength compared to enemy wings? Or have we caused that to come Dominion main-stream?

This is going to be bloody.
>>
>>1264688
>>1264698
>>1264749
Note that you'd probably need to combine some level of these plans in order for one or the other to work.

>>1264804
With your highest yield SP Torps? Yes, potentially, though part of it might be salvageable.

>>1264806
If they hadn't before most Houses increased wing strength to 6 squadrons after the fighting in the Pandora Cluster. Several years before the civil war.
Their attack wings are the same numerical strength as yours.
>>
>>1264835
I think the only realistic chance we have is to snipe that ship during one of the reversions. We can't afford a brawl with that kind of enemy. Could we use mines or the drones from our carrier to lay a trap?
>>
>>1264880
I have to agree. Six mediums as well as four wings even if they are the older attack corvettes is a bit too fair of a fight.
>>
>>1264880
>Could we use mines or the drones from our carrier to lay a trap?
Yes, both are possible.
>>
This means it's time for a meeting!
Get everyone with experience in a room and try to look like they're thinking how to do the thing while really they're just waiting for the clock to run out.
>>
I've been itching to get a go at an ETR, but honestly I can't justify the risk of hitting 6 Mediums and 4 attack wings with our force. Especially on the main trade lane.

The only realistic way I see this attack being pulled off is if we can hit something near the convoy and tempt enough of the escort ships to give chase, then hammer a reduced defensive force with favorable odds to us.

If we can't draw away enough of the escort to actually have favorable attack odds, we need to pass this one up. (or come up with a plan that doesn't get our people shot up or stranded behind enemy lines)
>>
>>1264929
>This means it's time for a meeting!
This means time to work on character names.

Lyas Cinayk [Kavarian Female] - 2nd in command. Mixed Wing

Has Jaihon [Dro'all Male] Assault Corvette Wing
Marsys Arroway [Shallan Female] Mixed Wing
Pal'am Daramt'stat [Dro'all Female] Attack Cruiser Wing

I wasn't previously aware you had a Shallan Knight in this fleet. But it's more likely than 2 Kavarians which was the alt character generated.

Has is an old vet from Sonia's original Wing, it just took them a long time to get out of the shadows cast by the other pilots.
Pal'am was a member of Saputo's unit back in the day.
Marsys is the lest experienced wing commander having only been Knighted toward the start of the Civil War. Was with the last J-D fleet deployed to fight the Neeran.

>>1265019
>hit something near the convoy and tempt enough of the escort ships to give chase
Pal'am wonders if it might be a good idea to hit the convoy itself with an afterburner equipped unit to draw off part of the escort. A follow up attack from the other side would hit key targets and then withdraw.

That, the drone/Mine idea or using the Nocturne to get close seem to be the main suggestions. It's a difficult target.
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>>1265138
Surely they wouldn't fall for that?
Maybe if the ships jumped towards a small colony after the strike to force the escorts to decide which is more important.
We can still mine the following reversion point if they decide to continue before the pursuers return and the nocturne should be useful in assassination, capture and information relaying.
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>>1265138
I think we're better off hitting fixed locations and trying to stall that Troop Convoy by making them want more escorts.

I want the ETR, but it isn't worth losing our people here, since we want to head beyond this galaxy, iirc?

Blasting several fuel refineries would be a bigger score.
>>
>>1265216
>>1265324
Set down a minefield but otherwise don't both going after the fleet with the teleport receiver.

Did you want to have 1 wing conducting occasional attacks on the troop fleet while the others conduct low level raiding? Would this be ok?
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>>1265401
How hard would it be to get a special forces team aboard that ETR?
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>>1265411
Fairly difficult. You'd ether need to match shields in real space or match drive fields at FTL. Either would make it hard for a ship to stay hidden.
If anything it might actually be easier once it's on station with a big fleet.
>>
[ ] Attempt to infiltrate ETR
[ ] Attempt to torpedo ETR
[ ] Lay minefield and harass ETR's convoy
[ ] Lay minefield, move on to other targets
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>>1265586
>[X] Lay minefield, move on to other targets
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>>1265586
>[ ] Lay minefield, move on to other targets
>>
>>1265586
>[ ] Lay minefield, move on to other targets
Maybe next time.
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>>1265586
[X] Lay minefield, move on to other targets

The bait was almost strong enough but we need more damage over all.
>>
Let's get a roll of 5d20 followed by a 1d100 for the minefield.
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Rolled 2, 3, 6, 15, 8 = 34 (5d20)

>>1265777
>>
Rolled 14, 18, 3, 19, 19 = 73 (5d20)

>>1265777
Blowing stuff up!
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Rolled 58 (1d100)

>>1265792
and a minefield...
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Rolled 8, 17, 20, 12, 9 = 66 (5d20)

>>1265777
first
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Rolled 99 (1d100)

>>1265777
second
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Rolled 36 (1d100)

>>1265777
>>
Rolled 1 (1d100)

>>1265777
On the off chance I roll a 100, here's a third d100.

>14, 18, 20, 19, 19
>99

>Shallan Knight
I thought there was a lot of political pressure against this? Or has the Civil War let the house skirt a few rules?
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>>1265824
>Rolled 1 (1d100)
No more rolling for me today.
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File: Neeran Heavy 2.gif (7 KB, 844x530)
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Improvement? I still have to do a side view which will include HLV bays, then I can calculate positions for weapon emplacements.

>>1265824
>I thought there was a lot of political pressure against this? Or has the Civil War let the house skirt a few rules?
There are a lot of Shallan refugees living in the Dominion these days. At this point knighting a shallan would be less controversial than knighting a Kavarian.
Besides, Marsys Arroway would have been knighted by the (then) Earl rather than a far flung Baron or Knight Commander.
>>
>>1265885
I would always imagine with ships shaped like that, it would have a huge engine in the middle. Maybe that's just me though.
>>
File deleted.
The minefield may not have damaged that teleport receiver ship but it did make a mess of the leading elements of that convoy. Multiple transports collided while attempting to decelerate or evade to avoid mines and damaged ships. The escort momentarily lost cohesion though not as much as you would have liked.
Forces the escort was to hand the convoy off to were called in to assist and the arrival was delayed many hours. The initial escort continued to screen the convoy into the next oversector delaying other missions they would have been assigned to.

Your raiding forces have continued to wreak havoc elsewhere. A number of smaller bases have been hit hampering enemy logistics. One of the attack wings has performed several small hit and run attacks against the Troop convoy delaying their departure until reinforcements have arrived.

Overall you're doing a good job of increasing the enemy alert level through the oversector.

Stopping here for the night. I'll resume for a few hours tomorrow and run until 3:30 PM EST. If the thread is still here I may resume on Thursday.
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>>1265993
Thanks for the run.
>>
>>1264455
>Ransom 2
>Ransom 3
Would Helios intel be willing to provide additional details on these?

Say, can we manufacture power cell armor on Qlippoth or one of the support ships? Or were we lucky enough to loot a fabricator from one of these bases? They seem like a piece of equipment that's always useful to have more of, and it would probably be a nice boost for these ground troops we picked up.

>>1265993
Not perfect but we did what we could without risking our fleet. I hope the delays bought Helios enough time to organize a better response.

>Overall you're doing a good job of increasing the enemy alert level through the oversector.
If I remember correctly, one of the Houses in Helios's home galaxy sold drive modifications that allowed the ship to appear as a larger one on FTL sensors. Could Helios modify a few obsolete ships that way and stage a pretend invasion on this area? Maybe send a small fleet of actual ships so we can stage an assault on a planet. It might draw enemy forces from the front long enough to matter.

>>1265885
>Improvement?
Definitely. Considering how often Sonia disabled these by destroying the engines, putting additional armor on them seems like the first thing J-D should do.

> I still have to do a side view which will include HLV bays
I would expect very basic corvette bays on the ship with the number of neeran corvettes lacking ftl drives, even on a heavy cruiser. Not dedicated repair bays, just oversized hangars to let them hitch a ride if necessary.
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>>1265993
We really should murder those troops while we still can. Besides the lose of a Heavy should really rile up this sector.

Also Ransoms all seem very delicious. Specially 3
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>>1267315
>Would Helios intel be willing to provide additional details on these?
>Ransom 2
The team on the ground wasn't able to say so they don't know. This is potentially dangerous as there isn't a lot of data to go on. On the other hand they wouldn't have risked transmitting that much if it wasn't important.

>Ransom 3
They've seen signs of preparation for a potential defection by this Baron, but they may be preparing to split off and form their own House instead.
If it turns out Intel is wrong about their guess they can still ransom the Baron back to the enemy or use them in a prisoner exchange.
Steps have been taken to ensure a lower chance of an incident during extraction.
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>>1267606
How well defended are these planets? What kind of location would we have to kidnap them from?
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>>1267606
I'd say grab Ransom number 2 with our infiltration teams then grab the Nocturne afterwards and hit Ransom 3 on the way back to motherbase. That way the ship can easily sneak into all those nebulas and nav hazards to escape and we minimize the preparations the enemy can make as a reaction to the first kidnapping.
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>>1267621
Civilized worlds in major colony regions. In close proximity to trade lanes. Covert infiltration and exfiltration is essential. This will mean either the cloaked ship or transports you've set aside for intel use. Both would be a good idea.

Opening a hole in the planetary shields of either world is possible but will take time. Potentially enough time for response forces to arrive. Extracting your people under fire would not be recommended.

As before jamming communications of the planet will slow response but will guarantee that one will be sent.
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>>1267640
I'd suggest we let our infiltrators decide. They should be able to assess these missions better than Sonia.
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>>1267684
Pangbourne's team would rather go after Ransom target 3 as there are less unknowns. They are however uncertain of the strategic value of 1 & 2.

Kidnap a Baron for Ransom 3? Y/N?
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>>1267716
>Y/N?
Yes. See if they can find something about the commander in the local computer system while they're there.
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>>1267726
I almost forgot: can we drop another team on the ransom 2 planet to see what's up with that commander? Do some recon before we decide to grab the target or not.
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>>1267716

Yes, lets get the defector. Then squeeze them for info unless that is our allies intention. Either way that's a significant loss for the enemy.
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>>1267716
Y

If possible I'd like to go after 2 then after but for 3 it's a yes none the less.
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>>1267729
>can we drop another team on the ransom 2 planet to see what's up with that commander?
You'll have to send Valeri and Rufaro unless you want to wait until the other team is back.

>>1267726
>>1267733
>>1267734
Local intel assets will assist the team in getting onto the planet and for the actual capture.
Roll 4d100
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Rolled 74, 60, 24, 34 = 192 (4d100)

>>1267764

I truest the local intel knows what they are doing. And isn't walking into a trap.
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Rolled 49, 74, 53, 82 = 258 (4d100)

>>1267764
>>
Rolled 54, 86, 73, 63 = 276 (4d100)

>>1267764
>You'll have to send Valeri and Rufaro unless you want to wait until the other team is back.
I wouldn't mind waiting.

>Roll 4d100
>>
Infiltration went well. Teams were able to reach the surface thanks to the false ID's provided by Intel and a small but believable cargo. A second ship is standing by for the extraction portion.

The Recon team makes sure to review all of the data available on site before proceeding with the mission. They're not about to let a repeat of the previous kidnapping attempt happen.

This time when the plan is set in motion the local Helios agents pull their weight and may have proven to be the more important part of the team. While Recon members actually grab the Baron and get him out intel ensures a swift and secure getaway to a temporary safe house.

It takes a full 2 hours for an alert to go out that the Baron is missing. Not enough time to get off the planet but enough that there is no way to trace the movement of the team.

Roll 2d100 for extraction from the planet.
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Rolled 38, 16 = 54 (2d100)

>>1267847
>Roll 2d100 for extraction from the planet.
>>
Rolled 78, 45 = 123 (2d100)

>>1267847
Here we go
>>
Rolled 74, 63 = 137 (2d100)

>>1267847

Seems they gave a more competent team then the last time. Time to retrieve our guys.
>>
The Extraction portion of the mission isn't quite as smooth on intel's part, but it's still a success and your people more than make up the slack.

Arron's Nocturne picks up a shuttle from the outbound transport before it even leaves the gravity well. As near as you can tell the enemy doesn't seem any the wiser.

It seems the Baron was actually plotting against a political rival, not contemplating defection. That can change though and they're open to such an idea as long as it helps them out in the long run. He'll be providing information to Helios that will help them take down a rival within his House.

Intel is happy with the outcome of the operation.

>Helios sphere of influence increased!
>Helios relations increase +2!

The enemy troop convoy is on the move. Did you want to keep hitting it with small hit and fade attacks?

You have enough munitions for 2 more mid sized minefields or 1 heavy minefield.
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>>1267913
>The enemy troop convoy is on the move
What kind of escort do they have?
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>>1267913

Whats our intel on the convoy say about their defenses? And with that knowledge, how does it stack up against our own fleet?
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>>1267913
Fucking hell work smacks me in the face the moment an update is posted >.<

>The enemy troop convoy is on the move. Did you want to keep hitting it with small hit and fade attacks?


Would like to hit it with full force. And mines if possible. Want to destroy that Heavy to really piss them off and stop what ever invasion they are planing with it.
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>>1267913
>Did you want to keep hitting it with small hit and fade attacks?
Yes. Can we have one of the attacks take a course that baits the defenders? If we can lure them into a minefield too.
>>
Have a post written up but I think its best to wait for it until after this.

>>1267920
>What kind of escort do they have?
Troop Convoy
1x Heavy Cruiser (+ HLVs)
12x troop transports (+ HLVs)
2x Lance Class mediums
6x Battleships
72x Knight LCRS
24x Frigates
4x Attack Corvette Wings

[ ] Hit and fade (Roll 4d20)
[ ] Hit and fade, 2nd team deploys minefield at a reversion point (Roll 4d20 + 1d100)
[ ] Deploy heavy minefield at a reversion point (Roll 2d100)
[ ] Attack with full fleet (Roll 7d20)
>>
Rolled 4, 14, 9, 12 = 39 (4d20)

>>1268049
>[ ] Hit and fade, 2nd team deploys minefield at a reversion point (Roll 4d20 + 1d100)
Focus on the engines. Getting all those troops and their equipment off the transports will take days.

TSTG, we can rebuild our drone forces, right? I'd like to suggest we use the mines in conjunction with our drones.
>>
Rolled 52 (1d100)

>>1268059
>1d100
>>
>>1268059
>TSTG, we can rebuild our drone forces, right?
Some can be assembled from spare parts reserves but not a lot. Especially not the heavy Drones.
You can recover drones from raided logistics bases though.
>>
Rolled 19, 1, 12, 13 = 45 (4d20)

>>1268049
>[x] Hit and fade, 2nd team deploys minefield at a reversion point (Roll 4d20 + 1d100)
What are our heaviest assets? I know we have the Heavy Carrier, the Neeran Medium, and a medium or two.
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Rolled 91 (1d100)

>>1268049
1d100 for >>1268078
>>
Rolled 1, 17, 11, 7 = 36 (4d20)

>>1268049
We do not heavily outnumber them!

>[ ] Hit and fade, 2nd team deploys minefield at a reversion point (Roll 4d20 + 1d100)
>>
>>1268073
>Some can be assembled from spare parts reserves but not a lot.
Oh, okay. I expected the carrier to have a fabricator for the cheaper aries drones.

Is there anything we can do for the Ruling House in this galaxy, I think the J-D council wanted us to help them more? Or was this a galaxy where they had no holdings?
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Rolled 84 (1d100)

>>1268087
Should focus on those 12 troop transports
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Rolled 8, 11, 6, 1 + 1 = 27 (4d20 + 1)

>>1268049

this one
[ ] Hit and fade, 2nd team deploys minefield at a reversion point (Roll 4d20 + 1d100)
>>
Rolled 92 (1d100)

>>1268049
>>1268101

okay and for the 1d100
>>
Sonia's new favourite tactic is pocket mines.
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>19, 17, 12, 13 , 91
Those guys in the minelayer definitely know what they're doing. Even if it's not a glamorous position, we should keep them in mind for a promotion.
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>>1268105
i second this
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>>1268090
>Or was this a galaxy where they had no holdings?
Their holdings in this area of the Dominion were among the first attacked at the beginning of the civil war. If Helios continues to hang on the Ruling House will eventually be able to send some forces to assist.
>>
Headache is making it too difficult to focus. I'll try to write up a post between now and Thursday. See you then.
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>>1268158
Awww, I almost feel like paying money to make you well again.
>>
>>1268158

Hope you get better TSTG
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>>1268136
Does trying to avoid MSG at least help a bit?
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>>1268411
Avoiding MSG completely is near impossible since it occurs naturally in a lot of vegetables.

Tomatoes and cheese for example.
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>>1268450
I was assuming it's a bit like sugar, where the artificial stuff is like a hundred times worse for you.
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>>1268163
If only money solved everything.

>>1268175
Thanks. I'm finally seeing a specialist next week. No game on Monday as a result.

>>1268411
I've made fewer trips to the hospital since cutting the most obvious sources out of my diet.

>>1268450
>Avoiding MSG completely is near impossible since it occurs naturally in a lot of vegetables.
V8, even the Low Sodium one, is not exactly helpful because of this. That was probably my biggest source of MSG intake.
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Headaches getting worse again. Not sure if I'll be able to resume thursday.
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Rolled 46 (1d100)

>>1269381
>V8, even the Low Sodium one, is not exactly helpful because of this. That was probably my biggest source of MSG intake.
Most people tend to drink way too much fruit juice anyway. They usually mean well, it's at least healthier than soda, right? But the sugar alone is enough that most people should consider drinking plain water or tea instead, and the vitamin C meme only applies to people who have to do strenuous physical activity regularly. Like professional athletes, soldiers, or miners.

>>1270510
No worries, your health takes priority.

Also rolling to see if Sonia can resist head patting the littlest wing commander.
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>>1270510
QM CUUUUUUUURSE

But seriously I hope your specialist appointment goes well.
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>>1271858
>QM CUUUUUUUURSE
I'm amazed someone hasn't mentioned this sooner.

Did some more work on the Neeran Heavy. The more asymmetrical one being based off the Star Galleon from X-Wing Alliance. Potential for a planetary landing repulsor module.

As I tend to prefer more symmetrical ships I went and created the bottom one as well.

May make one that's more in between. Thoughts?
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>>1272046
I like the blobular profile. Weirdly organic shapes are always good for mysterious alien antagonists and it's a good departure from different flavors of egg
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Haven't decided on a name for this thing.
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>>1272609
It has belatedly occurred to me the sort of salvage shenanigans you guys would probably get up to with these things.
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>>1272624
'Spider' class rapid minelayer that carries the mines on its outer hull when

>>1272046
They both look suitably villainous to be quite honest.
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Can't sleep. Here's another thing.
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>>1272609
How about Cena? It keeps with the 4 letter theme of the Kavarian flying squares in that size range, is also latin, and the word was used for the main meal of the day in ancient roman culture.
>>
>>1272609
>>1272624

One of the first things that comes to mind is an empty one of these that works as a mobile version of that cargo frame salvage kit we used to recover the heavy carriers.

With a bit of engineering, you could probably have it like those adjustable tables, where you add and remove sections as needed.

Actually, I'm shocked that there isn't an existing Exodus version of that idea, combining their special engine design, cargo frames, and that mini construction ship we have license for. Hell, with potentially minor modifications to the Exodus ships in question, they could use something like that to jump pre-fabricated cargo/station frames into a location and relatively quickly set up a new base? Just have the engines and ships modified so that they can release after the section is in place or to swap out for tugs. (Can we suggest this to Exodus if they don't have it and get stuff?)
>>
>>1272609
>>1272624
Dumb idea.
If the Kavarians are still all about making stuff as cheap as possible, they could be used as explosive filled KKVs or Trojan Horses.
One minute, there's a station. The next, a sun.
You'd probably need a stealth ship to pull off the Trojan Horse thing though.
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>>1273694
>How about Cena?
Would your first owned one be named John?
Thinking of going with the Milli to stick with metric prefix then it could just be referred to as the millipede.

>>1274085
>Actually, I'm shocked that there isn't an existing Exodus version of that idea
I do need a replacement for the Anchorage for them, which presumably they would have been working on.

>>1274526
There's certainly no shortage of kamikaze ships.
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Slowly making progress on the Heron. Needs more work still.
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>>1277661
>>1275845
>Thinking of going with the Milli to stick with metric prefix then it could just be referred to as the millipede.
Millie actually sounds like a great name for a corvette tender. I hadn't even considered the John Cena thing.
>>
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TSTG, this is probably a silly question but shouldn't it be possible to intercept scorcher shots with lower yield AM torpedoes in highly heat resistant casings as plasma still counts as regular matter? You'd fire the torpedo into or close to the stream and detonate it. The initial reaction would use part of the plasma as reaction mass, and the resulting explosion should have enough force to scatter a significant amount of the remaining stream.

If it works it's a dangerous stopgap solution but still better than getting your ship or planet melted in half.




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