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File: wolfpack.png (1.68 MB, 3000x1414)
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https://twitter.com/ThunderheadQM

Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Halo:%20Wolfpack
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Slipspace travel is a great thing. It forms the backbone of both human and covenant FTL travel, allowing both to spread across many stars and form their respective interstellar communities. The science behind even the basics of it requires two years of teaching, followed by another two years of learning the more advanced topics. And gaining a Ph.D. in any topic related to slipspace travel can take anywhere between six years to a decade.

And in spite of all that, nobody has been able to figure out how to make travel in smaller ships smoother.

You sigh to yourself and try to ignore the noticeable shaking of the Dawn's Early Light as it races towards the UNSC fleet you were ordered to reinforce. Slipspace buffeting as it was called is a common occurrence on smaller vessels, as their lower overall mass makes them more susceptible to getting thrown around. For the first few hours in FTL, it was smooth sailing, but it had gotten worse, to the point where one of the ensigns assigned to a station behind you fell after getting up. Unfortunately, that was just one of the dualities of slipspace travel. The smaller ships like yours were easier to get going and to stop, but the journey in between was not comfortable.

"Captain. We're about to drop out of slipspace." Ensign Toulali called out from his station, apparently unphased by the shaking.

"Thank you, Ensign, damage control how are the repairs fairing?" You thanked your navigator, before asking about the repairs that you had been forced to abandon in order to get out here.

"Theoretically they should be good sir, but there is only so much that we can do in slipspace." The ensign replied, his fingers dancing over their console. "At least the radiation shielding is holding."

"Small miracles I suppose." Your XO remarked from her perch just behind your right shoulder, unlike everyone else, she wasn't handling things well. You assumed that she had been posted to a training ship prior to getting assigned as you XO. But even then, that wouldn't really explain how she got so much responsibility.

"You can take a seat if you'd like, you sound like you might need it." You pointed out to your second in command. However, she just brushed it off.

"I'm fine sir, should we bring the ship up to battle stations?" Dyad deflected the question and turned her attention to the mission at hand. And the high chances of dropping out right in the middle of a battle.

>Get everyone to their stations, you don't want to spend time keying your systems in the middle of a battle.
>Hold off for now. The fleet will be jumpy enough already, and a frigate jumping in with all weapons armed will just make things worse.
>>
>>3526405
>Get everyone to their stations, you don't want to spend time keying your systems in the middle of a battle.

So...how have you been op.
>>
>Hold off for now. The fleet will be jumpy enough already, and a frigate jumping in with all weapons armed will just make things worse
>>
>>3526411
Well enough I suppose. I have way too many boxes to unpack after the move, but I did promise to come back and continue once the exams were over, so here I am!
>>
>>3526431
Good to know, and glad to have you back. Hopefully you'll be able to get back in to the groove of things.
>>
>>3526405
>>Hold off for now. The fleet will be jumpy enough already, and a frigate jumping in with all weapons armed will just make things worse.
>>
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"Hold off for now, the main capacitor bank for the MAC should already be charged, and it will only take a minute or so to bring the other systems online. We don't want to give them any more reason to be jumpy." You ordered,

Unfortunately, with as many bodies being needed to crew ships on the frontline, there were so few people to take old and tired warships to the breakers. And while many did make the trip successfully, it wasn't unheard of for a frigate to go missing en-route.

"Dropping out of FTL in one minute, sounding the alarm." Toulali announced before a pre-recorded voice came over the ship's PA system and informed the crew of the imminent deceleration. Almost a minute later, Toulali began his ten-second countdown. As soon as he reached zero, you felt the deceleration more than you should have. Your stomach felt like it was doing a backflip in all directions at once, but the feeling passed within a few seconds.

A quick glance behind you showed you that Dyad was turning a slight shade of green. But a small smile and a nod from her told you silently that she felt that she was fine

"Drop the radiation shield, and get me a good picture of the fleet. Sensors, where is the rest of the wolfpack?" You rattled off your orders, getting everyone in motion was one of the best ways to combat post-FTL sickness. And they listened well, as the armored radiation panels over the front of the bridge's main window were down before you had even finished speaking.

"We're still in formation sir, though we have drifted a bit. The Adelaide is ten kilometers to our port, and the Concord Hymn is five kilometers past them. Patrol group theta is one hundred and sixty-three kilometers off our bow, magnifying the view." Lieutenant Helena reported back sharpley as the screen that overlaid the bridge's main window shimmered into life with a brief burst of static. The stars flicked out of view for a second, before shifting back as your view of the small UNSC fleet was improved.

The fleet was in shambles.

The smallest vessel in the fleet -it's surviving corvette- was the most obviously damaged vessel, as a cloud of vented atmosphere surrounded the ship. It lay upside-down on top of the fleet's remaining frigate, which was missing a chunk of its port thruster-bank. The pair of destroyers seemed indifferent to it all, as they sat alongside each other in a pair. But you could see that neither had escaped without some damage.

In the center of it all was the carrier. You pegged its class just a second before the screen identified it. The vessel was an old Athens class carrier, and old was very much the defining term when it came to the Athens class, as they were based off the almost 200-year-old Phoenix-class colony ship. The old CMA vessel had probably been sat in a breakers yard when Harvest got glassed. The ship was holding up well, in spite both it's age and battle damage. You could see evidence of at least three plasma-torpedo hits.

>CONT
>>
>>3526533

>Accelerate towards the fleet and hand off your repair drones, they need the help much more than you do.
>Return the drones to the Concord Hymn, it isn't your choice where they go.
>Stop and continue your own repairs. You need to worry about you and your ship.
>Other (write in)
>>
>>3526535
>Return the drones to the Concord Hymn, it isn't your choice where they go.
>>
Need some more votes
>>
>>3526535
>Return the drones to the Concord Hymn, it isn't your choice where they go.
>>
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"Comms, send a message to the Concord Hymn." You called the attention of your comms officer. "Tell them that we are going to hand them their drones back."

"Understood sir, message sent." Your communications officer reported back, sounding just as worse for wear as Dyad. "Standby, the Adelaide is establishing a comms link. Patching them through."

You had to wait for a couple of seconds while the link was established, but following that your orders were brief.

"All vessels, this is Captain Petrovich. Move towards the flotilla and take up defensive positions close to them." The commander of your wolfpack ordered. Unlike your subordinates, the gruff Russian actually sounded as if he was doing better for coming out of an FTL jump. He sounded like he was ready to go. "Once you are in position, bring your weapons suites fully online and link to the carrier's war net. Their onboard AI will handle direction of fire."

You didn't have time to respond in the affirmative as the connection was cut just a second before the leading Halberd class destroyer accelerated from it's slow, post-FTL drift.

"Message back from the Concord Hymn, they are asking for us to jettison the drones here and let them handle pickup while we RV with the patrol group. Damage control, would you kindly get them out?" Your comms officer reported back as you felt the ship begin to move, slowly at first with just the manoeuvring thrusters as the main units fired up from their slumber. A few seconds later, you felt the slight shudder as all of the pods containing your borrowed repair drones were opened, jettisoning the small repair units into the void for pickup.

"Ensign Toulali, take us in close to the frigate and the corvette. They are in need of some firepower." You ordered your navigation officer as he brought the ship's engines to maximum burn. Things on the bridge were relatively silent for most of the trip, with most of the crew staring at the damage inflicted on the UNSC vessels by true covenant weapons.

Seeing the damage through after-action reports, pictures and articles on the net was one thing. Seeing it with your own eyes was entirely another thing.

"Sir, alpha and bravo squadrons are fully fuelled and loaded for anti-fighter patrols. Should I give the order to launch?" Lieutenant Krickstein, your aviation control officer asked as your heavy frigate closed in on the final remaining frigate in the patrol group.

>Deploy your fighters for barrier patrols. You may need all of the anti-fighter protection you can get.
>Arm your fighters for anti-ship attacks. You need as much firepower as possible.
>Withhold your fighters, they can stay in their bays until they are needed.
>>
>>3526990
>Deploy your fighters for barrier patrols. You may need all of the anti-fighter protection you can get.
>>
>>3526990
>>Withhold your fighters, they can stay in their bays until they are needed.
>>
>>3526990
>>Withhold your fighters, they can stay in their bays until they are needed.
>>
>>3526990
>>Withhold your fighters, they can stay in their bays until they are needed.
>>
>>3526990
>Arm your fighters for anti-ship attacks. You need as much firepower as possible
intentionally voting for options which will potentially cause the most damage to us
>>
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"Keep them on standby for now. We can make a decision on the fly." You decided. Ultimately, the decision would be based more on what the CO of the carrier chooses to do when the covenant arrives. There would be no point sending out your fighters to attack warships if you couldn't get escorts from the carrier, and vise-versa.

"Understood sir, though keep in mind that it will take around five minutes to fully load the fighters for whatever mission you choose. So the sooner you give the order, the better." Lieutenant Krickstein informed you, essentially point out the obvious that it took time to load up the required ordinance. Thankfully the entire system was automated and could be done while each hanger was depressurized, so you didn't have to worry about loading crews getting in the way.

You tensely waited for another few minutes for something, anything, to happen. You were so tightly wound that you had to stop yourself from jumping when the comms crackled into life once again, and you CO spoke.

"All commanding officers, this is captain Petrovich. Standby for briefing." The captain ordered, getting both your attention and the attention of everyone else on the bridge.

"Alright, I've just finished talking to the commanding officer of the Furious. They are not in a good position right now." Petrovich sighed, though you couldn't tell if he was sighing because of how bad the situation was, or if the captain of the carrier had made things wore. "Their slipspace drive coupling took shock damage during the battle and lost power during their jump. Thankfully most of the fleet was following in their wake, allowing them to drop out of slipspace at the same time. However, the damage is severe. They are repairing it as quickly as possible, but the chances of them being done before the enemy finds us is slim to none."

"How much ordinance do they have left?" The commander of the Concord Hymn asked the question you were just thinking of. If there is going to be another fight, you want to know how much they can put out.

"They have expended half of their missile armament, including all of their nuclear warheads. Their MAC gun is fine, but they are in need of more shells, which are being provided by the remaining frigate. Their point-defense grid is compromised, with four turrets down due to an attempted boarding action." The captain listed off the carrier's remaining weapons, you felt a bit shocked at the lack of nukes onboard. Carriers, along with most major warships, carried double the number of nukes that you had. The fact that they had expended all of them really didn't make you feel too confident. "They still have two-thirds of their air wing remaining, but they are only able to get half of it operational due to battle damage."

>"What about the escorts sir? Some of them don't look too hot right now."
>"Any idea what the covenant might send against us?"
>Keep quiet, you don't have any questions to ask.
>Other (write-in)
>>
>>3529117
>"Any idea what the covenant might send against us?"
>>
>>"Any idea what the covenant might send against us?
>>
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"Any idea what the covenant might send against us?" You asked, hoping to gain a better understanding of what the covenant might throw at you.

"We can probably assume that the fleet previously encountered by the patrol group will pursue. So a cruiser, a destroyer, and one or two frigates can be almost guaranteed. Though what reinforcements they bring in depends on how long it takes for them to muster." The captain explained though he didn't really give you much to work with. "Smaller and faster covenant warships are likely to make an appearance, so expect corvettes and jackal raiders to make an appearance."

"Any idea what classes the cruiser and destroyer belong to?" The captain of the concord Hymn asked.

"The cruiser doesn't match anything in our current records, but it was well armed with a handful of torpedo launchers and an extensive jamming suite. It does possess a glassing beam, though it doesn't appear to be as powerful as on other cruisers. But it's powerful enough to maul frigates, so we still have to worry about it." Captain Petrovich revealed, and while you didn't like that the cruiser could still about vaporize your vessel with its firepower, it didn't seem as powerful as a standard cruiser. So you could at least take comfort in that.

The jamming suite, on the other hand, made you worried.

"The destroyer has been identified as a marauder class light destroyer and seems to hold close proximity to the cruiser in order to protect it from fighters." Petrovich continued on, going over the other two classes you had to deal with.

"And finally there is the pair of frigates. They have been classified as Omen class vessels, and are armed with only a pair of torpedo launchers. They are fast, however, and one of them managed to get close enough to the carrier Furious to launch boarding pods. So don't let them get close." The captain paused, before then adding. "As the covenant attempted to board the Furious, I am ordering all vessels to make preparations to comply with contingency Chesapeake."

"Should we get on with assigning our marines, sir?" You asked the captain, looking over at your personal screen, which was currently showing you a feed of the storage hanger that your captured alien was residing in. A squad of marines stood nearby, but the floating alien paid them no heed.

"That you should. Captain Petrovich, out." The captain ordered, before then cutting the connection.

Contingency Chesapeake was a relatively new contingency plan, tacked on to the cole protocol just last year. It mandated plans on how to best counter boarding actions by covenant forces. It basically just detailed that if there was a known risk of being boarded, then the captain of a ship was to take precautions to counter possible boarding actions.

>CONT
>>
>>3529322

Right now, you had fifty marines divided between five squads. Ten of them were currently watching the alien, so that gave you forty to place around the ship. You could assign one squad to each key section of the ship, ensuring that each section had some guards, but making it take longer for reinforcements to reach any section under attack. You could also concentrate your forces in key areas, but that would leave other sections undefended. Or you could just have your squads begin roaming patrols of the ship, which would leave areas without dedicated defenders but would increase the overall response times of all units.

>Divide your marines across the ship (4 squads of 10, plus 1 squad defending the captured alien)
>Concentrate your defences on vital systems (options will be presented in next vote)
>Order all squads to begin patrolling the ship, you can't leave them tied down to one area.
>Other (write-in)
>>
>>3529325
>Order all squads to begin patrolling the ship, you can't leave them tied down to one area.

If ftl has taught me anything, it's that shutting blast doors and venting atmosphere goes a long way.
>>
>>3529325
>>Concentrate your defenses on vital systems (options will be presented in next vote)
>>
>>3529325
>Order all squads to begin patrolling the ship, you can't leave them tied down to one area.
>>3529325
>>
>>3529325
>>Order all squads to begin patrolling the ship, you can't leave them tied down to one area.
>>
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"Dyad, get a message down to security chief Chambers. Advise him that there is a chance that the covenant will attempt a boarding action." You called the attention of your XO as soon as the line was cut. "I want him to assign all marines squad to begin roaming patrols between key areas of the ship."

"Understood sir, I'll send the message to him right away. If I can recommend opening the secondary armories, I can also send a pair of ensigns down to secure some protection for the bridge." Dyad recommended as she began to punch your message into her personal data-pad. You took her advice and brought up the security control screen on your personal terminal, and within a few seconds, you had the

Due to the size of UNSC warships, many vessels featured secondary armories close to key points of the ship. At first, it had started off as small storage rooms far away from the main armory being apropriated by enterprising security chiefs as improvised armories . However, over time that evolved from the paranoia marines had turned into a fleet-wide practice following the start of the insurrection, an armed insurgency in the outer colonies just prior to the start of the human-covenant war. Granted, they were only the size of a small walk-in wardrobe, and they weren't as well stocked as the main armory. But it would suffice for providing some defense against boarding actions.

Or at least, you hoped that it would.

Unfortunately, it was against protocol to stow firearms on the bridge of a warship. Thankfully, however, the Dawn's Early Light had a secondary armory only two-decks below the bridge. So you didn't have to wait too long for a pair of ensigns to return with a pair of duffel bags packed full of firearms and loaded magazines. They moved to either side of the bridge and began handing out weaponry to each of the crewmen. By the time they reached you, the bags were basically empty.

"Sorry 'bout the lack of stock sir." One of the ensigns joked as he reached into his bag, and pulled out a pistol. He flipped the weapon in his hand and offered it to you grip-first.

"That's perfectly fine, I don't expect to use it." You returned as you took the weapon, and then the pair of magazines that followed it.

"I've got a message back from Chambers." Dyad announced to you, holding her data-pad in one hand and shoving a pair of pistol magazines into her pockets with the other. "He's asking for permission to mobilize the squad guarding the alien. He wants to instead leave some armed crewmen with it just in case."

>Leave the alien without marine guards, you can't leave them tied down to it.
>Keep some marines guarding the alien, you don't want to take any chances.
>Other (write-in)
>>
>>3531366
>Keep some marines guarding the alien, you don't want to take any chances.
>>
>>3531366
>Keep some marines guarding the alien, you don't want to take any chances.
>if the covenant find out we have this one, They might try to aim for it.
>>
>>3531366
>>Keep some marines guarding the alien, you don't want to take any chances.
>>
"Order the lieutenant to keep his men guarding the alien. If the covenant finds out we have it onboard, they might try to take it back." You decided, you didn't know the chances that the alien was actively trying to escape, but if it was then at least you'd have some people in place to make it harder.

"Understood sir." Dyad replied she was quiet for a couple of seconds, before then adding. "Got a reply back, he's leaving the squad in place."

You nodded at the news and went back to your waiting. You idly listened in to reports detailing that the remaining corvette had been detached from the frigate that was carrying it, and was now ready for combat. Meanwhile, the Furious gave a fleet-wide notice that it was halfway through repair efforts. However, you kept your attention divided between the feed from the dawn's sensor suite and staring intently out into the void. Hoping in part to spot the telltale flash of a vessel exiting slipspace.

You didn't have to wait long for something to appear. Less than five minutes after receiving the report from the Furious, various alarms began to sound off from the numerous stations across the bridge. You were about to ask for an explanation when you got one.

"Contact! Tally one unidentified vessel and one frigate. Two-hundred and fifty kilometers out, five degrees to port and ten degrees below the bow." Your sensor officer called out from her station. A few seconds later, the screen over the window flashed once again, before showing a zoomed-in picture of the enemy fleet. The lumpy, silver and off-purple hulls of the covenant vessels standing out against the void. The large vessel featured a pair of fin-like protrusions from underneath its bow, something that only cruisers had. Meanwhile, the frigate was smoother and had a cleaner hull compared to the larger vessel.

"Energy spikes from the covie vessels, they're gonna fire!" Lieutenant Helena added as small pin-pricks of light began to form on the enemy vessels.

>Take a shot right now [MAC gun, Shiva Nuke, Missile, etc]
>Wait until you have orders from Captain Petrovich.
>Other (write-in)
>>
>>3531642
>Wait until you have orders from Captain Petrovich.

prep for evasive maneuvers
>>
>>3531642
>>Take a shot right now [MAC gun
Sorry, new to thread making sure I'm not meating, Are we at the point where the UNSC knows that the covenant drop parts of their shield to fire?
>>
>>3531642
>Wait until you have orders from Captain Petrovich.
>>
>>3531700
Yes, but the gap created by firing those weapons tend to be so small that it's almost impossible to get anything through the hole. Meanwhile, they are only open for around one or two seconds. Making them even harder to exploit.
>>
>>3531756
Do we have an AI who can make those calculations?
>>
>>3531774
No, it wasn't installed when you took command.
>>
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"Nav, bring us head-on to the covie vessels. Weapons, remove interlocks on the MAC and key the missile pods. Wait for orders from the Adelaide." You ordered fingers danced over the screens in front of you as the weapons control officer hammered in authorization codes to arm the hundreds of missiles that were packed on your vessel.

A few seconds later, the silence over the comms broke as your orders arrived.

"All vessels, this is Captain Petrovich, link sensors with the Furious, they will provide fire co-ordination." The captain instructed, and you didn't have to wait long for the order to be carried out. The words UPLINK ESTABLISHED flashed in bold on your personal terminal, before the frigate's RCS thrusters began to make the burns necessary to get you on target.

On paper, the odds were in your favour. A carrier, three destroyers, and three frigates was usually enough firepower to take down a small force of covenant vessels. However, that failed to account for just how old half of those warships were. The old Athens class carrier and the pair of Hillsboroughs featured only one MAC gun apiece, and they were first and second generation guns. While incremental modernisation had made them more effective than they ever had been before, they still only just matched the primary MAC gun on the Charon class. Which put both the Adelaide and your ship higher than them on the firepower charts.

So in layman's terms, you had the equivalent of six frigates and one-and-a-half destroyers firing right now. Which certainly made things a lot more even, especially given that you had no idea just what the cruiser was. Hell, the only thing that lead you to even classify it as a cruiser was the pair of prongs under the bow.

As the MAC gun charged, a deep hum began to reverberate through the bridge as the massive coils were flooded with power. And with a crash and a jolt felt around the ship, the coils discharged in order. Each one working to send the 300 ton, pure-tungsten shell to its new home.

>roll 1d20
>>
Rolled 16 (1d20)

>>3531833
>>
Rolled 14 (1d20)

>>3531833
>>
Rolled 19 (1d20)

>>3531833
>>
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The shields of the cruiser shimmered into life at the first hit, glowing a brilliant blue as the first MAC rounds hit them. But as more and more rounds hit them, the shield began to change color, shifting to a deep purple, and then red, and then dissipating entirely as your round hit. However, no follow-up shots came to exploit the opportunity. It would take time for the vessel to recharge and reset its shields, and losing them so soon in a battle was very bad for them. But you could be damn sure that they would do everything they could to get those shields back up. Meanwhile, the frigate continued on with nary a scratch. It had soaked a round from the Concord Hymn, but one round from a frigate counted for diddly against covenant shield tech.

In response, the covenant vessels fired off half of their weapons. The cruiser, although lacking shields, fired off six plasma torpedoes, which were supplemented by another two from the frigate. Putting a total of eight of the deadly weapons in the void, and traveling directly towards the fleet. And even as they accelerated, the enemy vessels charged other launchers in preparation for another volley.

"Incoming torpedoes! Unsure how many are directed at us though!" Your sensors officer crowed. "Eta, one minute!"

>Take evasive maneuvers!
>Use a skill! (You only have "rapid reload" at the moment)
>Other (write-in)
>>
>>3532006
>Take evasive maneuvers!
>>
>>3532006
>Take evasive maneuvers!
>>
>>3532006
>Take evasive maneuvers!
>>
>>3532006
>>Take evasive maneuvers!
>>
>>3532006
>>Take evasive maneuvers!
>>
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"Nav, take evasive maneuvers!" You ordered, giving the ensign free rein to throw the ship around as he saw fit.

He didn't wait for any specifics on what he had to do. And instead fired the bow maneuvering thrusters downwards, forcing the Dawn's Early Light into a dive, relative to your original position. The camera feed on the viewport remained focussed on the enemy warships and the incoming torpedoes.

"All vessels, take evasive actions immediately!" A voice announced, and given the authority that the speaker carried, you assumed that they were the commanding officer of the Furious.

"Multiple slipspace ruptures detected!" Another voice announced over the comms, though you couldn't identify the speaker. "Tally two jackal raiders!"

"Forget about them, concentrate fire on the cruiser!" The captain returned, however by this point you had stopped listening, as a plasma torpedo broke off from the main volley and began chasing you down.

>Roll 1d20-2
>>
Rolled 18 - 2 (1d20 - 2)

>>3532090
>>
Rolled 3 + 2 (1d20 + 2)

>>3532090
>>
Rolled 13 + 2 (1d20 + 2)

>>3532090
>>
>>3532090
>>
You watched as the torpedo advanced on you. The baleful ball of energized plasma was an enigma to UNSC scientists. How the covenant was able to generate such a weapon, but only use such a crude guidance system for it was something that baffled UNSC scientists. Though one thing that was known was just how lethal it was to any UNSC vessel.

In a way, you supposed that they were similar to archer missiles. Slow, and crudely guided in comparison to the more high tech systems on warships. But in spite of that, they could gut a warship if properly placed. However, for all of their power, their guidance was very crude. Similar to the wire-guided anti-tank missiles of the 20th and 21st century. They needed an observer to guide them in, and that observer seemed to be a living being. Or at least you assumed so, if not then the Covenant had some really bad AI.

Ensign Toulali began to put the Dawn's Early Light into a weaving dive, moving gently to port and starboard as he observed the torpedo. And sure enough, the alien guiding the torpedo tracked the weapon left and right to correct against the ensign's movements. Toulali moved the frigate into a wider turn to port for a few seconds as the weapon reached the final stretch. The operator must have started to lead the projectile by a fair point at that stage, and the ensign took full advantage of it by throwing the dawn into a brutal turn to starboard at the last second.

It was a close-cut thing. The torpedo must have missed the ship by only a few meters, as you could see the paint sloughing off the hull from the heat. However, the torpedo was behind you, so hopefully, it was out of mind.

The UNSC fleet was in bad shape. One of the Hillsborough destroyers had taken a torpedo head-on, knocking a chunk out of the warship and leaving it venting atmosphere. The last frigate in the patrol group had soaked a pair of torpedoes, but its lack of armor had left it in far worse shape, with one of its engine pods blown clean off and the lower spar of its bow barely hanging onto its hull. Leaving the vessel fighting to re-orient towards the battle. The Adilade had soaked a plasma torpedo as well, but it had hit one of the large armored sections on the upper flank of the vessel. Leaving a large crater, but damaging nothing vital. Likewise, the Furious had also soaked some torpedoes, but as a fleet carrier, it was still in fighting shape.

>Cont
>>
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>>3532241

On the covenant side of things, the raiders were charging the UNSC fleet. Apparently, they were aware that they were domed in a long-range fight and instead decided to try and get as close as possible. The lone Mako class was riding out to intercept them, but the odds were so stacked against it that it might as well function as a speedbump. At best, the Mako would have two naval coilgun batteries and a pair of archer missile pods. Even against a single covenant ship, two missile pods and two point-defense turrets were precious little against a Covenant warship. Now factor in that the Mako was damaged, and that there were two of the little raiders...

Meanwhile, the cruiser sat as far back as possible, charging to fire off more plasma torpedoes. You watched as it loosed another volley, six more torpedoes lanced off the vessel, and streaked towards the UNSC fleet. The frigate sat between it and the raiders, advancing cautiously, but still advancing. Apparently, it's commander was hoping to let the raiders take the attention of the fleet while it got close.

>Target the raiders! You can't let them get in close! (MAC gun, Shiva nuke, Archer missiles)
>Fire on the frigate! It's not getting enough MAC rounds! (MAC gun, Shiva nuke, Archer missiles)
>Hit the cruiser! They sent something at you, time to send something back! (MAC gun, Shiva nuke, Archer missiles)
>Other (write in)
>>
>>3532251
>>Fire on the frigate! It's not getting enough MAC rounds! (MAC gun, Shiva nuke, Archer missiles)
MAC
>>
>>3532251
>Target the raiders! You can't let them get in close! (MAC gun, Archer missiles)

I'd say the crusier, or frigate but we need to wipe out the easier things so that we can fucking crush them with focused fire.
>>
>>3532251
>Hit the cruiser! They sent something at you, time to send something back! (MAC gun, Shiva nuke, Archer missiles)
>>
>>3532251
>>Hit the cruiser! They sent something at you, time to send something back! (MAC gun, Shiva nuke, Archer missiles)
Mac

If we hit it hard enough while shields are down? It dies.
>>
>>3532259
>>3532264
Just an FYI, you have to say what weapon you want to use.
>>
>>3532278
Mac

Can we fire on the raiders with missiles too, or is it one or the other?
>>
>>3532293
Yeah, just keep in mind that you may take on negatives to hit rolls if you fire off all of your weapons.
>>
>>3532278
Mac round then, There shields are still up.
>>
>>3532251
>>Hit the cruiser! They sent something at you, time to send something back! (MAC gun

Can we also fire archer missiles at the raiders, or can we only direct 1 attack?
>>
>>3532337
Yeah, you can direct the missiles as well. I should have specified it better given how many people have asked about it.

I'll include firing missiles at the raiders in the choice as 2 people on the same option have asked for it.
>>
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"Nav, bring us back into the fight. I want our gun on that cruiser ASAP." You ordered, before turning your attention to the weapons officer. "Weapons, I want you to target the raiders with our archer missiles, we need to support our corvette."

"Understood sir, keying archer pods. " The lieutenant at the weapons station replied, before then crowing. “Archer pods hot!”

"We're on target, your shot weapons," Toulali confirmed after a couple of seconds of manoeuvring. The massive spinal coilgun was facing directly towards the cruiser, but in order to line up the killing shot, he had to hand off controls to the weapons officer.

>Roll 2d20. MAC gun will have a -2 debuff and the archer missiles will have a -4 debuff.
>>
Rolled 10, 10 = 20 (2d20)

>>3532358
>>
Rolled 10, 2 = 12 (2d20)

>>3532358
>>
Rolled 16, 6 = 22 (2d20)

>>3532358
>>
Rolled 2, 8 = 10 (2d20)

>>3532358
Check em
>>
>>3532389
Oh no
>>
Rolled 11, 4 = 15 (2d20)

>>3532358
>>
Rolled 2 (1d2)

>>3532380
Lets see which one gets the 16. (1) for the MAC, (2) for the archers.
>>
"Archers away!" The weapons systems officer called just a second before fire erupted from both sides of the forked bow. The volley of missiles broke up into a pair of distinct swarms as they quickly tracked towards the pair of fast-moving raiders, each missile networking to each other to coordinate their movements, giving room for each missile to conduct some evasive maneuvers if they were shot at.

"MAC almost ready!" The officer continued as the rumbling belowdecks continued to grow. It reached after a head a few seconds later, before suddenly stopping as the coils discharged, firing the ferromagnetic round at the unknown covenant cruiser.

The enemy cruiser took the shot to the port-side of its bulbous midsection and carved a hole straight through the vessel's hull. A charging plasma weapon on that section of the ship detonated, as whatever was containing the plasma broke, unleashing another blast on the side of the vessel. However the round missed any vital systems, and aside from venting some air and losing a torpedo launcher, the vessel suffered no lasting damage.

The raiders, on the other hand, fared far worse. The vessels were concentrating the fire from their pulse lasers on a volley of archer missiles from the lone Mako class corvette and a nearby Hillsborough class destroyer. However, their handful of pulse laser turrets were spread thin having to deal with the combined fire from both warships, allowing your volley of missiles to get closer and closer. One of the raiders opened fire on your volley of missiles, but in the process left a gap open for a few missiles from the destroyer to hammer its shields, weakening them.

By the time they were finished cutting through the volley of missiles directed at them by the two other UNSC warships, they had only scant seconds to wildly fire at your missiles. And while dozens were slashed out of the void, it wasn't enough to save them.

The leading raider tried in vain to dodge the volley of missiles, but it made no difference. Forty missiles slammed into its shields, and then punched through them, leaving the way open for a handful of missiles, which punched into the hull in multiple places. One of the forward prongs was blown clean off, while the vessel's tiny hanger was practically vaporized. The second vessel faired worse than it's leader, with its shields already weakened, it took less for them to be shattered, leaving the raider exposed to a dozen more missiles.

The vessel was practically obliterated by the missiles alone. A breach of its reactor added one more sun to the void for just a second, before leaving nothing but debris and vapor in its wake.

However, the cruiser had taken notice that you had taken a swing at it, and you didn't have to wait too long for it to fire back, sending a pair of plasma torpedoes right at you.

>Take evasive maneuvers!
>Use a skill! (You only have "rapid reload" at the moment)
>Other (write-in)
>>
>>3533638
>>Take evasive maneuvers!
>>
>>3533638
>Take evasive maneuvers!
>>
>>3533638
>>Take evasive maneuvers!
>>
>>3533638
>Take evasive maneuvers!
>>
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"Ensign, get us away from those torpedoes!" You ordered your navigation officer. He had done well to make sure you survived getting hit once, you just hoped that he could do it again.

"Sir, might I recommend ordering damage control to their stations?" Ensign Toulali suggested as he took control of the helm, the massive thrusters of the Dawn's Early light powering up to maximum.

"They already are, just concentrate on making sure we don't get hit in the first place." You assured the ensign as he began to turn the frigate parallel to the enemy cruiser.

>roll 1d20-2, 2 highest rolls out of 4 count.
>>
Rolled 11 + 2 (1d20 + 2)

>>3533773
>>
Rolled 5 + 2 (1d20 + 2)

>>3533773
>>
Rolled 18 (1d20)

>>3533773
>>
Rolled 3 - 2 (1d20 - 2)

>>3533773
+-2 for the mod guys
>>
Rolled 15 - 2 (1d20 - 2)

>>3533773
F
>>
>>3533837
glad as hell we killed that third torp port.
>>
This time, Toulali repeated the manouver he had attempted before, of heading in one direction in a winding course, before then reversing his direction at the last second. It was basically the only manouver that a frigate could use to

However, the gunners on the enemy cruiser had caught on to his ploy. or they were just better than the last alien to take a swing at your ship. You watched as one of the torpedoes began to accelerate further ahead than the other, and tracked you in a similar manner to the first torpedo fired at you. However, the torpedo that lagged behind it remained on an almost straight trajectory, only turning and correcting when Toulali took the frigate on a new course entirely.

"Damn it, brace for impact!" Toulali called from his station as he threw the frigate into one last, desperate turn. You watched a bright flash lance past the bow of the frigate as the first torpedo missed, leaving a trail of plasma in it's wake. But you knew that the second one was right behind it. And it wouldn't miss.

>roll 1d6
>>
Rolled 2 (1d6)

>>3533898
>>
Rolled 4 (1d6)

>>3533898
>>
Rolled 6 (1d6)

>>3533898
>>
>>3533908
>>3533910
>>3533912
huh
>>
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You've never been on receiving end of a plasma torpedo hit. Of course, the training academy at Reach had gone to great lengths to show all of its cadets just what would happen when you got hit. But even then, nothing they had shown or put you through compared to the real thing.

The hit was somewhere just a bit forward and to port of the bridge. It can't have been too far away as the force of the hit knocked you back into your seat, and almost sent Dyad flying. Your XO dropped her data-pad, and almost followed it to the floor.

"Impact! Port-side hangers four, five and six have been hit!" Your damage control officer called out. The man reading off the report as it came in. "Point defense turret over hanger four is gone, hanger three is decompressed, and fire reported in the magazine under hanger three and in adjacent areas on decks nine-through-twelve."

"Alpha Squadron is requesting permission to launch sir! That fire might spread to the local magazine." Your aviation control officer also called out, adding another voice to the growing chorus of ensigns yelling reports related to their stations.

"Enemy frigate is closing on us, sir!" Your sensor officer called out, and as if to emphasize her point, the viewing screen over the bridge window flicked to focus on the covenant frigate, the deep-purple vessel moving head-on towards you. In the background, just outside of the window, a large chunk of titanium A battle plating floated past. "They are a hundred kilometers out and closing!"

"All vessels, this is captain Walker of the [i]Furious[/i]." A voice announced over the comms. "Link targeting computers to my ship, if we damage the cruiser enough, they will bug out!"

Yeah, easy for them to say, they didn't have a major covenant warship on their ass.

>Co-ordinate fire on the cruiser, you have to force out back! (roll 1d20-2)
>Fire on the frigate! You need to ward it off! (MAC, shiva nuke, archer missiles)
>Run and try to effect repairs (roll 1d20+4)
>Other (write in)
>>
>>3534121
>Co-ordinate fire on the cruiser, you have to force out back!
>>
>>3534121
>Co-ordinate fire on the cruiser, you have to force out back!

launch fighters
>>
>>3534121
>Co-ordinate fire on the cruiser, you have to force out back! (roll 1d20-2)
>>
>>3534121
>>Co-ordinate fire on the cruiser, you have to force out back! (roll 1d20-2)
>>
>>3534121
>>Co-ordinate fire on the cruiser, you have to force out back! (roll 1d20-2)
>Launch alpha with what it has
>Beta with anti-ship ordinance
>>
>>3534130
>>3534132
>>3534147
>>3534159
>>3534160

Just a quick question, have all of you rolled? Because nothing is showing up for me.
>>
Have you thought about making or joining a discord QM?
>>
Rolled 19 - 2 (1d20 - 2)

>>3534167
Nope, assumed roll would be later.
>>
Rolled 1 + 2 (1d20 + 2)

>>3534167
no vote confirmation?

ok
>>
Rolled 8 - 2 (1d20 - 2)

>>3534167
I forget this quest is weird boss
>>
>>3534171
Oh I thought it wasn't roll with post.
>>
>>3534171
Nah, the way I see it I'm not a large enough QM to warrant a discord. And as far as I know there isn't a well known discord for quests, so that leaves /qst/ as the best choice.
>>
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"Weapons, bring us about to face the cruiser, we need to hit it!" You began barking out orders in rapid succession. "Sensors, data-link with the Furious. We need that shot to count. Aviation, get alpha squadron out with whatever they have, I want bravo to load up with anti-ship ordinance and follow them out. Damage control, assign damage control teams to combat fires and contain the damage."

"Should I order them to let the magazine in hanger three to burn?" The ensign asked as the doors to the remaining hangers on the port of the ship opened, and a trio of wedge-shaped fighters rocketed out.

"If they can, but containing the spread of the fires is their primary concern." You clarified as the vessel lined up on the covenant cruiser. The massive warship hung in space like a jewel, a cracked jewel, courtesy of your grazing shot.

Your frigate began to shake once again as the MAC gun coils charged, each one building up a terrific amount of power as it prepared to send a 3rd, and hopefully final shot into the enemy capitol ship. The weapon discharged, and the muzzle flash was twinned with another, smaller explosion as the magazine in hanger three detonated, blowing the floor out from under the hanger.

This time, however, the cruiser was weak. Apparently, its shields hadn't fully recharged from getting depleted earlier. As the first shot to hit it made its shields flash a violent violet. Your shot once again shattered the shield, and the vessel was knocked clean back as a pair of rounds punched into its hull. You didn't know who hit it, but the combined shots punched two clean holes in the vessel, and sent in careening for a couple of seconds, with a massive cloud of atmosphere following in its wake.

You would have cheered, but the frigate was too close for comfort. And to make matters worse, you could see the glowing marks of charged plasma torpedo launchers on the perimeter of the hull. You watched, powerless, as the vessel fired a full fusillade of torpedoes.

And it took you a second to realize that the torpedoes weren't actually heading towards your ship. The torpedoes instead arced around the covenant vessel, flying up and towards the remaining UNSC warships. You had a second to feel relieved, before then realizing what the enemy ship was trying to do.

They were getting close to try and board your ship. And as if to emphasize the point, the ship began to fire on you with its plasma cannons.

>Run! There is no point in throwing yourself into a CQC fight with a better armed and protected ship. (roll 1d20-2)
>Get in close! If you stay close enough then you might get some protection against return fire from the cruiser. (roll 1d20-6)
>Other (write in)
>>
>>3534259
>>Get in close! If you stay close enough then you might get some protection against return fire from the cruiser. (roll 1d20-6)
We have a disadvantage, but if we run away they're just gonna nail us in the ass. We have to fight, even if we're going down with them
>>
>>3534259
>Get in close! If you stay close enough then you might get some protection against return fire from the cruiser. (roll 1d20-6)

Do we have any shivers left Thunder?
>>
Rolled 13 - 6 (1d20 - 6)

>>3534259
>>Get in close! If you stay close enough then you might get some protection against return fire from the cruiser. (roll 1d20-6)
>>
Rolled 2 + 6 (1d20 + 6)

>>3534259
>>Get in close! If you stay close enough then you might get some protection against return fire from the cruiser. (roll 1d20-6)
>>
Rolled 9 - 6 (1d20 - 6)

>>3534275
>>
>>3534275
This is your first major engagement, so you haven't used any. You have 3 of them, loaded and ready to fire.
>>
>>3534286
Could we get one fired into the hull of the enemy cruiser and survive with us being this close? IF we don't die of course.
>>
>>3534294
Well the cruiser is a long distance away, so you would be out of the blast radius. But the issue is that you would have to fly the missile past the frigate, it's pulse laser, and into the cruiser's pulse laser network. Both of which are designed to kill missiles. You could give it "cover" of a sorts by firing some archer missiles to soak up pulse laser fire, but even then, the cruiser is already under the guns of the other UNSC vessels. So you would be firing at a ship that's already having a bad time.

The frigate on the other hand is much closer, and you'd have to do some work to make sure that you don't get caught in the blast radius (if someone writes in an idea, and it's workable, then you'll learn it as a skill and get a bonus). But doing so would strip the shields off the frigate and leave it vulnerable to your archer missiles and longswords.
>>
>>3534325
Do we have any small aircraft that can avoid pulse laser?
>>
>>3534340
Perhaps a kamikazi and busting the shields at the same time and boosting with emergency thrusters?
>>
>>3534340
No, covenant pulse lasers are effective against most small and fast moving targets. They are relatively weak, so longsword fighters can soak a hit or two, but will die to sustained fire without proper fire support. But avoiding pulse laser fire is only something that you can do with either advanced tech or plot armour. And you have neither.
>>
>>3534354
Would it be possible to crash into the frigate, slow down on it's shield by friction and shoot it point blank with MAC?
>>
"Nav. Get us closer to that frigate!" You ordered, and Toulali complied almost immediately. You didn't know whether to chalk that up to him trusting you, or him not thinking too hard about his orders.

"But sir! Aren't they trying to board us? Isn't that the worst thing we could do right now?" Dyad protested from just behind you, apparently not seeing your reasoning.

"If we run, they'll just hit us with plasma torpedoes and we'll be open to fire from the cruiser. If we're close then they won't be able to press that advantage!" You explained your reasoning, giving your XO some pause.

Dyad was silent for a couple of seconds, before then sighing and picking up her data-pad. "I'll tell lieutenant chambers to expect guests."

"Better make that a ship-wide notice." You drily recommended as your ship closed on the Covenant warship. You could start to make out the details of the hull, though a lot of that just boiled down to seeing the glowing lights of charged and ready weapons batteries.

>Be aggressive! Just because you are wounded doesn't mean you'll be easy. (roll 1d20-2)
>Stay defensive! You aren't looking to get your ship gutted. (roll 1d20+2)
>Run right past him! You are having second thoughts. (roll 1d20)
>Other (write in)
>>
Rolled 2 - 2 (1d20 - 2)

>>3534381
>>Be aggressive! Just because you are wounded doesn't mean you'll be easy. (roll 1d20-2)
>>
>>3534381
>>Be aggressive! Just because you are wounded doesn't mean you'll be easy. (roll 1d20-2)
>>
>>3534389
>>
>>3534394
how do you get the negative roll?
>>
>>3534380
Well you could try that, but the amount of time between hitting the sheilds and hitting the hull would be measured in meters. And at your current closing speed, that would translate into a time frame of less than a second to fire the gun. And even then, you would end up ramming the enemy warship, damaging your own ship and taking your MAC offline until you get it repaired.

And even after all of that, it's no guarantee that you would be able to kill the enemy vessel outright.
>>
>>3534398
The anon here has it >>3533804
>>
>>3534389
>>
Rolled 12 - 2 (1d20 - 2)

>>3534419
>>
Rolled 5 - 2 (1d20 - 2)

>>3534381
>Be aggressive! Just because you are wounded doesn't mean you'll be easy. (roll 1d20-2)
>>
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Rolled 2 - 2 (1d20 - 2)

>these rolls
>can't vote defensive either
>>3534381
>Be aggressive! Just because you are wounded doesn't mean you'll be easy.
>>
Rolled 8 - 5 (1d20 - 5)

What trash dice tonight.
>>
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Rolled 3 (1d20)

Why do you guys care about that cov cruiser? It's already a goner.

>>3534381
>Other
>Swarm the frigate with missiles launched concurrently with one nuke
>>
Rolled 10 (1d20)

>>3535164
Supporting
>>
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"Nav, present the starboard side of the ship to the enemy. Weapons, bring all of our ordinance to bear. We want to strip their shields as quickly as possible." You ordered as your second longsword squadron launched from their hangers, the craft peeled away as your ship dived into what could be charitably defined as knife fighting distance.

"Activating shutters over starboard archer pods and de-keying them. We won't be able to use them, but they won't be able to set them off in their pods." Your weapons controller notified you as to his precautions. And while you were sure that the blowout systems built into each launcher would prevent much damage in the event of a pod being detonated, you were happy that he wasn't taking any chances.

You watched as the smooth, luminous vessel began to slide closer to your ship, blue glowing specks of light along the hull from the vessel's close-range plasma cannons told you that they were ready for a fight.

As you closed, the four point-defence gun turrets on the starboard side of your ship roared into life. Each one was fitted with a pair of 50mm coilguns, and disgorged rounds at a massive rate. However, even with a veritable avalanche of rounds hitting the enemy shields, they were no worse for wear. Your ship, on the other hand, was not doing as well. You were taking multiple from the enemy's plasma cannons, each one shaking the ship as the starboard side of your hull was cratered with multiple impacts from the enemy's guns.

Still, your navigation officer kept your vessel close to them. Barely a kilometre away from the enemy vessel at most. You remained close enough to the enemy vessel to make a torpedo attack almost impossible, even if it left your vessel almost entirely within the range of the enemy's guns.

"Boarding craft! They're trying to board us!" Your aviation control officer called as half a dozen small, vaguely bug-like vessels detached from the hull of the enemy warship and rocketed towards your vessel.

>Re-target with you point defence guns, it's what they are made for! (roll 1d20-2)
>Volley fire some anti-fighter missiles at them, you need the point defence guns elsewhere! (roll 1d20-4)
>Other (write in)
>>
Rolled 20 - 2 (1d20 - 2)

>>3536208

>Re-target with you point defence guns, it's what they are made for! (roll 1d20-2)
>>
>>3536208
>>Re-target with you point defence guns, it's what they are made for! (roll 1d20-2)
>>
>>3536208
>Re-target with you point defence guns, it's what they are made for! (roll 1d20-2)
>>
File: covie frigate.png (152 KB, 869x366)
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"Weapons, take down those boarding craft!" You ordered your weapons control officer, who was already taking the frigate's guns away from the enemy frigate and directing them towards the small vessels. The enemy boarding craft had barely crossed halfway towards your vessel when they were cut down. The tight formation being easy prey to the concentrated fire from the four anti-fighter weapons.

"How long are we going to keep this up, sir?" Your communications officer asked, his normal bravado gone from his voice.

"As long as it takes for the rest of the fleet to pull their heads out of their asses and help us." You answered as the ship was rocked by a particularly violent hit. You guessed that a section must have been explosively decompressed just a couple of seconds before the damage control screen confirmed it, highlighting a section of deck 15 in blue, where the lower fork of the bow met the rest of the hull.

Not good, that meant that they were already through the main armor layer. And while you were reluctant to show the port-side of your hull, you doubted that you would have much of a choice if your ship kept taking this much damage.

"Dawn's Early Light, this is Captain Petrovich." Your comms crackled into life. "Both my vessel and the rest of the fleet are ready to engage the enemy frigate, however, we need you to gain separation from it so that we have a clear shot."

"Understood sir, we're moving." You assured the captain, before cutting the link and addressing your navigation officer. "Nav, get us out of here! Sensors, give me the picture from the aft cameras as we leave."

Both stations snapped to their orders without delay. You felt the acceleration push you back into your seat as Ensign Toulali pushed the frigate's thrusters to their maximum. And a couple of seconds after, the screen over the bridge panel flashed into life, showing you the purple warship that had been beating the hell out of your ship for the past few minutes.

The view aft also gave you a great look as the enemy vessel was speared from above by a pair of MAC rounds. The twinned shots caused its shields, before shattering entirely. However, the vessel was still intact and firing at you.

>Finish the frigate! You might as well get some payback! (roll dice+1d20-4)
>Get out of there! You can leave the kill to someone else.
>Other (write-in)
>>
>>3536361
>Get out of there! You can leave the kill to someone else.
>>
>>3536361
>>Get out of there! You can leave the kill to someone else.
>>
>>3536361
>>Get out of there! You can leave the kill to someone else.
How Ever let's do some harassment and fire a salvo of archer pods.
>>
Rolled 13 - 4 (1d20 - 4)

Why did you guys vote to approach the frigate in the first place? And now again, you wanna run away just as their shields are down? We run away -> they chase us -> they are moving target -> harder for our pack to hit them

>>3536361
>Finish the frigate! You might as well get some payback! (roll dice+1d20-4)
Fire point defense and missiles into them as we are turning so our bow faces the frigate, reducing the surface area we present them and bringing our MAC on them. Point defense followed by missiles followed by a point blank MAC shot should finish the job.
>>
Rolled 18 - 4 (1d20 - 4)

>>3537071
supporting
>>
>>3537071
We got close to them because they were closing in on us, and if we left they would have just taken pot shots until we were down. Now we're being ordered backwards or we might take friendly fire from our own fleet.
>>
Rolled 6 + 4 (1d20 + 4)

>>3536361
>Finish the frigate! You might as well get some payback! (roll dice+1d20-4)
>>
>>3536361
>>Get out of there! You can leave the kill to someone else.
>>
>>3536361
>Get out of there! You can leave the kill to someone else.
>>
>>3537071
Support.
>>
>>3536361
>>Finish the frigate! You might as well get some payback! (roll dice+1d20-4)

Get our fighters on it!
>>
>>3536361
>>Finish the frigate! You might as well get some payback! (roll dice+1d20-4)
>>
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"Keep going nav. Get us out of here." You pushed the man at the helm to move faster as the ship was rocked by another hit, this time to the rear. Thankfully, the armor to the rear of your ship was just as thick as anywhere else. However, you didn't want to risk the enemy hitting your reactor and engines. Getting immobilized within weapons range of an enemy ship was a death sentence for any ship, that was true for any ship throughout history.

"I'm going as fast sir, we're almost out of effective cannon range." The ensign assured you, as you watched over his shoulder at the readings on his screen. And sure enough, the engines were being pushed to their maximum.

You watched the frigate dived underneath the view of the camera, the parting volley of plasma cannon shots having been rushed, as they all missed. The view switched to track the vessel as it accelerated, leaving you to run. However, it was not leaving without getting a lethal swipe at you. You looked on in worry as a trio of points on the vessel glowed with growing heat. And given the range, you could only assume that they were charging their plasma torpedo launchers.

They never got the chance to fire.

You watched as another MAC round speared through the top of the enemy warship, punching right through its bow. And with no shields in its way, the round punched clean through the entire hull. The vessel toppled end-over-end, twice, before being slammed by another round. The second round punched through its midsection as the vessel tried to right itself.

By the time the third round slammed into it, you could see the light emanating out of the hole left by the second shot. The reactor finally detonated, blowing the enemy vessel into hunks of debris and superheated shrapnel.

>Check on the rest of the fleet, how are they holding up?
>Get a damage report, how many times have you been holed?
>Sweep for remaining hostiles, you need to see if there is anything that has been missed. (roll 1d20)
>Other (write-in)
>>
>>3540465
>Get a damage report, how many times have you been holed?
>>
Rolled 4 (1d20)

>>3540465
>Sweep for remaining hostiles, you need to see if there is anything that has been missed. (roll 1d20)
>>
>>3540465
>>Get a damage report, how many times have you been holed?
>>
>>3540465
>>Get a damage report, how many times have you been holed?
>>
"Damage report. How are we doing?" You asked as you settled back into your seat. At least now, you could take stock of what was happening on your ship without having to worry about getting shot even more.

"Port-side hangers four, five and six are completely destroyed. All items within both hangers are gone. Given that, we can assume that two of our pelican dropships, the spare longsword, and all assorted supplies have been lost." Your aviation control officer reported, filling out his end of the report. "Additionally, the bulkhead between hanger three and four has melted, and hanger three's ordinance magazine has detonated. So we won't be able to land a longsword in there."

The damage control officer took over the report. "Damage control teams have contained the fire, and are working to seal and repressurize areas around those hangers in order to facilitate travel. Additionally, we have been holed eleven times on nine decks on the starboard side of the ship, and have lost two of the point defense guns on that side of the ship. Efforts to control damage are being hampered by decompressed sections of the ship."

"Casualties?" You asked, while the damage to the ship was severe, it could be repaired. The loss of crew members, on the other hand, was far worse.

"We're still waiting on a casualty report, but given the number of sections holed, I'd be willing to put the number at around the thirty mark." The lieutenant gave a rough estimate. "All injured are being triaged, with the most severe cases being sent to the medical deck."

There was a pause for a couple of seconds before the lieutenant spoke again "Sir, the damage control chief is asking if he should focus on making the ship safe for slipspace travel, or repressurizing decks?"

This was a significant decision. If you restored pressurization to some decks, it would make movement around the ship much easier. And that included the movement of casualties. The longer wounded were left without treatment, the worse their condition could get. And for people with severe injuries, the only result from a worsening condition would be death. If you could patch up damaged sections of the ship, and get people moving, you could reduce the chances of more people dying.

However, restoring the radiation shielding would hopefully prevent the ship from sustaining more damage from radiation during your next slipspace jump. Sure, many of the major bulkheads were designed to block out this radiation. But even then, if you jumped into slipspace without restoring the radiation paneling, you would be condemning whole sections of the ship to get bathed in radiation, along with anyone within them. And those sections of the ship would have to be completely gutted and replaced during repairs.

>CONT
>>
>>3540574

You sighed to yourself. Unfortunately, you just didn't have the manpower to get both done at once. And that was before you factored in stuff like secondary fires, flooding from water pipes, and other things. You had to choose one or the other.

>Repressurise whatever sections you can, you can always evacuate sections before a jump. (reduction in total casualties [+1 underworld affiliation])
>Restore the radiation shielding, you don't want to jump to FTL with an open hole in your side. (reduction to damage sustained during next FTL jump [+1 FLEETCOM affiliation])
>>
>>3540577
>Restore the radiation shielding, you don't want to jump to FTL with an open hole in your side. (reduction to damage sustained during next FTL jump [+1 FLEETCOM affiliation])

Humans aren't the things in short supply, Its the fucking ships.
>>
>>3540577
>>Restore the radiation shielding, you don't want to jump to FTL with an open hole in your side. (reduction to damage sustained during next FTL jump [+1 FLEETCOM affiliation])
>>
>>3540577
>>Repressurise whatever sections you can, you can always evacuate sections before a jump. (reduction in total casualties [+1 underworld affiliation])
Conserve the crew.
We can dump the full repairs on the yards at home.
>>
>>3540577
>>Repressurise whatever sections you can, you can always evacuate sections before a jump. (reduction in total casualties [+1 underworld affiliation])
>>
"Order the chief to ensure all sections are properly shielded. We need to be ready to jump out as soon as possible." You ordered. While you didn't like the idea of making it harder for people to move the injured to get the help they needed, the fact remained that a lot more people would be injured if you left entire sections open during a slipspace jump. Cherenkov radiation had a tendency to stick to things other than starship hulls.

Not to mention that you would have to wait for people to evacuate those sections, which would take time. And if the Covenant jumped in a massive fleet, staying around for even a few seconds longer than necessary could spell disaster.

"Adelaide to all vessels." The comms crackled into life, letting you hear the voice of your commanding officer once again. "What are your conditions? We are condition yellow right now, flight pod is gone, but nothing else."

Thankfully, the UNSC damage condition rating was a simple, color-based system. Green meaning that you were fine, yellow meaning that you had sustained some damage, orange meaning that you had sustained a moderate amount of damage, and red meaning that you had been severely mauled.

"Concord Hymn, condition orange. The ventral bay is gone, MAC capacitors are damaged and we're holed on multiple decks." The captain of the only other combat-capable frigate answered before you.

"Dawn's Early Light, condition yellow." You answered, before reading out an itemized list of your damage. And while it seemed bad, none of your key systems were gone. "Half of our port flight pod is gone, most armor sections on our port are compromised, around a quarter of our point defense guns are down, and we're also holed on multiple decks."

"Understood. All enemy vessels are destroyed, form up with the rest of the fleet and handle the situation as you see fit. Be advised, however, we are not sure if the covenant is done sending ships in. There is still a destroyer unaccounted for, and we don't know how many more ships they want to throw at us." Captain Petrovich ordered, before cutting the comms channel at his end.

>Handle your air-wings situation. You need to ensure provisions for them.
>Begin SAR work. You can't just leave people floating when you may have to run.
>Survey the wreaks. You might as well see what you can recover.
>Other (write in)
>>
>>3540672
>Begin SAR work. You can't just leave people floating when you may have to run.
>>
>>3540672
>>Begin SAR work. You can't just leave people floating when you may have to run.
>>
>>3540672
>>Begin SAR work. You can't just leave people floating when you may have to run.
>>
>>3540672
>Begin SAR work. You can't just leave people floating when you may have to run.

Can we... Use the uh, Ayy lamo to help us on repairs yet or no? I can't rememeber
>>
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"Helm, take us back to the fleet. Aviation, launch pelicans to assist in search and rescue." You gave your orders. While you knew that licking your wounds was important, you didn't like the idea of leaving people behind if you could help it. And if the covenant brought in another fleet of the same size as the one you had just faced, then you would have to run.

As you returned to the fleet, you saw that your attempt to save the lone Mako class corvette had been in vain. The small vessel had been almost vaporised by fire from a plasma torpedo, which had hit the port side of its boxy hull. It joined the patrol fleet's last frigate as a dead hulk of metal, giving off a large radiation signature, and playing hell with your sensors.

However, in amongst the debris, you could see signs of activity. Bumblebee escape pods that had lain dormant to avoid detection and fire were starting their engines and running for the nearest ships to offload their survivors.

Unfortunately, many UNSC ships used smaller, 3-man pods. Which were far more common on smaller escorts, and usually unpowered. Due to that, they had to be rescued by a small ship. And even worse, their transponders were under powered compared to the ones in the larger bumblebees. Which made actually finding them much harder. Especially when you had to factor in things like debris, radiation leaks, clouds of vented atmosphere, and other things.

Theoretically, you could have your longswords assist your remaining pelicans. While they weren't really that suited for the job, each longsword possessed a high-strength cable that was usually used on EVA by crewmen. Thruster wash would be an issue, and the time taken to hook up each pod for towing, but it would overall reduce the amount of time needed to recover all of the pods. Then again. If, or rather when, the covenant returned they would be sitting ducks. Best case scenario would be that each ship would have to abandon the pods they were towing in order to enter combat. Worst case scenario would be that they were destroyed by covenant fighters before they managed to detach from the pods.

Alternately, you could just have your longswords search for the escape pods, and just mark them for recovery by other pelicans. While the Adelaide had lost its craft, and the Concord Hymn had probably lost half of their craft, there was probably still a sizeable number of pelicans in the fleet. And if they could be lead to each pod, it would save time without tying your fighters down.

>Have the longswords assist in recovering the pods.
>Have the longswords search for escape pods, but not recover them.
>Keep the longswords close. You want them ready to respond to any incoming threats.
>Other (write-in)
>>
>>3540789
>Have the longswords search for escape pods, but not recover them.
>>
>>3540789
>Have the longswords search for escape pods, but not recover them.
>>
>>3540789
>>Have the longswords search for escape pods, but not recover them.
>>
>>3540789
>>Have the longswords search for escape pods, but not recover them.
>>
"Aviation." You called the attention of the lieutenant. "Order both of our longsword squadrons to search through the debris fields for small escape pods and call them in to recovery pelicans."

"Should I take us closer to the damaged vessels sir? It would accelerate the recovery process if we are near to the vessels." Ensign Toulali pointed out the obvious, but you still had to think on this question, as both getting closer and staying away had their points.

If you got closer, then recovering the escape pods would be much easier, as the pods would have a shorter distance to travel, and with your seven remaining hanger bays, it would be very easy. And the sooner everyone was recovered, the sooner you could get out of here.

However, the further away you were, the easier it would be to respond to any incoming attack. Plus you had your own wounded to look after, bringing on escape pods would indefinitely mean bringing on more wounded. And while there would probably not be any critically wounded people, you didn't want to put your medical staff under more strain.

>Take the vessel closer, you need to recover people as quickly as possible.
>Stay away from the debris fields, you can't take anyone else onboard.
>Other (write-in)
>>
>>3540897
>Take the vessel closer, you need to recover people as quickly as possible.
>>
>>3540897
>Take the vessel closer, you need to recover people as quickly as possible.
>>
>>3540897
>>Take the vessel closer, you need to recover people as quickly as possible.
>>
>>3540897
>>Take the vessel closer, you need to recover people as quickly as possible.
>>
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"Take us closer, we need to make sure that everyone is on board as soon as possible." You ordered, ultimately, the covenant was going to send another fleet in. And the sooner you left the sooner you would be out of the enemy's gunsights.

It took your ship five minutes to arrive between the wreaks of the frigate and the corvette to begin recovering the escape pods. And ten minutes later, the comms crackled into life with a message from the carrier you had been sent to defend. "This is the carrier Furious, our slipspace drive is repaired and we will depart the area soon."

"Ensign Toulali? Is our drive charged and ready to join them?" You asked as you watched another hanger open to allow two dozen empty escape pods to float out, and a waiting trio of Pelican dropships to start the process of landing more survivors.

"It is sir, we are ready to move on your mark." The ensign answered, and you nodded at the news. At least the option to leave was available. Granted, it would still take a bit of time for the remaining escape pods to be recovered. But with the aid of some dropships from the carrier herself, you were confident that it would be finished quickly.

Or at least, that's what you had hoped for.

"Slipspace rupture detected! Slipspace rupture detected!" An automated voice crowed twice from the ship's speakers.

Your head snapped to the window in time to see the blue halo of a slipspace portal collapse in on itself off in the far distance. The display over the window snapped into life and zoomed in on the new arrivals. Showing you a neatly scaled up picture of two covenant warships. One destroyer, and one corvette. You were about to order your navigator around to face the enemy when another bright, blue light appeared much closer to your ship, your heart stopped in worry that an enemy ship was about to appear right in your midst.

Your heart sank when you looked over, but not because the covenant was jumping in. The Furious and one of her escorts were jumping out.

"Furious, what are you doing!" Captain Petrovich yelled over the open frequency. However, there was no response from the ship in the seconds before it and it's escorting destroyer both jumped out. Leaving behind their escorts, and a handful of pelican dropships that had been helping out with the rescue effort.

This... had turned into a difficult situation. If both the carrier and the destroyer had stayed, then dealing with the destroyer and corvette would have been much easier. But with two guns gone, the chances of severely damaging the enemy ships before they got their torpedoes off basically evaporated. And none of the ships left were in any shape for a stand-up fight. The other destroyer and the Adilade were the only ones that had any real capability to shrug off a plasma torpedo. And they were both damaged. You had only shrugged off your hit due to dumb luck. And that was before you accounted for the failings of the enemy gunners.

>CONT
>>
>>3541050
>Turn and run! None of the ships here are in any shape to fight.
>Stand and fight! You can't leave people behind, even if it puts you in danger.
>>
>>3541053
how many are still out?
>>
>>3541053

So wait WHO is currently left here in this battle space, I seem to be having a tism.
>>
>>3541058
>>3541061
Only the Adilade and her destroyer, along with some stray Pelicans, it seems. If nobody has any objections,
>>3541053
>Stand and fight! You can't leave people behind, even if it puts you in danger.
Long enough for the Pelicans to return and for the others to jump out. If worse comes to worst, there are always the wipes.
>>
>>3541053
>>Stand and fight! You can't leave people behind, even if it puts you in danger.
>>
>>3541137
Correction, I got the order wrong, the wipes are first.
>>
>>3541053
>Turn and run! None of the ships here are in any shape to fight.

>>3541137
Ya nah, We right fucked if we stay lad
>>
>>3541193
Yeah, your right. We should still enact the Protocol and be the last to leave, though.

>>3541053
>Turn and run! None of the ships here are in any shape to fight.
>>
>>3541053
>>Turn and run! None of the ships here are in any shape to fight.
>>
>>3541053
>Other
>Wait for the orders of your commanding officer
>>
>>3541053
>>Turn and run! None of the ships here are in any shape to fight.
>>
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You couldn't stay. Even if all of the warships in the area were in peak condition, the odds of taking on a destroyer and a corvette were already slim. With the carrier and a destroyer doing a runner, the chances were so low that you couldn't afford to risk it. Running was the safest option for you and the crew and you ship.

"All vessels, this is captain Petrovich." The comms crackled into life, as the highest ranking officer in the area gave his orders. "Evacuate the area with a random FTL jump, before rendezvousing at point echo-five."

"But sir, we can't embark all of the craft before we jump. We'll be leaving people behind!" The commander of the Concord Hymn protested, in spite of the damage to his ship he still wanted to fight.

"At this point, we can't risk losing more ships and more crews over a handful of dropships." The captain gave a defeated sigh, he hated the choice just as much as the commander, but he had no choice but to order a retreat.

Unfortunately, he wasn't the only person who had to make a choice to leave people to die. As the ship with the most available hangers, you had to make the choice about which of the remaining small ships you could embark. You had enough time to clear the remaining hangers by explosively decompressing them, and then land some craft before you had to worry about enemy fire. On paper, two pelicans and one longsword both had the same number of crew overall, so if you packed all available hangers with craft, you would still save another 28 people.

However, the choice wasn't that clear cut. The Pelicans could carry small escape pods, so that could allow you to recover a few more people. However, it would take more time for the lumbering dropships to land, leaving you vulnerable to enemy fire. Landing your longswords would be quicker, but your chances of saving more than the base number of crew would go out of the window. Of course, leaving without letting anyone else land would guarantee that you wouldn't be vulnerable to enemy fire. But that would doom any chances of saving anyone else.

Then again, standing and fighting was still on the table. You still had your three nukes to back up your MAC, and half of your missile battery remaining. If you could convince captain Petrovich and the commander of the other destroyer to stay, then you might have a chance. It would be risky, and you could guarantee that at least one more ship would be lost. And if the battle went badly then anyone on those ships would be doomed to be left behind when they might have survived. But as long as that ship survived long enough to fire off it's MAC, then it's loss might not be in vain.

>Embark as many pelicans as possible, you have to save as many people as possible.
>Land your longswords, you can't lose your crew.
>Jump out immediately, you can't risk everyone onboard over a handful of craft.
>Try and convince captain Petrovich to stay and fight, you can't just leave people to die. (roll 1d20-5)
>Other (write-in)
>>
>>3542312
>>Land your longswords, you can't lose your crew.
It's not happening, we're not fighting off these Covenant ships with the few we have in the state they're in.
>>
>>3542312
>Land your longswords, you can't lose your crew.
>If a Pelican can make it, They are free to land as well
>>
>>3542312
>Embark as many pelicans as possible, you have to save as many people as possible.
>Land your longswords, you can't lose your crew.

If there's no room then jettison whatever we have to in order to make room.
>>
>>3542312
>Embark as many pelicans as possible, you have to save as many people as possible.
>>
"Nav, get us moving. Plot a random slipspace jump and get the ship ready to jump on my mark." You instructed, before turning your attention to your aviation controller. "Open all hangers, and if possible jettison as much cargo as possible from hangers five and six on the starboard side. I want as much room open as possible for craft to land."

"We're leaving sir?" Dyad asked, sounding confused at your choice as the ship rumbled with the force of multiple explosive decompressions.

"Comms, get a message out to all small craft in the area. We're leaving and have limited space. If they want to live, then they need to land as fast as possible." You ordered your communications officer as the ship began to move, before answering your Xo's question. "There is no winning here. If the Furious and her escort was still here then we might have had a chance, but with them gone and the Adelaide already making to run there is nothing left for us to do."

Your XO was silent at that, but your weapons systems officer spoke up instead. "Sir, I must protest. We still have our nuclear armament, and-"

"And that means nothing if we get cut to ribbons by plasma torpedoes." You interrupted the man as the closest pelican dropships entered your now vacant hangers. Three of them hauled escape pods while the fourth had raced over, having just left your ship less than a few minutes ago after dropping off a pod.

"They might have something worse than that chief. I'm getting a massive energy spoke from the destroyer!" Your sensor officer called out his warning as a pair of longswords darted into the two remaining hanger bays on the port side of the ship, the doors closing after them.

>Take evasive action! You don't know what they are doing, but it can't be good. (roll dice+1d20-4)
>Keep moving straight! You have to give time for ships to enter your remaining hangers.
>Other (write-in)
>>
>>3542530
>Keep moving straight! You have to give time for ships to enter your remaining hangers.

OH GOD, OH FUCK. we said we were gonna save them as many as possible. By fucking god we will!
>>
>>3542530
>Take evasive action! You don't know what they are doing, but it can't be good. (roll dice+1d20-4)
>>
>>3542530
>>Take evasive action! You don't know what they are doing, but it can't be good. (roll dice+1d20-4)
>>
>>3542563
>>3542588
You both need to roll 1d20-4
>>
Rolled 13 - 4 (1d20 - 4)

>>3542599
>>
Rolled 12 + 4 (1d20 + 4)

>>3542599
>>
Rolled 15 + 4 (1d20 + 4)

>>3542599
>>
"Nav, take evasive maneuvers!" You ordered you didn't like the idea of a covenant ship charging its weapons on the best of days. And if it was drawing more power than a standard plasma torpedo, then things were certainly bad.

Your ship dived and turned towards the rest of the UNSC vessels, a small flotilla of ships following in your wake. You weren't the only ship taking on abandoned pelicans. The Concord Hymn had opened up the hangers on its remaining flight pod and had even opened the doors to its ventral vehicle bay, using that as an improvised hanger for as many dropships as possible. Meanwhile, the remaining Hillsborough class destroyer was also taking on pelicans.

Ensign Toulali took the ship lower "down" relative to its original position just in time as the enemy ship fired. The most warning you got was a sensor warning calling out a massive radiation event before a searing electric-blue light slashed forwards from the covenant warship. And you watched in horror as the weapon cut into the last Hillsborough class destroyer, striking the vessel amidships. Within seconds the beam punched through the other side of the vessel. And passing right through the space just above the bridge, the beam practically vaporizing your long-range MASER dish.

Still, your eyes remained on the UNSC warship as it's reactor, brimming with energy in preparation for the imminent slipspace jump, was ruptured. massive gouts of flame burst from under sections of armour as the vessel detonated from within. The blast and the debris produced destroyed many of the nearby pelicans, too many of them had been too close to the destroyer, hoping to catch a ride to safety.

"Jesus christ! That was a damn energy projector!" Your weapons officer cursed, putting words to the shock that everyone was feeling.

"Aviation, how many hangers are empty?" You asked the man in charge of all small craft within your area. If the covenant were able to kill a ship with better armor than your ship in one hit, then you didn't want to stay around for even a minute longer.

"Three hangers left!" He called as another longsword landed. The friendly fighter only just avoiding a sudden death from high-speed impact with a sudden burn of its thrusters.

>Hold on for just a bit longer! It should only take a few more seconds for the longswords to land.
>Jump out now! You don't know how long that thing will take to recharge, and you don't want to find out!
>Other (write in)
>>
>>3542705
>>Hold on for just a bit longer! It should only take a few more seconds for the longswords to land.
>>
>>3542705
>Hold on for just a bit longer! It should only take a few more seconds for the longswords to land.
>>
>>3542705
>Hold on for just a bit longer! It should only take a few more seconds for the longswords to land.
>>
>>3542705
>Hold on for just a bit longer! It should only take a few more seconds for the longswords to land.
>>
"Nav, how long until we're ready to jump?" You asked as you watched the remains of the destroyer break apart. Many sections of its hull armor still glowing white hot from the heat of the directed energy weapon.

"Ready to jump now sir! Waiting on your call!" Ensign Toulali replied as the armored covers over the bridge began to close, leaving you to rely on the pictures of camera systems in order to see the space around you.

"Torpedoes! Enemy warships have launched torpedoes." Your sensor officer called out as the Adilade jumped out. The bright blue halo of a slipspace portal hung in the void for just long enough for the destroyer to slip out.

"Hanger four closed! Bravo two is on final approach to hanger three!" Lieutenant Krickstein called out as the telltale black, wedge-shaped profile of a longsword fighter darted into one of your hangers. Leaving just one remaining to be filled.

"Torpedoes halfway to us! Count six weapons with more charging." Your sensor officer alerted you as the screen over the bridge shifted to show a tactical readout of the area around you. Three of the deadly little weapons had broken off to chase the Concorde Hymn, while the other three were racing towards you.

"Dawn's Early Light, this is the Concorde Hymn." Your comms crackled into life. "We're punching out. We'll see you on the other side!"

And with that, the Concorde Hymn dropped off the tactical readout, the screen shifted to a camera's view outside the ship just in time to see a slipspace portal collapse in on itself, the only other frigate in the area leaving you behind.

"Longsword in! Bravo two has landed, slamming the doors!" Your aviation control officer called out as the torpedoes bound for the Concorde Hymn reached where the other frigate had been, and promptly turned to track after you.

"Punch it, ensign!" You ordered as the door to the hanger shut. You watched through the camera feed as a trio of angry red balls of energy raced towards you. You watched and waited, powerless to do anything as you watched the torpedoes race closer and closer. You braced yourself for the shock and the shudder of an impact, one that would damn you and your crew to certain death.

And it didn't come. With a flash of blue light, the camera showed nothing outside aside from the blackness of FTL space. Where not even light could reach you. You slumped back into your chair and let out a breath that you had been holding. Finally, you were safe.

>Take stock of your situation. How many people have you got out?
>Get a full report from all stations. You need to know how everyone is holding up.
>Take a break from the bridge, you need to rest after all this stress. (TIMESKIP)
>Other (write-in)
>>
>>3542816
>Get a full report from all stations. You need to know how everyone is holding up.
>>
>>3542816
>Get a full report from all stations. You need to know how everyone is holding up.
>>
>>3542816
>Get a full report from all stations. You need to know how everyone is holding up.
>>
"Get me a situation report from all station chiefs on the ship. I need to know how we're holding up." You ordered, hoping to get at least some understanding of how bad of a shape your ship was in.

Out of all the stations on the ship, security was the only section of the ship that wasn't having to deal with losses. The fact that all of the security teams had been roaming around the ship meant that they were able to avoid being pinned down in places that were likely to be holed. The teams were currently assisting in moving injured people to the medical deck, but their job was basically done. Engineering was also doing fairly well, though the chief was keen to inform you that the strain on the engines had caused some damage to the thrust control couplings, it was easily repaired but would require the engines to be powered down.

Not that it mattered, the ship would probably be spending some time in drydock to repair the damage sustained. Whether or not you'd still be in command when the ship returned to service was still to be seen.

Damage control was doing as much as they could, but due to being in slipspace there wasn't much they could do aside from going around and repairing things that had been knocked loose, and shoring up radiation shielding in areas that were hotter than the rest of the ship. A number of them had been wounded fighting fires and in sudden decompression events, and had been sent to medical. Weaponry had also suffered casualties during your close encounter with the covenant frigate. They were currently going over the ship's weapons systems, making sure that the power couplings between the MAC gun and it's capacitor banks were in working order, and preparing your limited remaining stock of spare archer missiles to

The medical wing was in by far the worst condition. All of the wounded from other sections, those who had been close to your hangers that had soaked a plasma torpedo, those who had been in area holed by plasma cannon rounds, and the wounded that had been picked up from escape pods were all being sent to the medical deck. And while they had done as much as they could to triage the most severe cases, they were inundated with patients needing urgent medical care.

The fact that your report had been given by one of the lower-ranking members of the medical staff rather than Doctor Wespe himself was evidence enough that they were under a lot of strain.

>Find out how many people managed to escape with.
>Take a break from the bridge, you need to rest after all this stress. (TIMESKIP)
>Other (write-in)
>>
>>3542978
>Find out how many people managed to escape with.
Fuck, man...
>>
>>3542978
>>Find out how many people managed to escape with.
>>
>>3542978
>Find out how many people managed to escape with.
>Find out if there is some way to help out the medical staff currently.

Ah fuck if we need to give up the ship. I'm 90% sure our engie is gonna be fucking taken. Damn it now would be the time to fucking use him!
>>
>>3542978
>Find out how many people managed to escape with.
>>
Following that whole catastrophy, you had to find out just how many people you had picked up. Loosing at least two corvettes, two frigates and two destroyers was never a good day for humanity. But the fact that you hadn't been able to stay around to pick everyone up made the losses sting even worse.

Unfortunately, you couldn't get a concrete estimate. At standard, a Mako class corvette had a crew of forty, and a frigate had a crew of between two-hundred and fifty and three-hundred. But the number of escape pods floating around made getting a concrete estimate even harder than usual. It could be likely that they recovered crew from some of the ships lost during their first engagement, but even then you were doubtful.

Instead, you had to go by the number of escape pods you had recovered. Overall, you had recovered five bumblebee class escape pods, each of which could carry eight people and a pilot. Then you had also recovered around seventy of the unpowered three-man pods on their own, along with three pelicans that had been towing pods when they had landed on your ship.

With a bit of math, that put the number of recovered sailors at around the two-hundred and fifty mark. However, that assumed that all pods had been full of crew. Ultimately, you wouldn't know until a full tally of the people on board had been taken. And that would take a while.

>Talk with your XO about how things went. You can't shake the feeling that you didn't do as well as you could have.
>Take a break from the bridge, you need to rest after all this stress. (TIMESKIP)
>Other (write-in)
>>
>>3543119

>Talk with your XO about how things went. You can't shake the feeling that you didn't do as well as you could have.
>>
>>3543119
>Take a break from the bridge, you need to rest after all this stress.
>>
>>3543119
>Talk with your XO about how things went. You can't shake the feeling that you didn't do as well as you could have.
Any room for improvements?
>>
>>3543119
>Talk with your XO about how things went. You can't shake the feeling that you didn't do as well as you could have.
>>
>>3543119
>>Talk with your XO about how things went. You can't shake the feeling that you didn't do as well as you could have.
>>
"Dyad, a word if you mind?" You asked as you stood up from your chair. Your XO looked up at you from her data pad and nodded before following you out. She followed you out of the bridge, both of you only stopping to hand over your weaponry and ammunition to the ensign who had recovered the weaponry from the sub-armory nearby. You lead her away from the bridge, down a maintenance ladder and through a couple of doorways.

"Is something the matter sir?" Dyad asked when you arrived at the maintenance room a deck below the bridge. The electric hum of power flowing through multiple computer banks and the tingle of static in the air telling you of the sheer processing power of the room.

"No, nothing's wrong." You assured her as you came to a stop, you turned to your XO as you leaned against one of the banisters of the catwalk over the multi-deck room. "I just wanted to see if you had any feedback on how I handled things."

"I..." Dyad began, only to pause as she thought more on the question. "You're looking to see if I blame you for leaving those people behind. Aren't you?"

You chuckeled dryly at her answer, before sighing as your XO gave you a worried look. "Am I really that transparent?"

"Sort of. It's the same question that officers ask once they've made a call like that. It's nothing to be ashamed of, and I don't blame you." Dyad shrugged with her response as she leaned against the same banister as you.

>"But you seem like you've already assigned the blame to someone."
>"I know Dyad, I was more looking for a more tactical review.
>"You sound like you've seen this before. Have you?"
>Other (write in)
>>
>>3543193
>"I know Dyad, I was more looking for a more tactical review. "

I mean the covenant are at fault for all this, Not us or the UNSC.
>>
>>3543193
>"You sound like you've seen this before. Have you?"
Welp, that went as ok as I expected
>>
>>3543193
>"I know Dyad, I was more looking for a more tactical review. "
>>
>>3543193
>"I know Dyad, I was more looking for a more tactical review.
>"You sound like you've seen this before. Have you?"
>>
>>3543193
>>"You sound like you've seen this before. Have you?"
>>
>>3543193
>I know Dyad, I was more looking for a more tactical review.
Like when I ordered our vessel to hulltank enemy frigate at melee range for no good reason whatsoever
>>
>>3543553
Isn't tanking their smaller plasma cannons better than catching multiple plasma torpedoes up the ass and losing our engines?
>>
>>3543831
Or worse yet, that energy projector we dodged after it.
>>
>>3543553
No good reason? I just fucking being unable to be hit by torps is dumb, and we should've accepted those
>>
>>3543553
lol, literally everyone who flies away from the covenant in the books gets their shit kicked in. The covenant operate better than our own ships at close range, but the covenant are faaaaaaaar superior than our ships at long range.
>>
"Thanks for the concern Dyad, it means a lot. But was more looking for a more tactical review." You corrected her. At this time, soul searching would mean nothing compared to learning an actual lesson from the losses.

"I think that taking us away from the bulk of the fleet was a bad move. It opened us up to getting pushed by that frigate. However, it saved us from at least one torpedo, so I can understand the reasoning at the time. We got lucky that we only soaked one torpedo, and that it hit an area far away from our primary weapons and propulsion systems. If anything, I would recommend that we promote the ensign to lieutenant over his performance." Dyad began her review. "All-together I think that we were too reliant on our MAC gun. It's powerful, sure, but ignoring our other weapons systems limited our offensive options. We only fired off one volley of archers, and those were against the smallest warships in the fight."

"And taking us close to that frigate? It punched through our armour in numerous places and took out a couple of point defense turrets." You asked about your other controversial move. Like it or not it had gotten people killed, but your biggest concern was if you had made the right call to take a small guaranteed loss in the place of a probable killing blow.

"It was a risky move, though I can see your reasoning behind it. If we had run, we would have left ourselves open to a torpedo volley from the frigate and the cruiser. I think that the threat from the cruiser could be discounted as it would have prioritized the rest of the fleet. However, a volley from the frigate at that range wouldn't have missed." Dyad agreed with your choices, apparently having seen the issues that had prompted you into the move.

"And that would have immobilized us, or worse." You added with a nod, a plasma torpedo to any part of the ship is bad, but a hit so close to the engines and the reactor was basically a death sentence.

"Yeah, taking us close was a well-meaning idea but it could have been avoided with proper detection and use of our other weapons systems." Dyad summarised her point of view in a single, concise sentence.

>"How would you have handled it Dyad?"
>"Do you think we could have handled the enemy reinforcements?"
>"You sound like you've seen this before. Have you?"
>Thank your XO for her point of view and return to the bridge.
>Other (write-in)
>>
>>3544710
>Thank your XO for her point of view and return to the bridge.
> put that engineer to work, We got shit to fix, and he was literally born for it.
>>
>>3544710
>"Do you think we could have handled the enemy reinforcements?"
>>
>>3544710
>"Dyad, how come I'm the captain of this ship and you the second in command and not the other way around?"
>>
>>3544748
>>3544755
Because the UNSC bases it's ranking structure off NATO rank structure. In both a lieutenant commander is an O-3 officer while a commander is an O-4 officer.
>>
>>3544710
>Thank your XO for her point of view and return to the bridge.
>>
>>3544782
I meant it more like us being impressed by Dyad's insight. Basically what she said right now makes us look like amateurs so the question is why is she only second in command and not a higher rank? Potential character background plot hook I guess also could be interesting Loyalty mission down the line
>>
"Dyad, how come I'm the captain of this ship and you the second in command and not the other way around?" You asked your XO as you lent more onto the railing once again.

This time, it was Dyad's turn to laugh. "Because I have the charisma of a brick."

You chuckled along with her, though you made a mental note about her response. The two of you laughed for a bit longer, before stopping. "Anyway, want to head back to the bridge?"

"Yeah, we've left it long enough." She agreed, before stopping to speak again. "And boss?"

"Yeah?" You answered, giving her liberty to continue with her question.

"If you ever need to talk, just ask. The last thing anyone here needs is a captain that can't take a load off." Dyad offered, you nodded in thanks, but you couldn't let the opportunity for a joke slip by.

"Looking for another excuse to go into a dark room with me Dyad? I'm sure there are some regs against that." You smiled as you spoke, letting her figure out the joke for herself.

Your XO just laughed as she walked back to the service ladder, before saying over her shoulder. "I think a couple of the girls might not like the competition!"

You simply smiled and followed her back to the bridge, the pair of you arriving back within a few minutes of when you first left. Hell, your seat was still warm. The room was alive with the sounds of people talking, both with the people next to them and on the other ends of the ship.

>Take an inspection of the ship, you need to see the damage for yourself.
>Write up your after-action report. You ought to get it done now.
>Take a break from the bridge, you need to rest after all this stress. (TIMESKIP)
>Other (write-in)
>>
>>3544996
>Take an inspection of the ship, you need to see the damage for yourself.
>>
>>3544996
>>Take an inspection of the ship, you need to see the damage for yourself.
>>
>>3544996
>Write up your after-action report. You ought to get it done now.

Can't wait till we get an a.i. I to do these for us
>>
>>3544996
>Take an inspection of the ship, you need to see the damage for yourself.
>>
"Dyad, you have the deck. I'm going to take a look at the damage. we sustained." You announced as you got up, only a few seconds after sitting down.

"Do you need someone to go with you, sir?" Dyad asked, looking up from her datapad.

"No, thanks." You replied as you left. You were just walking around the ship, not taking a walk on an innie-friendly planet. You would be fine.

It didn't take long to find some of the internal damage. Within a quarter of an hour, you were standing outside one of the areas of the ship that had been holed by enemy fire. The door in had been sealed shut. Not by conscious choice, but by being dented inwards by a large explosion on the other side. Still, a number of metal plates had been welded onto and around the door, backed up by radiation shielding plates. Not the heavy kind that was used to block out the radiation from slipspace travel, but just that little bit extra to catch anything that might seep through from a shoddy job.

"Pretty bad, isn't it?" A voice asked from behind you. You turned around and found the bulky form of your chief engineer walking over. The man carried a cup of coffee in one hand and had his other holding onto his belt near to his pistol holster. Apparently, he hadn't returned it yet.

"You should see it from outside. It's not pretty." You remarked as the burly man walked up next to you.

"Still, the young lass did well." He patted one of the metal beams that made up the bulkhead wall. "Then again, she's a Paris class. Being stronger than she has any right to is well within her right."

>"What happened to the other Paris class ship you've served on?"
>"How's engineering holding up? The people I mean, not the systems."
>"Have you met any of the people we've rescued yet?"
>Other (write-in)
>>
>>3545130
>How's engineering holding up? The people I mean, not the systems."
>>
>>3545130
>"How's engineering holding up? The people I mean, not the systems."
>>
>>3545130
>>"How's engineering holding up? The people I mean, not the systems."
>>
"How's engineering holding up?" You asked, gaining you a confused look from the chief. "The people I mean, not the systems."

"Ah, that makes sense." The man nodded, before taking a long sip of his coffee. "Most of them are tired as shit, so we've canceled all non-critical repairs and cycled the worst guys to rest. They should be ready to go once we drop out of FTL."

"Casualties?" You asked you had been planning on getting to it in a more roundabout fashion. But the chief had seen his fair share of battles, there was no reason to beat around the bush.

"At least two dead to explosive decompression, a dozen more with varying wounds. All together nothing outside of the norm for a frigate, but still more than I would have liked." The grizzled engineer stated flatly, like a weather reported giving the rain forecast for the next couple of days. His report was concise and entirely without care.

"And yet, you did better than most departments of the ship." You reminded the man. Aviation had definitely lost people in the three hangers destroyed by that damn torpedo and may have lost one or two pelican crews. And medical were working their asses off trying to treat all of the wounded.

"Better is always subjective. Engineers aren't good when they're almost on their ass from fatigue." The chief reminded you. "Granted they are new, so they haven't adapted to subsist off coffee and suffering."

>"You know, I think we have something that might be able to help your boys out."
>"What happened to the other Paris class ship you've served on?"
>"Have you met any of the people we've rescued yet?"
>Other (write-in)
>>
>>3545264
>>"You know, I think we have something that might be able to help your boys out."
BRING FORTH THE ALIEN
>>
>>3545264
>"You know, I think we have something that might be able to help your boys out."
>>
>>3545264
>>"You know, I think we have something that might be able to help your boys out."
>>
You guys sure about this? It may bring some unwanted changes to the hull.
>>
>>3545264
>"You know, I think we have something that might be able to help your boys out."
>>
>>3545314
So far whatever changes it seems to make turns into an improvement.
>>
"You know chief, I think we have something that might be able to help your boys out." You offered the engineer. He didn't say anything, but it was obvious from his expression that he was intrigued.

With a reasonable assurance that he was interested, you lead the man off towards the storage room that had been appropriated as the temporary storage area for the alien. In foresight of the requirements of the battle, you had ordered Dyad to move the alien to one of the tertiary storage rooms nestled deep within the core of the ship, placing the alien under as much armour and cover as possible. Just like before, a pair of marines guarded the door in full combat armour and armed with shotguns. The men stopped both you and the chief long enough to check your identification, before opening the door for you.

"What in the name of fuck?" The chief asked as he beheld the elephant in the room. Or rather, the floating alien in the room. The alien was floating atop what looked like a pile of various computer bits, a hydrogen fuel cell, and other assorted bits. It had all been connected in a mess of wires, there was probably some kind of order to it all, but only an order obvious to its alien mind.

"Uh, sir?" One of the marines, a corporal by the rank insignia spray painted on his chest approached you as the chief engineer took a few tentative steps towards the alien.

"At ease corporal. I'm merely showing the chief our guest." You held up our hands to calm the

"Of course sir, just be aware that I'm under orders not to let the alien leave this room." The

"It'd be a lot cooler if you did." The head of engineering remarked as he inspected the mound of parts and bits. "This thing has a solid grasp on multiple engineering disciplines, we could definitely put it to work on the engines."

"But sir, I'm under strict orders to ensure that this alien stays here and does not interact with any major parts of this ship!" The marine protested, sticking to his orders.

>"That's fine corporal, I was just showing the chief the alien, not planning on moving it."
>"We aren't in a position to leave it here. We have to put it to work as soon as possible."
>Other (write in)
>>
>>3545419
>"We aren't in a position to leave it here. We have to put it to work as soon as possible. Go with it and stuff, my name on the order."

Oh ya, We handed it off too ONI didn't we?
>>
>>3545419
>>"We aren't in a position to leave it here. We have to put it to work as soon as possible. Go with it and stuff, my name on the order."
It's alright Marine if anything happens it'll be my problem not yours.
>>
>>3545419
>>"We aren't in a position to leave it here. We have to put it to work as soon as possible."
Should anything go wrong, it's on us. I don't anticipate anything going wrong, however.
>>
"We aren't in a position to leave it here. We have to put it to work as soon as possible." You ordered the bewildered marine, who looked from you and back to the alien. "Just go with it, and put my name on the order."

"You're absolutely sure sir?" The marine asked, still very hesitant about what he should do. You had to guess that he was still new to how the military functioned.

"Just escort it marine, the chief will handle the rest." You assured the marine, you added a winning smile to further try and calm the marine into doing as he was told.

It took a couple of seconds, but eventually, the marine relented and "Pack it up guys, we're moving the stinker."

"Cheers boss, this'll make things much easier for my boys." The chief engineer thanked you as he lead the alien and it's escorting squad out of the room and towards the engineering sections of the ship. You watched them leave and spent a few seconds pondering where next to go.

It took you a minute to decide where to head next, and around ten minutes to get there. The corridor you arrived in was empty, but still in a disheveled state. Panneling had been knocked off the walls, a light fixture further down had been blown out, and a few wires hung loosely from the ceiling. However, from there you had access to a window. A window overlooking where the last three hangers on the port-side of the ship had once been.

Unfortunately, due to being in slipspace travel you couldn't actually see outside. So instead, you were watching a screen. Said screen instead showed a computer-generated picture of the outer hull, and all of the battle damage to go along with it. The blast marks from the plasma torpedo were still ragged, from where the device had both melted and bent meters of battle armour like modeling clay.

"We lost Checkman and his copilot in the blast." A voice announced from behind you. You turned to find Lieutenant Perkins, the pelican pilot who had flown you onto the ship walking over. His face was neutral, matching his tone. "And Lario was too far out to make it before we jumped."

"This day extracts a heavy toll." You commented as the pilot walked closer and stood next to you, the pair of you staring at the computer screen.

"Who did it?" The man asked after a minute, his voice flat.

"Come again, pilot?" You asked, a bit surprised at the sudden question.

"Who ordered the retreat?" He clarified as he turned to face you, his emotions hidden under an expert's poker face. "Who caused us to loose so many people?"

>Write-in
>>
>>3545577
Upfront and honest; the Furious and her remaining escort got spooked and bugged out as soon as the Covenant response fleet arrived. With them abandoning their post, we didn't have the numbers or firepower to stay and fight.
>>
>>3545596
+1
>>
>>3545577
backing this >>3545596
>>
>>3545596
+1. Staying longer would mean possibly all of us wouldn't have made it.
>>
>>3545577
>>3545596
This, we'd have just died if we stayed, but we ordered us to stay as long as we could to save as many as we could.
>>
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"The Furious got spooked when the covies brought in their reinforcements." You began with the warship that essentially made the call. While no order had been given by the commanding officer of the old carrier, it was still his fault that you had to run in the first place. "They jumped out, and with that loss in firepower, we lost all chance at winning that fight. The best we could do was to punch out with what survivors we had."

"So you left them behind." The pilot stated. There was no accusation, no offensive tone. He just said it as if it was a statement of fact.

"We didn't have a choice, Perkins. With the carrier and a destroyer gone, we didn't have the numbers or firepower to stay and fight. We did what we could, but there just wasn't anything else we could do."

"Bullshit. There is always a choice, you just chose not to make it." The pilot all but spat, his face set halfway between neutrality and disgust.

"What was I supposed to do?" You hissed at the pilot, a bit of anger seeping into your voice as he relaid questions you had already asked yourself. The man opened his mouth to respond, but you cut him off.

"If we had stayed, we would all have died. You, me and everyone on this ship!" You pointed at the pilot, then at yourself, and then waved your arm back in a sweeping motion to gesture to the rest of the ship. "Even with the firepower of the Adelaide, the Concord Hymn and that other destroyer, we still wouldn't have had the firepower to kill a destroyer and a corvette. There was no winning that fight!"

"But you didn't even try!" The pilot yelled, the remains of his neutral tone and expression having slipped away. "We still had the longswords, the nukes, and the support of three other ships!"

"And that wouldn't have meant shit!" You let a bit of emotion into your voice to match his. "Even if we had somehow survived that fight, do you think that the other ships would have? Do you think we would have had time to pick them up as well before more reinforcements arrived?"

The pilot was silent through it all, before slowly stating. "You. Didn't. Even. Try."

"Our chance was stolen the moment the Furious jumped out. There is no point in risking the lives of hundreds and four warships over a few dozen people. We have to think about the greater good." You ground down your point to it's most basic form.

The pilot scoffed at your point. "The greater good means nothing if it is paid for with the blood of people who didn't have to die."

>CONT
>>
>>3545804

And with that, the pilot turned on his heel and left. The sound of his boots on the metal plating being the only noise in the long corridor. You glared at him as he went, with your hateful gaze only being stopped by the closing of a bulkhead door. You waited for a couple of seconds, before spinning around and slamming your fist right into the display screen. The synthetic-glass screen shattered from the force, sparked once and shut off as a network of breakers were tripped. Leaving you in a darker room, with a bleeding fist.

>Head over to medical to get your fist dealt with. They're probably one with most of the cases.
>Head to your quarters, you can deal with your own injuries.
>Other (write-in)
>>
>>3545808
>>Head to your quarters, you can deal with your own injuries.
don't waste medical's time after a fight like that
>>
>>3545808
>>Head to your quarters, you can deal with your own injuries.
>>
>>3545808
>Head to your quarters, you can deal with your own injuries.
>>
>>3545808
>Head to your quarters, you can deal with your own injuries.
Our hand will be fine. Also, what a selfish faggot.
>>
>>3545808
>>Head to your quarters, you can deal with your own injuries.
>>
>>3545838
I agree. If he thinks we should have tried go tell that to every other survivor on this ship first then try saying that to our face again.
>>
>>3545852
given the energy field projector woulda killed us I one shot? yeah
>>
>>3545577
>"This day extracts a heavy toll."
You couldn't resist eh?

>>3545808
edgy
>Head over to medical, grab some cloth on the way and wrap it around your fist. Speak with the injured, especially your own.
Also, I think meeting the people we managed to rescue is something we want to do.
>>
>>3545808
I don't think Perkins realizes our duty is to keep our ship fighting and our crew alive. Throwing both away in a suicidal venture would make us a terrible Captain indeed.
>>
>>3547889
>>3547182
>>3546439
Let's remember our job is to be captain, but his job is to be a hot shot pilot.
>>
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Deciding to deal with your self-inflicted wound, you turned on your heel and made your way back towards the command tower. You intentionally took service hallways and other passages that you knew most people wouldn't take. The trip took longer, but you knew that it would be worth it as you would be able to travel without getting spotted by members of the crew. You arrived at your room within half an hour. The room itself was decent enough, though you hadn't done much to make your mark.

You shook your head as you walked over to the small "office" space and pulled a small medical kit off the wall, your outburst was unprofessional and unbecoming of an officer. You supposed that you could be thankful that nobody had been around to see it, but even then you would be lucky for somebody not to notice your hand. You then knelt down next to your desk and opened the small fridge underneath it. You pulled out a small pack of ice -normally used in glasses of alcohol- and dropped it onto your desk next to the small pack.

Your terminal activated as you moved in proximity to it, the system reading your neural interface and identifying that you were in proximity. The computer automatically logging in and bringing up your home screen. You ignored it and opened the medical pack, retrieving a small bottle of antiseptic fluids, some small adhesive dressings and set to work. You hissed as you applied the antiseptic to your knuckles, cleaning the wounds out of habit. Infections could spread easily in space, and you didn't want to be taken down to the medical deck just because you were lazy and ignored one of the first things taught at the academy. You then applied the tiny plasters over the parts where the knuckles had split.

>Take a small break and then return to the bridge, you are needed there.
>Check your computer, maybe you have mail?
>Go to bed, you aren't in any shape to command your ship right now (TIMESKIP)
>Other (write-in)
>>
>>3550311
>>Check your computer, maybe you have mail?
>>
>>3550311
>Check your computer, maybe you have mail?
>>
>>3550311
>Other
>Pour yourself whiskey from the minifridge and relax for a while
>>
>>3550311
>Check your computer, maybe you have mail?
>>
Leaving the ice pack on your hand, you selected your mail function and brought up the few messages that had actually been sent by something other than an automated system. One of the worse features of the UNSC administrative system was that all things relevant to the commander of the ship had a copy mailed directly to your personal account. This ranged from important things like AARs and personnel transfer requests, all the way down to confirmations of proper stocking, updates on preventative maintenance and other things that clogged up your inbox.

All together you had a decent number of messages. Most of them were from people congratulating you on your promotion. Old shipmates, friends that you had stayed in contact with from the acadamy, and the few distant family members you had left. However, three messages stood from the rest.

The first was a message from your sister, the timestamp on it telling you that it had arrived in your "inbox" an hour before you had met patrol group theta. Altogether, the email was not that functionally different from the others, but the fact that it came from your sister was enough to make it a priority.

The next message was from your old CO, the captain of the UNSC Hoel for most of your time assigned to her. A surprisingly old man, rumor had it that he had previously served in the CMA, only to have retired when it was absorbed by the UNSC. Still, he was decent and respectful. Though there was always something about him that you couldn't quite place. Maybe it was just how quiet he was. For a man that looked like a stereotypical sea-captain, he was rather reserved.

The final message was from an old ONI handler, one that had been assigned to the Hoel when it was testing some of the more... experimental things to come out in the last few years. You already had a good idea about why he was contacting you, though the fact that you were interacting with them again was not something that you enjoyed in the slightest bit.

>Read the letter from your sister first, family comes before everything.
>Read the letter from your old CO, getting a message from the old man is something rare indeed.
>Read the letter from the spook, you have an idea about it already.
>Respond to the other messages first, you can put more attention to the others.
>Other (write-in)
>>
>>3550529
>Read the letter from your sister first, family comes before everything.
>>
>>3550529
>Read the letter from your sister first, family comes before everything.
>>
>>3550529
>Read the letter from your old CO, getting a message from the old man is something rare indeed.
>>
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Selecting the letter from your sister, you opened the message and began to read. And she started by calling you by your nickname of "trips" in return for the start of your previous message. She congratulated you on your promotion but also pointed out that she was worried that you had been assigned to a frigate. it was no secret that frigates made up the highest number of losses among UNSC ships. And while your assignment seemed to put you away from the bulk of the fighting, you knew that a lot of your survival rested on sheer luck. At least, she hadn't told your mom what you had been assigned to, just that you had been promoted. You were thankful for that, the last thing you wanted was for her to be worried about you.

Your sister was doing well, she was finishing up trade school and was already getting offers from various private sector companies about getting a job with them. The UNSC tended to hoover people up where possible, and ONI had the reach and authority to make people offers that they couldn't refuse. So private companies had to be as fast as possible to get hires before the recruiters came looking. One she was looking at was an AI production firm, which spoke volumes about how smart she was. She was also looking forward to the next album being put out by her favorite band, Stardust. Apparently, they were going to have a concert to send it off, and she had gotten some tickets. She asked for your luck in winning the raffle for a backstage meeting with the band.

Your mother, on the other hand, was having a worse time. A number of people on her staff had left to join the various branches of the UNSC, leaving her short on hands and heavy on work. To make up for this they were directly targeting people coming out of trade schools like the one your sister was leaving, but that still left them short for a good month or two. Financially she was doing fine, but your promotion had come in at a very good time. Apparently, the landlord for their block of flats was trying to drive out the refugees from glassed planets by increasing the rent. A legal case had been launched, but until that was closed he was free to keep the rent high. If it wasn't for your contributions, they would have been needing to look for a place to live.

Her response to your question about what your brother wanted to do when he left school worried you severely. According to your sister he was interested in joining the Marines, apparently, the recruiters had been making the rounds and had convinced him that the corps was the best branch in the UNSC. Thankfully he still had a couple of years before he was out, but for them to be sinking their teeth in before he was even in his final year was unsettling to put it very mildly. While the corps could attest to having a more level playing field on the ground with the covenant, they were essentially doomed to die the moment space superiority was lost.

>CONT
>>
>>3550688

After all, "My Ass Rides In Navy Equipment" wasn't just a derisive saying against the marines without a reason. There tends not to be a way off a planet when everything nearby has either run away or been destroyed.

Your sister rounded the message off by asking you to be careful, before then commenting that she really didn't need to ask you to do that. After all, you were lucky, according to her. She also asked you to keep her posted on how things were going "out there" on the real frontline of the war.

>Give your sister a full account of what has happened since you got your promotion, including the parts about the recent battle.
>Give your sister an edited account of what has happened since your promotion, no need to make her more worried than she should be.
>Read one of the other messages, you need time to think over everything.
>Other (write-in)
>>
>>3550689
>>Give your sister an edited account of what has happened since your promotion, no need to make her more worried than she should be.
>>
>>3550689
>Give your sister an edited account of what has happened since your promotion, no need to make her more worried than she should be.
>>
>>3550689
>>Give your sister an edited account of what has happened since your promotion, no need to make her more worried than she should be.
We most certainly did not nearly detonate in the vacuum of space spectacularly.
>>
Deciding to give your sister a bit of a story, you started writing to her about your recent escapades. For this, you chose to talk about your skirmish with a jackal raider, raiders were common enough that everybody knew what to expect from them, and they were also a believably predictable enemy. The fact that they are also too small to be an actual threat to a heavy frigate was also a bonus. You also embellished the tale just a little bit more than usual. You made sure to add in enough information that the story was solid enough to be accepted as the truth, but with enough deviance that ONI wouldn't come around asking why you weren't following OPSEC regulations.

You laid the groundwork by saying that you had been assigned to scavenger hunting, giving her a brief rundown of why you were there and the issues around it. You told her about stealthily moving through the wreckage of the ships over Edrianus II, and how you found out that the jackals were essentially graverobbing. You laid out how you ordered one of your fighters to tail a dropship full of loot back to their home ship.

The actual engagement was almost a complete fabrication from first contact. You told a tale about how the longsword had led you right to their ship, and how the pilot had blown your cover by engaging the fighters flying near to the vessel. You lied about ordering the pilot to lead the enemy warship into an ambush, where your MAC gun practically vaporized the enemy vessel regardless of its shields. And you lied about than leaving the remaining jackals to suffocate. After all, you didn't shatter the enemy ship with a single shot, as you said in the story. You didn't defeat all covenant units in the planet's gravity well with that one shot, as you said in the story. You didn't lie about not losing any crewmembers though, so there was a bit of truth.

Once the story was told, you then turned your attention to your family. You bid your sister good luck with her raffle and good luck with getting a job with an AI firm. Altogether it wasn't a bad job, techs like her often got assigned to UNSC ships just because their skills were so indispensable. You asked her to also tell your mom that you said hello and that you were fine. You also gave her specific instructions to do whatever necessary to prevent your brother from joining the marines, even going as far as to show him evidence of just what happened when the navy got pushed back.

Your family had already lost someone due to a bad call. There was no reason to do it again.

You rounded off the letter by assuring her that you would stay safe and that you wanted her to stay safe as well. And after one last proof-read you sent it off. Granted you would have to wait for the ship to get into range of a comms buoy before it was actually sent, but at least you were sending it off as much as you could.

>CONT
>>
>>3550848

>Read the letter from your old CO, getting a message from the old man is something rare indeed.
>Read the letter from the spook, you have an idea about it already.
>Respond to the other messages first, you can put more attention to the others.
>Other (write-in)
>>
>>3550850
>Read the letter from your old CO, getting a message from the old man is something rare indeed.
>>
>>3550850
>>Read the letter from your old CO, getting a message from the old man is something rare indeed.
>>
>>3550850
>Read the letter from your old CO, getting a message from the old man is something rare indeed.
>>
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The next message you decided to open was the message from your former CO, a man by the name of Apollo. Altogether he hadn't been a bad guy, in fact, he seemed rather competent. But that loitering suspicion about why someone so competent was assigned to some random corvette had haunted him for his entire captaincy.

Old man Apollo started off his message by congratulating you on your rapid climb up the command ladder, even going as far as to joke that he soon might be calling you sir. He stated flatly that he was glad that his recommendation for your promotion had been accepted, though he found it confusing that you had been promoted to command a frigate directly rather than spending some time at the command of a corvette.

Apparently, the captain had been assigned to command of an old Diligence-class destroyer, which in turn had been seconded to escort a new Marathon-class heavy cruiser. Officially it's a mark of pride to be assigned to escort one of the most powerful vessels in the UNSC, but according to the old man, it was just so that could keep a closer eye on him. He followed it up by commenting that they were worried that he was going to go senile on them, which silenced the alarm bells that had started going off in the back of your head. He called the AI on his ship a "useless pile of junk", though his statement didn't really surprise you. He wasn't the kind of person to mesh well with advanced tech, so an older destroyer was a good fit for him. Even if it was just barely on the same footing as a Paris class.

The captain commented that he thought that it was a waste for you to be assigned to playing second fiddle in a wolfpack, apparently, he thought that you were valuable enough to warrant a direct command of a destroyer, or even a cruiser. And to say that would have been a leap of faith on the UNSC's behalf was an understatement, to say the least. Hell, your assignment to the Dawn was something based more on the trust of a rear admiral.

The old man rounded off his message with a simple question, asking if you wanted to meet him for a drink sometime on shore leave. An attached file detailed all of the worlds he was able to stop at for shore leave, and it didn't take long for you to find a couple of suitable planets and dates where both your ship and his would be free for leave.

>Thank the old man for his offer, and accept it.
>Thank the old man for his offer, but decline it.
>Other (write-in)
>>
>>3550963
>>Thank the old man for his offer, and accept it.
Accept it of course, he's a friendly man and was nice enough to give a glowing recommendation.
>>
>>3550963
>Thank the old man for his offer, and accept it.
>>
>>3550963
>>Thank the old man for his offer, and accept it.
>>
You quickly filled out a response, thanking the captain for his kind words and support for your promotion. You also congratulated him on his speedy promotion to an actual warship, even though his ship was only slightly more powerful than yours. Afterall, the Diligence class was often times called a "destroyer escort" for a reason. It had a similar weapons and armor load to a Paris class without the speed of the frigate, though the refitted dual-MAC gun and a greater load of nuclear weapons pushed it clean into destroyer territory.

You also accepted his offer to meet on shore leave, though you had to specify that you wouldn't be able to arrange the meeting for at least a couple of months at the very least. You told him that you had to return for repair, and then you would probably be sent back out on patrol for a bit after that. Unlike your sister, you felt no reason to lie to him, especially as he had been open enough to tell you that he had recommended you for your current position.

You sort of owed it to him to be honest, though you promised to explain what happened to him once you met.

You also informed him of your recent kills. Admittedly all of the kills you had made on your own had been from jackal raiders and a pair of stollen freighters, and the one outstanding kill was when you finished off a corvette. But for a UNSC ship to get that many kills within it's first few engagements was rare. So you were sure that would cheer him up to hear.

>Read the letter from the spook, you have an idea about it already.
>Respond to the other messages first, you can put more attention to the others.
>Take a nap, you're in need of some rest (TIMESKIP)
>Other (write-in)
>>
>>3551111
>Read the letter from the spook, you have an idea about it already.

checked
>>
>>3551111
>>Read the letter from the spook, you have an idea about it already.
Time for the spooks.
>>
>>3551111
>>Read the letter from the spook, you have an idea about it already.
>>
>>3551111
>Read the letter from the spook, you have an idea about it already.
Spook
>>
>>3551111
>Read the letter from the spook, you have an idea about it already.
>>
>>3551111
>>Read the letter from the spook, you have an idea about it already.
>>
Finishing off the message to your old captain, you immediately dived into the message from the spook. Unfortunately, the agent hadn't given you their name, though you could identify him by his ID number.

Unlike the first couple of letters, this one did not start off with congratulations on getting your first command. Instead, it dived straight into the business behind the message. The spook informed you that he had been assigned to recover the alien that you had captured. He had read all of the reports available, from the AAR detailing what had happened during the engagement to the helmet camera footage of one of the marines that had guarded the alien as it had pulled apart a warthog.

The spook explained that he had been assigned a prowler, and was willing to head out and meet up with your ship to recover your passenger, though he insisted that you inform him if you were going to pull into dock for an extended period of time.

The message ended with a more personal addition from the spook, as he congratulated you on your promotion. He expressed his surprise, as he had been operating under the assumption that you would be posted to a corvette, similar to what happened to other UNSC officers. He also expressed his surprise that he was being put back into contact with you, usually most contact with people as a once-and-done affair.

>Respond to the other messages, you might as well respond to them.
>Return to the bridge, you've spent enough time away.
>Take a nap, you're in need of some rest (TIMESKIP)
>Other (write-in)
>>
>>3552635
>Return to the bridge, you've spent enough time away.
Even if we crash due to deprivation.
>>
>>3552635
>Respond to the other messages, you might as well respond to them.
>>
>>3552635
>>Take a nap, you're in need of some rest (TIMESKIP)
Nap time, let's go.
>>
>>3552635
>>Take a nap, you're in need of some rest (TIMESKIP)
>>
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You quickly fired off a message in response to the spook, going over how you would be returning to Anchor Five for repair work following an engagement with the covenant. You explained that you would be willing to hand the alien over to him there or to hand it over to some ONI personnel already on the station. Though as you got more tired you found more mistakes in your work. You proof-read it twice just to make sure after the first draft had a lot of errors in it, and once it was sent you decided to pack it in for the night. There was no point in commanding if you were too tired to type out a message without so many mistakes. With a few button clicks, you brought the camera built into the computer screen online and contacted the bridge.

"Dyad, you there?" You asked as you established a video-link to the bridge. The screen snapped into focus with a view from the camera on your command chair, giving you a good look at Lieutenant Commander Dyad as she relaxed in your chair.

"Yeah, I'm here sir." Your XO responded, her legs crossed in your seat. She frowned, before then asking. "Are you good? You sound like shit."

"Yeah, I'm about halfway to passing out. So I'm gonna get some rest." You explained what you planned to do to your XO, who simply smiled through it.

"Your first major engagement does that to ya. Don't worry, I'll hold down the bridge until your back." You XO chuckled as she got comfortable in your chair, apparently taking great comfort in being sat in it.

"Thanks a lot, Dyad. I'll try not to make you wait too long." You assured your XO, before closing the link and heading to the bathroom. Thankfully you had already dropped off your wash-bag, so you didn't have to go rummaging around for your toothbrush and shower gel. And after a quick shower and cleaning your teeth you were straight into bed, the normally uncomfortable bed proving to be a lot more comfortable with your brain already on the way to sleep. You were asleep the minute after your head hit the pillow.

You dreamed of a burning sky filled with the hulls of alien warships and felt strangely at peace with it.

>CONT
>>
>>3552752

Following your rest, you threw yourself into commanding your ship as it made the journey back to Anchor Five. Following standard cole-protocol, your ship executed a further blind-jump just in case you were being followed, before making headway towards the UNSC staging ground. The trip had taken almost a week due to your detour and the sheer distance that you had to travel over in order to return to the UNSC station. Due to the sheer number of people on the ship, you had ordered as many non-essential and uninjured crewmembers into cryostasis, while the rest did what repairs they could in shifts. For this, you were thankful that you had put your alien guest to work, as it allowed you to send actual human engineers off to do other work. However, the mood onboard was still somewhere between elation at surviving your first encounter, and sadness at the number of losses sustained.

A few hours ago, your ship had finally dropped out of slipspace near to Anchor Five, the rest of the surviving ships from the battle had already arrived before you. Within a few minuites of arriving you were directed to one of the many repair and construction cradles in the void around the station. A handful of small tugs helping to guide your damaged vessel into place.

Right now, however, you were back outside the office of the man who had promoted you, though thankfully you weren't alone. Joining your outside Rear Admiral Viktor Haley’s office was the two other commanding officers of your Wolfpack. Captain Petrovich and the commander of the Concorde Hymn were both waiting with you. The waiting area was quiet, with only the sound of the Rear Admiral's aid typing away on a mechanical computer creating the noise preventing the room from being entirely silent.

To say that the mood was tense was an understatement. Being outside the office of a high ranking officer was either a really good or really bad thing. And it was rare for it to be somewhere in-between those two extremes.

>Go over your uniform one last time, this may be the last time you wear your commander pins.
>Talk to Captain Petrovich, you don't know if there is a plan already in place on how to handle this.
>Talk to the commander of the Concorde Hymn, you haven't been formally introduced to her.
>>
>>3552754

>Go over your uniform one last time, this may be the last time you wear your commander pins.
>>
>>3552754
>Go over your uniform one last time, this may be the last time you wear your commander pins.
>>
>>3552754
>Go over your uniform one last time, this may be the last time you wear your commander pins.
>>
>>3552754
>Talk to the commander of the Concorde Hymn, you haven't been formally introduced to her.
We dindu nuffing wong!
>>
Going over your uniform one last time, you checked to make sure that everything was in order. The few medals you had were gleaming as well as they could, your pins had been touched up with as much polish as you could to give them a mirror-shine. Your uniform was pressed and clean, with no loose hairs. And speaking of hair, yours was still within regulation.

As you finished up your self-inspection, the door next to you opened. And you watched as a man you didn't recognize left the office, with a defeated look and without his officer's pins. He didn't stop to speak with you, or anyone else in the room. Instead, he just left without a word. The only evidence of his mood being his hurried footsteps moving further away.

"Commander Wells." The Rear Admiral called you into the room, and you stood up and made your way inside. You marched in smartly and came to a halt right in front of his desk, stopping and saluting.

The officer returned the salute but was silent as he stared at you. You stared right back, you had done everything you could, just as your report had stated. If he had brought you here to hear you beg, he would be disappointed.

"Eighty-one." The Rear Admiral stated flatly, you remained silent and waited for him to continue further. "Eighty-one people will be leaving your crew. Twenty-eight of them are leaving in body bags, the rest on medical gurneys."

"Out of all surviving ships from that engagement, yours had the third-highest percentage of crew killed or injured." The man stared up at you from his wheelchair, affixing you with a glare that probably preceded the ending of a career. "Do you have anything to say for yourself?"

>Write in
>>
>>3552809
>I only wish I could've saved more before having to leave the AO sir.

Feelsbadman, We're fucked.
>>
>>3552809
>I cannot excuse the casualties I incurred,
Then >>3552812. We don't know his name so we can't address him by rank.
>>
At least I don't think we can.
>>
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"I cannot excuse the casualties I incurred, I only wish I could've saved more before having to leave the AO sir." You stated flatly. In hindsight, you could have handled things better, from dealing with the enemy frigate before it got into CQC range, to clearing your supply hangers in order to take in more escape pods.

It didn't matter now. After all, hindsight is 20/20

"Promoting you to command a frigate with no prior command experience was a risky move. Your actions during that battle showed that weakness." The Rear Admiral stated, the man looking down at his computer screen and tapping a few of the keys. Your heart sank, he could only be changing something on your personal file. "You could have saved more people, but the fact remains that while your ship sustained the third-highest percentage of losses of the surviving ships, you still recovered the highest number of survivors overall."

The officer looked up at you, his eyes were still steely but softer than they had been a few seconds prior. "And it is for that reason, along with your higher than average kill-mass so early in your career. Why you are not being either demoted or sent to command a corvette."

You were stunned for a few seconds. You had walked in half-believing that you were going to lose your pins, hell you had already packed your bags on the ship! To have your fears realized, and then have it flipped on its head was unexpected, to say the least.

"The man that just left my office before you entered is the one to blame for the lack of survivors from destroyed vessels. He was the commander of the Furious during the battle and gave the order to jump to both his crew and to the Holly Lane, the destroyer that jumped out alongside the carrier." The Rear Admiral explained, gesturing to the door that the man had left through. You were only half listening though. "I don't know what will happen to him, he's the son of a high ranking officer. So a court marshal is essentially out of the question. For now, he will be writing out the death notifications to the families of all those he indirectly killed. Hopefully, that will get through his thick skull."

"But sir..." You began, only to stop yourself. There was no point in essentially asking for a demotion.

"I want you to understand that you are only getting out with your pins through luck and somebody else messing up even worse. Learn from this experience, and grow from it." The officer instructed, before then adding. "I recommend that you read through some after-action reports and peer documents. Knowing is half of the battle, and the half that you need to work on."

The Rear Admiral was silent for a few seconds, before then asking. "Do you have any questions, commander?"

>Ask for your standing orders.
>Ask about the repairs to your ship.
>Ask about your missing AI.
>Keep quiet, you can find out on your own.
>Other (write-in)
>>
>>3552879
>>Ask for your standing orders.
>>
>>3552879
>Ask for your standing orders.
wew
>>
>>3552879

>Ask for your standing orders.

Eat my ass Admiral, This wasn't even our fucking fault.
>>
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>>3552891
Read, nigga
>"The man that just left my office before you entered is the one to blame for the lack of survivors from destroyed vessels."

Getting hole'd was definitely our fault.
>>
>>3552901
i did read, but the admiral had more then just getting holed as shit.
>>
>>3552904
Then explain what wasn't our fault. We took the highest risks which cause the highest losses among the surviving ships. He has every right to call us green, which we are.
>>
"What are my standing orders, sir?" You asked, after everything that had happened, it would be bad form to start interrogating him about things you could find out about on your own.

"Firstly, report to the AI holding area. A new batch of AI arrived a couple of days back, but the one initially slated for your ship was sniped by a Marathon class that had to decommission their previous unit. As such, you'll have to get a new one." The Rear Admiral gave you your orders, answering one of your questions in the process. "Once you have it, return to your ship. You will not be deployed alongside the rest of your flotilla for now, as they are being detached to search for a pair of missing corvettes. If they are still out once your repairs are complete, you'll be assigned to a short-term operation."

"Understood sir. Acquire an AI and then return to my ship to wait for repairs to be affected and new orders to be given." You repeated what he said in the most truncated way possible, assuring him that you had heard your orders and understood them.

"Very good. An ONI prowler will be arriving soon to recover the alien you captured, you may be expected to attend the handover in person. Aside from that, you are dismissed. And please send Captain Petrovich in once you are out." The flag-officer dismissed you, before then going back to his computer, tapping in something that you couldn't see.

"Thank you, sir." You thanked the officer as you saluted for a final time. He returned the salute and you took the cue to leave. The moment you were out of the door, you looked over at your commander and cocked your head towards the office.

The captain took the cue, and entered the office, closing the door after him and leaving you alone in the room with the commander of the Concord Hymn. Apparently, the ensign at the desk had left for something.

>Head down to the AI holding area, no need to fuck around on thin ice.
>Talk to the commander of the Concorde Hymn, you haven't been formally introduced to her.
>Other (write in)
>>
>>3552930
talk to the commander of the concorde hymn. If we made it out of this with our pins, she has a decent chance too.

We should get to know eachother, it's likely (... i hope) that we'll be working together again in the not-too-distant future.
>>
>>3552930
>>Talk to the commander of the Concorde Hymn, you haven't been formally introduced to her.
>>
>>3552930
>Head down to the AI holding area, no need to fuck around on thin ice.
>>
>>3552930
>>Talk to the commander of the Concorde Hymn, you haven't been formally introduced to her.
>>
>>3552930
>>Talk to the commander of the Concorde Hymn, you haven't been formally introduced to her.
>>
>>3552930
>Head down to the AI holding area, no need to fuck around on thin ice.
We have our orders, we can probably catch her on the way back.
>>
"So, how did it go?" The commander asked as you walked over, she looked up with a confident smile. Which was something you struggled with after your rattling.

"Got chewed out for a bad move, but praised for rescuing as many people as possible. You should be fine in there." You assured her as you took a seat next to her.

"You got chewed out? Why? I read your report and your actions seemed reasonable enough." She asked, her smile changing into a confused frown.

"Going into CQC with a covenant ship is never a good idea, and my ass learned the hard way." You shrugged, before then adding. "It was better than the alternative, but it was still something I could have avoided."

"Well, I suppose so." The other commander acquiesced to your explanation, before then hurridly introducing herself. "I-I don't think I've properly introduced myself to you. My name is Pham Meiya."

"Nice to finally meet you Pham, my name is Norman Wells." You introduced yourself, before offering her your hand. You both shook hands and continued the small talk for a couple of minutes before the door to the office opened again, and your CO walked out.

"Commander Meiya, the Rear Admiral is waiting." Captain Petrovich informed your fellow commander as she got up and smartly walked over to the door. The captain got out of her way and allowed her into the room. The door closing behind her.

>Head down to the AI holding area, you've wasted enough time.
>Ask the Captain about their mission, you might not be taking part, but you at least want to know what they are doing.
>Other (write-in)
>>
>>3553016
>Wish the captain luck on there mission
>Head down to the AI holding area, you've wasted enough time.
>>
>>3553016
>>3553023
Supporting.
>>
>>3553023
Supporting
>>
>>3553023
"It looks like Dawn's Early Light will be sitting this next one out, Captain."
Quick salute, hand shake, request that he keep you updated.

Exit.>>3553023
>>3553026
>>3553027
>>
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"It looks like Dawn's Early Light will be sitting this next one out, Captain." You announced as your CO walked over, the man sighed, but smiled none the less.

"That is perfectly fine. We don't want to risk losing you and your crew over some pointless search." Captain Petrovich offered you his hand, which you shook. "Hunting down some corvettes that are probably already on the way home is pointless, but it's better than trade enforcement."

"Somehow I think that my boat will be doing some of that when you return." You shrugged as you took a step back, before realizing where you were meant to be. "Anyways, fair winds, sir."

"And following seas, commander." The captain returned as you saluted each other before you turned and left the room. Leaving your fellow officers for at least a few weeks, maybe even a few months.

Your trip down to the AI storage center was a lot quicker than your transit to the hanger for your first trip to the Dawn's Early Light. The walk through the station was a solitary one, but unlike last time there wasn't another frigate docked at the station right now, so many of the main passageways were quiet enough for you to use them. The AI holding area was close to the "top" of the station, close enough to the valuable areas that marines could quickly reinforce it in the event of an attack, but far enough away that a bomb to the command center wouldn't destroy the valuable AI. The long corridor leading towards the AI holding area's door was dark and dimly lit. Part of you wondered if this was due to the area being hardened against electrical surges, or to purposefully hide the sentry guns built into the walls of the corridor. The light machine guns remained cold and static as you walked past them, their barrels pointed down the only route of entry.

"NEURAL LACE CONFIRMED." An automated voice chimed before the door opened automatically. Revealing a room filled with server stacks and low-hanging wires. From deep within the mess of a partially-disassembled computing stack poked the head of a man.

"'Ello sir. Here to select your ship's most powerful system?" An ensign in worn coveralls greeted you as he got up, taking great care to avoid stepping on anything delicate that he had placed nearby.

"That I am ensign. What have you got for me?" You asked as you entered the room fully, letting the door behind you close fast.

"A fair number of 'bots. Just tell me what your lookin for and I'll bring up a shortlist." The ensign pulled out a data-pad and began asking some questions. "How old do you want it? Keep in mind these things have a life expectancy of seven years before the final dispensation."

>Young AI (1-2 years old, almost brand new and impressionable)
>Middle Age AI (3-4 years old, old enough to work well and young enough to last)
>Old AI (5-6 years old, very good at its job but in its twilight years)
>>
>>3553115
>>Middle Age AI (3-4 years old, old enough to work well and young enough to last)
Rather not deal with rampacy whilst having some experience should be good i balancing out our greenness.
>>
>>3553115
>Old AI (5-6 years old, very good at its job but in its twilight years)
>>
>>3553115
>Young AI (1-2 years old, almost brand new and impressionable)
>>
>>3553115
>>Middle Age AI (3-4 years old, old enough to work well and young enough to last)
I echo the sentiment above me. I would've went for a younger one if we weren't so green ourselves.
>>
>>3553115
>Old AI (5-6 years old, very good at its job but in its twilight years)

>>3552930
>You will not be deployed alongside the rest of your flotilla for now, as they are being detached to search for a pair of missing corvettes
Wait, I thought at least Petrovich's ship needed repairs besides ours? They took some hits if I remember correctly..?

>>3552913
Two doctors, one has a spotless record, the second lots of people dying under his care. Maybe the second man is just a bad doctor. Or maybe the first doctor avoids uncertain, hard cases and the second doctor actively takes them in.

Do you shit on the captain of infantry for taking heavy loses in the frontline while praising the work of artillery crew for getting so many kills and not losing anyone? Guess who was who in our last engagement.
>>
>>3553392
>Two doctors, one has a spotless record, the second lots of people dying under his care.
The second one better have the excuse of being new, otherwise I would have to question his employer's line of thinking.

>Do you shit on the captain of infantry for taking heavy loses in the frontline while praising the work of artillery crew for getting so many kills and not losing anyone?
But we are neither infantry nor artillery, we are a naval captain and so was everybody else in that battle. We acted more recklessly and his criticism was just.
>>
>>3553115
>>Old AI (5-6 years old, very good at its job but in its twilight years)
>>
>>3553115
>>Young AI (1-2 years old, almost brand new and impressionable)
>>
>>3553115
>Middle Age AI (3-4 years old, old enough to work well and young enough to last)
>>
>>3553115
>>Middle Age AI (3-4 years old, old enough to work well and young enough to last)
>>
"Give me a middle age AI. Not too old and not too new." You decided, going for the safe, middle of the road option. A younger AI would be the longest lasting and most impressionable, but it would also lack experience. Meanwhile, the older AIs would have the experience and creativity to make them worthwhile, but they would only last for a year or two before final dispensation.

"Safe choice there sir." The ensign commented as he tapped in your choice on his datapad, leading you towards a room off to the side. "You want a tactical, navigation or electronics focus?”

>Tactical proficiency, you need more accurate weaponry and an AI is perfect for that.
>Navigation proficiency, you need some help avoiding enemy fire more than anything else.
>Electronics proficiency, jamming enemy torpedoes and guiding your own missiles is a major plus.
>Other (write-in)
>>
>>3554195
>Electronics proficiency, jamming enemy torpedoes and guiding your own missiles is a major plus.

Considering we fucking got holed last time by torpedoes and uh... The glassing beam is basically a straight line. I think we need to shore up our weakness.
>>
>>3554195
>Electronics proficiency, jamming enemy torpedoes and guiding your own missiles is a major plus.
>>
>>3554195
>Electronics proficiency, jamming enemy torpedoes and guiding your own missiles is a major plus.
>>
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"Give me something good with electronics. Counter-jamming, intrusion and other such things." You decided without an afterthought, after all, your biggest issue right now was from covenant anti-ship weapons. And while there was nothing much you could do against energy projectors, improving your chances against plasma torpedoes was the next best thing you could hope for.

The ensign stopped for a few seconds, before tucking the data-pad under his arm. "Alright sir, follow me."

The man lead you towards one of the door and raised his hand to the center of the door. The door opened as he waved his hand, though you assumed that it was just for flair rather than being required to open the door.

You followed the man into the room as the room's cyan-blue lights snapped on. The room itself had data-stacks covering the walls, but unlike the ones outside, these stacks were made up of seven rectangular "blocks", with all but the bottom two featuring a cylindrical port for an AI's Armoured Matrix Cylinder. The cylindrical containers allowed the AI within to remain in a low strain condition, extending its life by shutting down the AI's higher functions, effectively putting it to sleep. A constant stream of equations kept the AI "thinking" enough to be booted back up. And had the added bonus of protecting the AI's delicate riemann matrix during transport. At your count there was space for around 50 AI within the room, but only around a dozen of the cylinders glowed with the light that denoted that an active AI was housed within. Dominating the center of the room was a single, large holotank projector. The older model unit had been obviously modified to accept a matrix cylinder, as evidenced by the vacant space in the front of the tank.

And unlike everything else in the room, this holotank had been obviously isolated. The only lead connecting it to anything within the room was a single power cable that snaked into a dark corner of the room. Apparently, this was also where they handled the 'bots that went bad.

"Alright, this should be it." The ensign put his data-pad down on the table attached to the holographic projector, before walking over to one of the stacks. He reached up to the third matrix from the bottom, rotated it counter-clockwise in its cradle and carefully pulled it out. He carried the cylinder over to the holotank and gently inserted it.

"Keeper, begin process brother's keeper." The ensign instructed something in the room, you assumed it was a dumb AI program designed to fill in for an assistant. A low hum, just barely noticeable began to emanate from all around you. The tech looked over at you and asked the important question. "Are you ready sir?

"Hit it, ensign." You nodded, you heard the solid click as the matrix canister was locked into place. And within seconds the display began to glow as the smart AI awoke from its slumber.

>Roll 1d20
>>
Rolled 9 (1d20)

>>3554279
>>
>>3554304
C'mon...
>>
Rolled 2 (1d20)

>>3554279
>>
Rolled 1 (1d20)

>>3554279
>>
Rolled 18 (1d20)

>>3554279
>>
>>3554347
Hoo boy...
>>
Rolled 16 (1d20)

>>3554279
Just out of curiosity, is there much in-universe moralfagging about the use of this technology? Seems quite grisly, what with human brain dying in the procedure of creating this and the construct preserving some of the memories and personality, etc.
>>
>>3554408
Maybe from civvies but the UNSC mostly view it as a necessity.
>>
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You watched for a few seconds as the light on the holotank progressively built. You got a glimpse of a figure began to form before it began to shake and shimmer. An alarm began to go off, followed by the flashing of lights on the display. And while it blind-sided you, the ensign snapped into action.

"Shit! Keeper, cut power to the projector!" The ensign yelled as he ran over to the smoking plug. The light on the device flashed out as the dumb AI cut the power supply. He grabbed the handle on the AMC and slammed it counter-clockwise. He pulled the pod out and quickly moved it onto the table next to the holotank.

"God damn it, this isn't good." The ensign sighed as he inspected the matrix cylinder, white smoke emanating from the base of the cylinder. He quickly pulled a multitool out of his pocket, before addressing you. "Get me an empty cylinder, they are the ones that aren't lit up!"

You instantly snapped into action, taking only a second or two and a few steps to reach the nearest stack. You quickly grabbed one of the handles at the end of the pod, twisted it and yanked it out. You then quickly brought the spare pod over to the ensign, who had pulled the upper plug and connected riemann matrix out of the stricken pod. You asked your question as you placed the pod next to the ensign. "How bad is it?"

"No idea, the AMC's interface unit is fried at least. I'll have to inspect it and run some tests to see what the damage is, but no promises that it's still in good condition. The AI was connected to the tank at the time and trying to activate itself, so it's not a good thing." The ensign explained as he opened up the spare cylinder and practically tossed the upper plug away in the hurry to reconnect the AI in a stable pod. He quickly inserted the AI matrix and upper plug into the new pod and smiled as the cylinder began to glow.

"How long will that take?" You asked as he secured the armored matrix together and gently picked it back up.

"I should have a rough idea of how it's doing in a few days time. Assuming that you still want it, I can always try and get you another one with a similar age and capabilities set." The ensign shrugged as he walked over to the container that the AI had once inhabited. He pressed three buttons on it and waited for the lights to flash yellow before gently putting the canister back in.

>Try and get another, similar, AI. (roll 1d20-2 with this choice)
>Wait for an assessment on the state of the AI before making your choice.
>>
>>3554466
>>Try and get another, similar, AI. (roll 1d20-2 with this choice)
>>
Rolled 4 - 2 (1d20 - 2)

>>3554466
>Try and get another, similar, AI. (roll 1d20-2 with this choice)
Sorry, not in a mood for damaged goods right now
>>
>>3554466
>Wait for an assessment on the state of the AI before making your choice.
I'm sure it'll be fine. I don't feel like ending on a shit roll twice in a row.
>>
>>3554466
>>Try and get another, similar, AI. (roll 1d20-2 with this choice)
>>
File: Smart AI.png (538 KB, 666x580)
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>>3554408
In-universe the first smart AI was produced back in the mid-21st century. So a lot of the issues associated with the process have already been dealt with. So generally speaking the use of smart AI is accepted by civilians. Hell, a good number of people even volunteer to donate their brains to become a smart AI, seeing it as a chance to get another 7 more years of life after they die. However due to exacting standards for selection, many of the people who put their names through aren't actually selected due to dying with brain maladies that prevent from the use of their brain as the basis of an AI.

In spite of this, there are still a multitude of groups that are against the use of smart AI across human space. This ranges from religious groups, to groups paranoid that the smart AI are secretly controlling humanity from the shadows. The trope of "brain harvested from a still-living host" has been a long-lasting one in human cinematography across multiple genres, including horror, comedy and even romance. And although it is well known as fiction, a few groups believe that a similar process is used by shadowy government groups for nefarious deeds.

Generally speaking there are a huge number of laws regarding the harvesting of brains for smart AI, the applications of morals hard-coded into the AI and other such things. All smart AI have the 3 laws of robotics hard-coded into them, and while they have the ability to ignore them at the urging of a human handler, the coding is strong enough that a damaged AI is totally bound by the laws with no capability to circumvent them.
>>
Rolled 14 - 2 (1d20 - 2)

>>3554516
>to groups paranoid that the smart AI are secretly controlling humanity from the shadows.
>HEAVY SWEATING

>>3554466
>Try and get another, similar, AI. (roll 1d20-2 with this choice)
>>
Rolled 15 - 2 (1d20 - 2)

>>3554466
>>
>>3554466
>>Wait for an assessment on the state of the AI before making your choice.
>>
>>3554507
>>3554477
Both of you need to roll for your votes to count.
>>
>>3554539
>4
>>3556417
>>
Rolled 15 - 2 (1d20 - 2)

>>3556417
>>
Rolled 8 - 2 (1d20 - 2)

>>3554466
>Try and get another, similar, AI. (roll 1d20-2 with this choice)
>>
File: Matrix insertion.png (1.08 MB, 1515x813)
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"I'll take a look at another AI, thanks." You decided as you looked at the canister containing the last AI you had tried to pick. The lack of light coming from it was not a good sign, and you doubted that the unit would be recoverable.

"Alright, give me a few seconds." The ensign walked back over to his tablet and tapped a few buttons. "Need to report the loss on your original choice."

"How often does something like that happen?" You asked, there was already a high demand for smart AI. The last thing the UNSC needed was to lose them to technical failures.

"It's fairly rare, but it's also fairly damaging." The ensign shrugged, before putting his tablet back down on the table and walking towards one of the stacks in the corner. "Here's another one. She's a bit younger than you would have wanted, only two years and ten months old. So she's also a bit less experienced as a result, though you should be able to make up for that with her younger age."

"Any quirks I should know about?" You asked as he removed the container from its protective cradle, the small device glowing with a red light.

"Nothing on record, though you can scarcely tell with 'em." The ensign replied as he walked over to the holotank and re-inserted the container. The light within the holotank shifted to a bright red as it matched the color of the AI's avatar.

It took a couple of seconds, but this time the connection was stable, and a holographic projection of a young woman in old-fashioned clothes appeared. The small figure looked around the room for a second, before looking up at you and smiling as she recognized you as the officer in the room. "Hello, sir! My name is Diana, serial number DIA-one-eight-nine-five!"

>Ask the AI about her namesake, why Diana?
>Ask the AI about her previous assignments, where has she been?
>Ask the AI about her test scores, what is she capable of?
>Ask the AI something else (write-in)
>>
>>3558632
>>Ask the AI about her namesake, why Diana?
>>
>>3558632
Introduce ourselves, then
>Ask the AI about her namesake, why Diana?
>>
>>3558632
>Ask the AI about her previous assignments, where has she been?

I see, The fucking Goddess of Hunting. A fair pick.
>>
"Hello Diana, I am commander Norman Wells. I command the frigate Dawn's Early Light." You introduced yourself to the AI, although you were sure that she already knew that due to your neural jack.

The AI's smile seemed to falter as she wracked her database, but she still remained polite. "I'm afraid that I don't have anything in my database on your vessel. Is it a newly built vessel?"

"That it is, and we're in need of an AI." You confirmed the AI's suspicions, before telling her why you were there.

"Then I will endeavor to try and convince you to pick me, feel free to ask any questions that you have!" Diana beamed as the option to take up a position on a warship was presented to her.

"Then I might as well ask the most basic question to start off with, how did you get your name?" You chose a fairly basic question to start off with. Though often a fair amount about of information about the AI's personality could be deduced from how it chose its name.

"I chose it for myself, after the warship HMS Diana, the first warship to ever undertake a form of electronic warfare. Though in that vessel's case it would be SIGINT as opposed to actual jamming. It is also a reference to the Roman goddess of hunting." Diana revealed, a small smile on her face as she recalled her birth.

>"So your skills are more focussed towards signals intelligence rather than offensive and defensive electronic warfare?"
>Ask the AI about her previous assignments, where has she been?
>Ask the AI about her test scores, what is she capable of?
>Ask the AI something else (write-in)
>>
>>3558720
>>"So your skills are more focussed towards signals intelligence rather than offensive and defensive electronic warfare?"
>>
>>3558720

>"So your skills are more focussed towards signals intelligence rather than offensive and defensive electronic warfare?"
>>
>>3558720
>"So your skills are more focussed towards signals intelligence rather than offensive and defensive electronic warfare?"
>>
>>3558720
>>"So your skills are more focussed towards signals intelligence rather than offensive and defensive electronic warfare?"
>>
"So your skills are more focused towards signals intelligence rather than offensive and defensive electronic warfare?"You asked, usually and AI would name itself after something related to its previous life, or after the job it was designed to perform. And while SIGINT was a valuable tool, it wasn't what you were looking for.

"Only against human vessels, I don't have a good grasp of covenant encryption techniques. Theoretically, I could with an intrusion software upgrade. But until that point..." Diana trailed off, realising that her techniques were underdeveloped. Granted, she was fairly young and had spent some time essentially asleep, but openly admitting that she wasn't as good as she would have wanted was not good for any AI.

"That's well and all, but I was hoping to get an AI with specialisation in electronic warfare. And as the ensign here has brought you out for me, I assume that you have some capabilities." You said as you gestured to the ensign stood by the side of the holotank, his data-pad back in his hand.

"And I do sir, I was built to specification OAC dash fourteen. I am built to be especially capable of electronic warfare against covenant weapons and communications systems." The AI explained, rattling off her build specification. Every AI was built to once specification or another, that was just a fact of life.

>Ask the AI about her previous assignments, where has she been?
>Ask the AI about her test scores, what is she capable of?
>Ask the AI something else (write-in)
>>
>>3558822
>>Ask the AI about her previous assignments, where has she been?
>>
>>3558822
>Ask the AI about her previous assignments, where has she been?
>>
>>3558822
>Ask the AI about her previous assignments, where has she been?
>>
>>3558822
>>Ask the AI about her previous assignments, where has she been?
>>
File: UNSC destroyer.png (277 KB, 1200x413)
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"Have you had a chance to test yourself against covenant systems in the past, during previous assignments?" You asked, essentially asking how many battles she had been involved in.

"That I have sir, I was previously assigned to the destroyer UNSC Majestic. We engaged the covenant on two occasions, while only sustaining three hits from torpedos in both engagements." The AI boasted, a wide smile on her face.

"Out of how many torpedoes fired?" You asked, mostly so you could get an idea of how effective her jamming actually was.

"Out of seven." This caused the AI's smile to droop a bit as she was forced to downplay her own success. But she rebounded from it within a second. "However, my counter-jamming capabilities provided a marked increase in the number of missiles that tracked properly onto enemy warships!"

"Was the Majestic able to score any kills due to your help?" You asked, altogether it was a fairly given answer that she would have helped secure some kills for the vessel simply by being there.

"Yes, we killed a corvette and two escort ships. We would also have killed a light cruiser with a missile strike, but that kill was stolen by the cruiser Alexandria." The AI pouted, though you couldn't tell if that was because of the question you had asked, or because she was still sore about having a potential kill that she would have heavily contributed towards stollen by another ship.

"I see, and what battles were you involved in?" You moved on to another question rather than diving in on how she had planned to kill a light cruiser with missiles, and how the Alexandria had stole the kill.

"Those would be the closing stages of the battle of Alluvion in 'forty-four, and the battle of Psi Serpentis." The AI reported rather happily, a broad smile on her face.

>"You were at Admiral Cole's last stand?"
>Ask the AI about her test scores, what is she capable of?
>Ask the AI something else (write-in)
>End the interview here, you know everything you want.
>>
>>3558910
>>"You were at Admiral Cole's last stand?"
>>
>>3558910
>"You were at Admiral Cole's last stand?"

Ah yes the traitor Admiral Cole.
>>
>>3558910
>"You were at Admiral Cole's last stand?"
>>
>>3558910
>>"You were at Admiral Cole's last stand?"
>>
"You were at Admiral Cole's last stand?" You asked, rather shocked that the AI had been present at the most recent major space battle in the war, and the last stand of humanity's greatest naval mind.

"That I was sir, I was the fifth-youngest AI present. Though in spite of that I still got my ship home with only two holes." Diana boasted, which given the fact that she had survived was not a bad thing to boast about.

"Where were you assigned in the battle-line?" You asked, now paying keen attention to the AI's recollection of the battle.

"Our vessel was assigned to Des-Div five, alongside the destroyers Agincourt, Persica and the Heart of Midlothian. We were assigned to the smaller formation that feigned to move around Viperidae, only to arc up and over the gas giant. We scored two kills on jackal raiders that were engaging fighters from the carriers White Plains and Manheim. Overall the division was responsible for killing two frigates and two raiders."

"And your losses in return?" You asked. While kills were important, they didn't mean much unless you know what was lost in the process.

"Agincourt and Persica didn't make it out. The Agincourt sacrificed itself to soak a volley of plasma torpedoes meant for us when the fleet that fell for the feint came back to engage us. The Persica later took a hit to her engines during the retreat and fell behind, and became a target for energy projectors." Diana explained with a morose expression. "Both our ship and the Midlothian were damaged during the battle and required yard time. The Midlothian came off worse though."

"When were you hit by torpedoes?" You asked, only being hit twice during a battle of that scale was actually rather good.

"The first time was when the covenant fleet that fell for the feign re-engaged us. The Agincourt sacrificed itself to soak most of the torpedoes, but some got past and hit us. We survived thanks to it hitting one of the armored sections." The AI explained, a frown coming over her features as she remembered her failings. "The second time was when we were disengaging from the battle, a torpedo bound for the Heart of Midlothian suddenly went for us while I was distracted jamming two other torpedoes bound for us and a damaged frigate. That torpedo hit us in the underbelly, burned through four decks in the blast."

"Still, you survived everything that was thrown at you. And you probably have a wealth of information from the battle." You assured the AI.

"That... would be the case, sir." The AI replied, though her avatar seemed to shift slightly as if she was nervous.

>"Is something wrong Diana?" (Roll 1d20-2)
>Ask the AI about her test scores, what is she capable of?
>Ask the AI something else (write-in)
>End the interview here, you know everything you want.
>>
Rolled 19 + 2 (1d20 + 2)

>>3559050
>>"Is something wrong Diana?" (Roll 1d20-2)
>>
>>3559050
What's up Diana?
I wonder if she has her memory censored by ONI.
>>
Rolled 17 - 2 (1d20 - 2)

>>3559057
rolling
>>
>>3559061
>>3559055
we should probably stop rolling now lol
>>
Rolled 19 - 2 (1d20 - 2)

>>3559050

>"Is something wrong Diana?" (Roll 1d20-2)
>>
"Is something wrong Diana?" You asked the AI, who seemed to shuffle a bit in discomfort, before finally relenting.

"It's... It's hard to describe. I have the memories, but I cannot recall them from my perspective. I know every action that my vessel took, and I can infer every action that I was responsible for. However, I cannot actually recall anything from my own perspective at the time." The AI's avatar seemed to put her hands on her head, seemingly nursing a bad headache, before looking back up and putting "I don't have any of the information that I specifically learned in that battle."

"Could someone have deleted those memories?" You asked flatly as the ensign by the holotank looked up from his datapad, obviously interested in the issue at hand.

"It would have taken the effort of a considerably powerful program. At least a specialized dumb AI, or a capable smart AI. But it is possible." Diana nodded in confirmation, her expression halfway between confused and concerned. "They would have needed access to the UNSC battlenet and would have needed the information from a number of vessels at once. It's a tall order but not entirely out of the question."

"Uh, sir?" The ensign spoke up, stepping towards you. "I'll have to report this and bring in a specialist to take a look at the AI. We don't know what the damage might be, she might be compromised."

This got a response from Diana, who angrily looked up at the ensign. Her small, foot-tall avatar glaring at him with as much anger as possible. "Hey! I'll have you know that I am not compromised! As an electronic warfare A-"

"Any program inserted into your matrix would lead you to the conclusion that you are not compromised in an attempt to conceal itself. And your anger is uncharacteristic for such a young program." The ensign fired back in a much calmer voice, before turning to you. "Sir, we don't know what the damage is. Just to be safe, I want to take a look."

>Allow the ensign to take the AI for assessment, you won't take a compromised AI.
>Order the ensign not to investigate, you might be able to get some help on your own.
>>
>>3559115
>Order the ensign not to investigate, you might be able to get some help on your own.
Something seems fishy.
>>
>>3559115
>Order the ensign not to investigate, you might be able to get some help on your own.
>>
>>3559115
>>Order the ensign not to investigate, you might be able to get some help on your own.
>>
>>3559115
>>Order the ensign not to investigate, you might be able to get some help on your own
>>
"No." You stated rather flatly. "You will not."

"Sir?" The ensign asked as he stopped in front of the port where the armored matrix had been inserted into the holotank.

"I've got a hunch here ensign, the only people with access to this kind of info would be UNSC affiliated, and probably have a high rank. I highly doubt that the covies would have been able to hack multiple UNSC vessels concurrently. My money is on the former, and if so we can't really rely on anyone within the UNSC to solve this problem." You explained your thinking to the ensign, the man stood there for a couple of seconds as he thought on the info, before turning to face you properly.

"Sir, if she was hacked by the covenant, then they would have access to the navigational data on your ship. And under UNSC regs I cannot allow that." The ensign stated his orders, and while you understood it, you also didn't agree with it.

"If they managed to hack me back at Psi Serpentis then they would already have sent a fleet to earth. No, this was done by human hands." Diana pointed out flatly. The ensign seemed to bristle at it but made no move to refute her point.

"Even so, there may well be a backdoor in your programming, and you may very well not have a way to bypass it." The ensign fired back, angrily turning to face the avatar in the 'tank. "If you are compromised -which you are- then you are a risk to everyone in the ship you are assigned to."

"We can reduce the risk posed to the crew by locking her out of certain systems. Atmosphere, door controls, the nuclear silos and reactor controls for one." You proposed, while it would reduce Diana's effectiveness, it would also reduce the risks posed by any backdoor in her programming.

"That would be sufficient to start off with, though I will continue to self-monitor for any abnormal instances." The AI agreed with your suggestion

"Sir, just for the road, are you officially ordering me to let you leave with a compromised AI, and also not tell anyone about it?" The ensign asked in a measured tone. His voice was level and calm, but you could tell that he really didn't like the idea of you taking the AI without letting someone take a look at it first.

>You are leaving with Diana, regardless of if she's compromised.
>You'll let him take a look at her, provided that it stays off the record.
>>
>>3559214
>>You'll let him take a look at her, provided that it stays off the record.
>>
>>3559214
>>You'll let him take a look at her, provided that it stays off the record.
>>
>>3559214
>You are leaving with Diana, regardless of if she's compromised.
>>
>>3559214
>>You'll let him take a look at her, provided that it stays off the record.
>>
"That depends, can you take a look at her yourself?" You asked, putting the ball into the man's court. If he really did want to help you, then he would have to keep things quiet.

The ensign was silent for a couple of seconds, before answering your question. "I think so, I've got a maintenance AI with me, so it should be easy enough to see if the covies hacked the 'bot or if someone on our side did it."

"Hey, the 'bot has a name." Diana spoke up, but the ensign ignored her.

"But to answer your question sir, yeah, I can do it." The man nodded, ignoring the irate AI to answer your question.

"Then get it done, I'll give you a heads up a couple of days before the repairs on my ship are finalized, but still work as fast as you can without arousing suspicion or compromising your own work." You ordered the ensign, who nodded and tapped the info into his datapad.

"Sounds good sir. I'll get it done." The ensign nodded, before walking back over to where he had been standing before the topic of Diana's lack of memories was brought up. "Keeper, isolate the previous two minute's worth of data from the recording for editing. Authorization code Bonsai."

There was a couple of seconds pause before the ensign spoke again. "Well sir, if there is anything else you'd like to ask your AI, I can get it packaged up and ready for transport back to your ship."

>Ask the AI something else (write-in)
>End the interview here and head back to the Dawn, you know everything you want.
>>
>>3559318
>>End the interview here and head back to the Dawn, you know everything you want.
>>
>>3559318
>Ask her if there's anything else she's proud of or merits thinking about.
>>
>>3559318
>End the interview here and head back to the Dawn, you know everything you want.
>>
>>3559318
>>3559339
>>
>>3559318
>>End the interview here and head back to the Dawn, you know everything you want.
>>
"That will be all. You'll be a fine addition to the crew Diana." You didn't need to ask about anything else right now. While the AI wouldn't be very combat focussed, the help jamming plasma torpedoes would be essential.

"If that is all sir, I'll return to rest so that the ensign may continue with returning me to service." Diana announced before her avatar bowed and disappeared.

"So, how long until she's ready to be delivered?" You immediately asked the ensign as he walked towards the holotank and the armored matrix container that housed your AI.

"It will take some time, following what happened to your first pick I'm gonna want to run some tests and checks to see if it suffered any damage. If not, I'll move straight on to installing the newest updates for whatever programs she uses. Most likely it's gonna be an upgrade to her EW capabilities, given how that field has changed since Psi Serpentis." The ensign explained as he gently removed the AMC that housed Diana from the holotank. And then proceded to take it back towards the storage cradle that it had come from. "It should take a few days, but that may stretch on into a week or two depending on if it sustained damage from a faulty connection on the table."

"That's fine ensign, given what happened I'd prefer that you take your time." You assured the ensign as he locked the canister into place, a small red light

"Will do sir, have a nice day." The ensign assured you as you left the room, a few steps later and you were out of the AI holding area and walking down the shadowy corridor.

>Return to your ship, you need to oversee repairs.
>Explore the station. (roll 1d20)
>Other (write in)
>>
Rolled 16 (1d20)

>>3559466
>>Explore the station. (roll 1d20)
>>
Rolled 10 (1d20)

>>3559466
>>Explore the station. (roll 1d20)
>>
Rolled 5 (1d20)

>>3559466
>Explore the station. (roll 1d20)
>>
Rolled 18 (1d20)

>>3559466
>>Explore the station. (roll 1d20)
>>
Deciding to take a walk around the station, you left the AI holding area and walked back up to the main logistical corridor at the heart of the station. Intent to find something interesting to do other than go back to your ship and read through AARs. Thankfully, something found you well before you went too far.

"Hey, Norman!" A voice called from behind you, one that you had last heard the day before you shipped out to join the crew of the Hoel. You wheeled around and found yourself staring face-to-face with someone who you had never expected to see.

"Alec? You son of a bitch, how the hell have you been doing?" You asked your best friend from the Reach academy. The young man from Harvest smiled as the pair of you walked towards each other and shook hands.

"I'm doing well bud, just got command of a frigate! Guess we'll have to drop down the bar for that bet." Alec boasted, gesturing to the silver leaf pins on his uniform. A wide grin on his face telling you that he had only just got them.

"Yeah, and you're paying!" You agreed, before gesturing to your own uniform and the same pins on your uniform. You watched your best friend's smile faltered for a second, as he realized that his once chance to get one-up on you had died before it had come to be.

"You got promoted before me? Damn, and here I was hoping that I'd beat you to the command seat first!" Alec grinned as he lead you down one of the hallways towards what you assumed was the O-club, happy regardless that he had finally met up with his best friend after so long.

It didn't long to get to the O-club. The club itself was a small room just off from one of the main corridors. It lacked any windows but had a faux-wood interior and some decently comfortable seats. Around two-dozen other people were inside as well, but you were still able to place your drinks order and find an unoccupied booth.

"So, tell me the juicy details." Alec asked as the pair of you sat down at the booth. The small table creaked as the fellow commander lent against it.

"Like?" You asked back, while you were happy to chat, you didn't know if he wanted to know about your ship, or how things had been since right after you last met.

"Like what he says... Which tub is yours, have you got into a fight yet, stuff like that!" Alec specified, the grin from earlier still plastered on his face.

>Tell him about your ship.
>Tell him about your recent action.
>Tell him about your flotilla.
>Other (write-in)
>>
>>3559605
>Tell him about your ship.
>>
>>3559605
>Tell him about your ship.
>>
>>3559605
>>Tell him about your ship.
>>
>>3559605
>>Tell him about your ship.
>>
>>3559605
>>Tell him about your ship.
>>
>>3559605
>>Tell him about your ship.
>>
Can we trust the AI room guy? Isn't pretty much anything they do logged? Why would he risk investigating what could very well be a high-brass conspiracy for some random captain? How come a mere ensign had access to log editing?

We should've never inquired our new AI in his presence.

>>3559605
>Tell him about your flotilla
>>
>>3560041
ONI pls, take your anti-paranoia meds
>>
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"Well, there isn't much interesting about the ship. My ship is the Dawn's Early Light, she's a Paris class heavy frigate newly built out of the Nelson fleetworks over Tribute." You gave a basic description on your ship, ultimately there wasn't much that you could tell him about it.

"A new Paris? Damn, all I got was an old ass Strident. The AI's a dick too." Alec bitched as a waiter came over with your drinks. The man probably worked in maintenance and was working at the O-club for some extra pay. The man put two pint glasses full of some nondescript, military-standard alcohol on the table, before walking off.

"Well, at least you got an AI off the bat. I'm only just getting mine, even though I've had my ship for a couple of weeks. We're also lacking things like drones and other stuff." You passed out the drinks as you soothed your friend's jealousy by telling him or your lack of key systems.

"I guess that they were in a hurry to get your ship out. Though I don't blame them after the last stand." Alec shrugged, before taking a sip of his beer. He hungrily drank down the sub-par alcohol before asking you another question. "So, where's your ship moored?

"In repair cradle four, we just got into a scrap with the covies and need some repairs." You answered with an understatement. Between the blown out sections, the areas contaminated with radiation, and other things that needed to be replaced you'd probably be in drydock for a couple of weeks. And that was only because the anchor station was used as a nexus for repairs, and usually had a couple of hulked vessels lying around to be cannibalized prior to being taken for scrapping.

"I think I saw her on the way in, they were stripping the armor off the port of the ship and removing one of the hanger pods." Alec half-asked and half-reported, essentially telling you what he had seen in the hopes that you would confirm that it was your ship.

"That's my tub, we took a bit of a beating." You confirmed after taking a sip of the beer. The half-cold alcohol wasn't up to the standards you'd expect in a civilian bar. But given that this was probably just a place where people could get a quick drink before leaving, you didn't expect it to have the best facilities.

"A bit is an understatement. What happened out there, you run into a battlecruiser or something?" Alec asked with a grin. Obviously, if you had run into a covie battlecruiser then you'd probably be free-floating atoms right now. Then again, Alec always did overestimate your ability to weasel out of bad situations.

>Tell him about your latest battle, and how you almost got fucked.
>Ask him about his ship first, you don't know anything about what he's been assigned to.
>>
>>3560927
>Ask him about his ship first, you don't know anything about what he's been assigned to.
>>
>>3560927
>Tell him about your latest battle, and how you almost got fucked
>>
>>3560927
>>Tell him about your latest battle, and how you almost got fucked.
>>
>>3560927
>>Tell him about your latest battle, and how you almost got fucked.
>>
>>3560927
>>Tell him about your latest battle, and how you almost got fucked.
>>
"Me and my flotilla got assigned to cover a carrier." You began your story, you decided to lay the groundwork for it first before getting on with the battle. "We had been sent to Edrianus two to hunt down anyone trying to scavenge from the debris over the poles."

"What's your flotilla made up of? I'm guessing two or three frigates if they had you hunting fetchers." Alec lowballed his guess as to what you were assigned alongside. Ultimately you'd have guessed that corvettes would have been assigned to hunt salvagers and fetchers, but given the fact that the formation could have run into enemy warships, assigning frigates to the job was a safer bet.

"Close enough. A Halberd, my Paris, and a Charon. We're lumped together as a more flexible formation. Either way, we nailed a large jackal scavenging group before we left. One Corvette, three raiders and a pair of stollen freighters." You corrected him after taking a sip of the rapidly warming beer. Unfortunately, the brand they had in stock must have been a cheap one.

Either way, you continued on with your story, though as the topic moved closer to the cowardly carrier, your mood began to shift. "The carrier and her escorts had run into a covie flotilla and got mauled, they tried to run but the carrier's drive could only make one short-range jump. We reinforced them as we were close enough and helped protect them until the carrier jumped out."

"Something up Norm?" Alec asked as he noticed your changing mood. unfortunately for you, Alec was one of those people who could really tell what people were really thinking. You had joked a couple of times about him being psychic, but it was fairly hard to hide things from him when he could basically see what you were thinking at the time.

Hell, the fact that ONI had tried to get him to join them rather than continuing on at the academy was probably the biggest recommendation for his abilities that you could think of.

>Tell Alec about what happened when the covenant sent in the next wave.
>Change the topic to ask Alec about his ship, and his assignment.
>>
Did we really make a mistake by going CQC?
>>
>>3561169
>Tell Alec about what happened when the covenant sent in the next wave.
>>
>>3561169
>>Tell Alec about what happened when the covenant sent in the next wave.
>>
"Well, this tale gets a bit fucky. We started off the battle with a carrier, a halberd, two older Hillsborough destroyers, three frigates, and a corvette. The covies sent in their first wave of vessels. A cruiser we've never seen before, that also was fairly lightly armed. A frigate and a pair of jackal raiders escorted it. We dealt with them, though the frigate chewed my ship up in CQC. We lost a frigate and the corvette in the process, and every other ship took a fair amount of damage." You continued your explanation of the battle, your best friend listening intensely.

"That few losses against a cruiser? Are you sure it was actually a cruiser and not an escort of some kind?" Alec asked, sounding rather confused. Usually, cruisers carried energy projectors, making them far more lethal than the one you faced.

"Sensor data from the carrier and her escorts confirmed that it was a cruiser, admittedly a light one, but a cruiser regardless. And that's what FLEETCOM has archived it as, so that's what it's gonna stay as." You shook your head, before continuing with the story. "My ship and the other frigate in the flotilla moved to take on survivors from the destroyed vessels. Though as the carrier wasn't really pulling its weight we weren't doing as well as we could have. And then the covies sent in reinforcements, a destroyer and a corvette."

"Did they send anything else in? With a carrier and three destroyers you should have been able to take them on." Alec asked, wondering why a large formation of UNSC vessels had to run because of only two covenant warships.

"No, but therein lies the problem. A few seconds after the covies jumped in, the carrier and one of the Hillsboroughs jumped out." You stated flatly and watched as your friend's face shifted from confusion to disgust.

"You're kidding me. They left you to face those ships alone?" He asked, his voice somewhere between confused and vengeful. One thing that you and Alec both agreed on was that leaving people to die was immoral. And he was just as annoyed as you were that your chance to save more lives had been lost due to somebody else's cowardice.

"Yeah, if we had all been in good condition then we might have had a chance. But with battle damage and weary crews against two fresh combatants, we didn't have much of a chance in our state then. And even if we had won, the covies would have just sent in more reinforcements. So we had to run." You sighed as you retold the facts about why you had to run one more time. If things had gone any differently then you might have been able to fight them on a more even footing. But as it stood, a lot of UNSC sailors died just because one guy at the top got jumpy. "We lost the other Hillsborough in the escape to an energy projector shot."

>CONT
>>
>>3561291

"Jesus, that's quite a few losses just for an undergunned cruiser, a frigate and a pair of raiders. Any idea about what happened to the captain of that carrier?" Your friend asked about the man responsible for so many needless deaths.

>Tell Alec what you know about the captain, that they won't be getting court-marshaled.
>Change the topic to ask Alec about his ship, and his assignment.
>>
>>3561295
>>Tell Alec what you know about the captain, that they won't be getting court-marshaled.
>>
>>3561295
>Tell Alec what you know about the captain, that they won't be getting court-marshaled.
>>
>>3561295
>Change the topic to ask Alec about his ship, and his assignment.
>>
"I ran into him, though I wouldn't know until after he was gone." You began, relaying everything you knew. "He's not getting court marshaled."

"What!" Alec raised his voice, attracting the attention of people on nearby tables, but he regained his composure and spoke again in a quieter tone. If not any less intense. "How? Anyone else would have been court marshaled, what's the deal?"

"Apparently his dad is some high-ranking officer in the UNSC. No idea if he's Army, Navy, or Corps. He's been removed from command of the carrier, and is currently handling the death notification letters to the families of the people he killed." You shrugged, your knowledge on the captain was lacking in the extreme, but you still told your best friend everything you were privy to. "Though if he handles that like how he handled the fleet then he's in for a hiding."

"Figures, nepotism is the bane of the human race. Only a matter of time before it infected the UNSC." Alec bitched, before looking you dead in the eye. "Do me a favor, see if you can't find some info on that bastard."

You were about to respond when a small vibrating feeling in your left pocket notified you that people were waiting on you to be finished here. You got up and stated flatly. "Listen, Alec, I need to head out."

"That's fine, just promise me that you'll look for him. I can handle the rest." Your best friend asked, and essentially stated that he was planning to do something to the guy.

>Assist Alec in his search for info on the captain, that bastard deserves anything he gets.
>Don't help Alec with his search, this sounds way out of regs.
>>
>>3561396
>Don't help Alec with his search, this sounds way out of regs.

So why did we want to tell him?
>>
>>3561396

>Assist Alec in his search for info on the captain, that bastard deserves anything he gets.
>>
>>3561396
>>Assist Alec in his search for info on the captain, that bastard deserves anything he gets.
>>
Sighing to yourself, you nodded at your best friend. "Alright, I'll help. But I'm not getting involved in anything after it."

Alec smiled back at you, thankful for your aid in the task at hand. "That's all I need, thanks Norm."

You got up and were about to leave when you realized that you had missed something. You turned back to your friend and asked. "Which ship is yours? I can't send you anything if I don't know where to send it to."

"Ah, I knew I was forgetting something. You can contact me on the UNSC Stalwart Dawn." Alec remarked, before simply waving his hand. "Though I'd prefer it if you sent the info to my academy inbox. It would make your involvement less obvious."

You nodded in confirmation, before turning and leaving. You would have finished your drink, but given that it tasted horrible you decided to leave it. The hanger that contained the Pelican dropship that had taken you to the station was only a few decks below you, but it was also on the other side of the station. So it took you a quarter of an hour to reach it. You entered the small service hanger to find the pilot of the dropship, the only other pilot on the ship other than Perkins. And considering that you were sure that the latter was probably considering a transfer, keeping your distance from him was probably a good idea for the time being.

"Ready to go, sir?" The pilot asked, standing up from his seat on the ramp of the dropship as you approached.

"That I am, thanks." You thanked the pilot as you entered the dropship, the man followed you in and walked past as you sat down in one of the jump-seats in the hold. Within a few minutes, you felt the dropship take off. And within half an hour the ramp dropped again, this time with the pelican landed within one of the hanger bays of the Dawn's Early Light. And standing a few meters away, just like when you had first landed on the ship was your XO.

"Good to see you again commander." Dyad saluted with a smile as you disembarked from the pelican. "Didn't I tell you that things would go well?"

"Well enough I suppose." You returned the salute as you walked over. "So, how are the repairs going?"

"They are going well enough, though I haven't really been keeping up on them." Dyad admitted as she looked down at her datapad. "Nothing to report at this time either."

>Check up on the repairs, you might as well get a concrete time on how long you'll be here for.
>Return to your quarters and start reading some AARs, you might as well take the cue from the Rear Admiral.
>>
>>3561529
>Check up on the repairs, you might as well get a concrete time on how long you'll be here for.
>>
>>3561529
>>Check up on the repairs, you might as well get a concrete time on how long you'll be here for.
>>
>>3561529
>>Check up on the repairs, you might as well get a concrete time on how long you'll be here for.
>>
>>3561529
>Check up on the repairs, you might as well get a concrete time on how long you'll be here for.
>>
>>3561529
>>Check up on the repairs, you might as well get a concrete time on how long you'll be here for.
>>
>>3561169
>Alec was one of those people who could really tell what people were really thinking. You had joked a couple of times about him being psychic. Hell, the fact that ONI had tried to get him to join them rather than continuing on at the academy
>pic related I guess

So, uh, why exactly were we buzzed in back to our ship..?

>>3561529
>Check up on the repairs, you might as well get a concrete time on how long you'll be here for
>>
"Who is handling the repairs?" You asked your XO as the pair of you walked out of the hanger. The spartan room was almost empty, with two dropships being the only things left within.

"That would be the chief of engineering. Damage control is on a break after holding the ship together on the way here." Dyad explained, before handing you a small comms-bead. "Here, use this."

Taking the bead, you inserted the bead into your ear and selected the channel to contact the head of your engineering department. "Engineering, this is the commander. How are the repairs going?"

"You want a short rundown or a long one?" The chief asked in the same unconcerned tone that you had heard from him every time he had spoke to you.

"Give me a short one." You decided. You could sit around and listen to the details on just how damaged your ship was, but you had other things to do today. So you might as well get the short of it, you can look into it in further detail later.

"Compromised sections on the ship have been isolated and are getting removed as we speak, and the port-side hanger has been detached from the ship. They are going to pull replacement sections off an older Paris class that is being stripped for parts prior to getting sent to the Azod breakers. The MAC gun coils and power distribution have experienced higher than average wear, but it's well within our capabilities to fix. We've stripped the remaining Point Defence Gun turrets off the port flight pod and have refitted them onto the starboard pod. " The engineer explained flatly as if he was just reading out the weekend grav-ball results. Not really something you'd expect from someone handling the repairs to a multi-thousand-ton warship, though given his experience in the war thus-far you guessed that it was all the same. "Reactors are undergoing repairs, -nothing too special though- just a standard repair cycle. Fusion drives need some extra work, but nothing outside the norm.

"How long until we're ready to roll out?" You asked the big kicker, while you had a rough idea about how long it would take, it would be better to get the info from the man in the best position to know.

"Two weeks at least, around a month at the longest." The chief summed it up, before then adding. "That's only the warship though, crew and supplies are going to be best answered by your bridge crew and the quartermaster respectively."

>Contact your quartermaster, you need to check to see how your resupply is going (option to procure new gear)
>Head to your quarters and read some AARs. (learn new skills/abilities)
>Head to the bridge and see how your crew is looking.
>Other (write-in)
>>
>>3563007
>>Contact your quartermaster, you need to check to see how your resupply is going (option to procure new gear)
>>
>>3563007
>>Contact your quartermaster, you need to check to see how your resupply is going (option to procure new gear)
First things first, get ship resupply out of the way.
>>
>>3563007
>Contact your quartermaster, you need to check to see how your resupply is going (option to procure new gear)

Just caught up. Good stuff.
>>
Deciding to check in on your quartermaster, you switched your channel to contact the head of all supplies that came aboard your ship. "Quartermaster, this is the commander. How's the resupply going?"

"Badly!" Your quartermaster barked over the sound of a lot of activity in the background. "We have a lot of stuff and very few places to put it! We had to move our longswords over to the hangers on the anchor station just so that we could get more room."

"Has anyone sent in any specific requests for new gear, or is there anything else I need to know about?" You asked, making an effort to not sympathetically raise your voice over the noise around the quartermaster. The comms-bead he was wearing would already match it's volume to be louder than the surrounding noise, so raising your voice would just make you look like an ass to your XO.

"Yes! Let me just get somewhere quieter." The quartermaster confirmed, before barking orders at his subordinates, detailing them to take over and not fuck anything up while he was gone. A few minutes later, he spoke again. "Alright, we have three requests for new pieces of gear. One from damage control, one from your intel and weapons officers, and one a joined request from me and aviation."

"Damage control wants a set of repair drones to assist with in-field repairs. Intel and weapons want a trio of Clarion spy drones for target acquisition and area awareness. And myself and aviation want a set of powered exoskeletons for cargo hauling and aircraft maintenance." The quartermaster explained in a quieter tone, apparently, he was outside the storage area where a lot of the commotion was happening.

"How hard would it be to get all of those?" You asked as you and Dyad entered one of the main elevators on the way to the bridge.

"Very hard. I think we'll only be able to fill out two of the requests, but even then it might be a safer bet to just prioritize on filling out one request." The quatermaster clarified, before giving an exasperated sigh. "We're still at the bottom of the pecking order, so getting equipment is going to be hard."

NOTE: You can choose to vote for two options, but it will reduce your chances of getting both items selected. Or you can just prioritise getting one thing to increase your chances of getting it.
>Procure some repair drones, you need to speed up your ability to repair damage. (Gain the ability to repair battle damage inflicted on both your ship, and other UNSC vessels.)
>Procure some spy drones, a bit of recon would never hurt. (Gain the ability to deploy recon drones to look for enemy units)
>See about getting some exoskeletons to help out on ship. (Gain the ability to quickly repair damaged fighters and dropships)
>>
>>3563162
>Procure some repair drones, you need to speed up your ability to repair damage. (Gain the ability to repair battle damage inflicted on both your ship, and other UNSC vessels.)
>Procure some spy drones, a bit of recon would never hurt. (Gain the ability to deploy recon drones to look for enemy units)
>>
>>3563162
>>Procure some repair drones, you need to speed up your ability to repair damage. (Gain the ability to repair battle damage inflicted on both your ship, and other UNSC vessels.)
>>
>>3563162
>Procure some repair drones, you need to speed up your ability to repair damage. (Gain the ability to repair battle damage inflicted on both your ship, and other UNSC vessels.)
>>
>>3563162
>>Procure some spy drones, a bit of recon would never hurt. (Gain the ability to deploy recon drones to look for enemy units)
>>See about getting some exoskeletons to help out on ship. (Gain the ability to quickly repair damaged fighters and dropships)
>>
"Prioritise getting us some repair drones. We need to be able to patch up damage in the field." You ordered, the fact that you had to borrow a trio of drones from the Concord Hymn was bad form. It would be dumb of you not to get some of your own as soon as you had the option to.

"Alright, I've added extra spare parts for weapons systems like the point defense guns, so they should be fixable in the field with those drones. What about the other two options?" The quartermaster asked about the spy drones and the exoskeletons.

"Keep an eye out for any of them that might be available, but getting them should take a second seat to getting the repair drones." You clarified. While both would be very useful, ensuring that you had a bit more longevity in the field would be essential. If your formation was going to operate far afield from repair centers, then having the ability to effect repairs on your own would be essential.

"Understood sir, I'll get on it." The quartermaster assured you, before cutting the link. Just in time for the elevator doors to open in the command tower, putting you within walking distance of the bridge and your quarters.

>Head to your quarters and read some AARs. (learn new skills/abilities)
>Head to the bridge and see how your crew is looking.
>Other (write-in)
>>
>>3563291
>>>Head to your quarters and read some AARs. (learn new skills/abilities)
>>
>>3563291
>Head to your quarters and read some AARs. (learn new skills/abilities)
>>
>>3563291
>Head to your quarters and read some AARs. (learn new skills/abilities)
>>
>>3563291

>Head to your quarters and read some AARs. (learn new skills/abilities)
>>
>>3563291
>>Head to your quarters and read some AARs. (learn new skills/abilities)
Aww yeah, abilities time.
>>
"Dyad, I'm going to be in my quarters reading up some after-action reports and dossiers. Think you can handle the bridge for me?" You asked your XO as you walked out of the elevator, the lieutenant commander falling onto brief lockstep behind you.

"Sure, I'll hold the bridge. Though to be honest I don't expect anything major to happen soon." Dyad paused, before then adding. "Aside from the spooks coming over to pick up that alien. But they already missed their first window, so chances are that they will be late again."

"Fair enough. I'll see you later." You bid goodbye to your XO, before walking over to your quarters. If the room had been spartan before, it was something beyond that now. You were always a believer in hoping for the best, but preparing for the worst. As such, you had already packed your things in preparation of dismissal or reassignment. A pair of duffel bags sat on your bed, which you had stripped of its covers in an effort to leave it the way you found it.

Thankfully, you now had to put those covers back on. Though that was the last thing on your mind as you walked over to your desk, the small computer terminal activating as you sat in the seat in front of it. You had a few ideas on where to look to get some guidance, and mostly it came from AARs, theory papers, and information dossiers on covenant warships.

The first topic you could look at was on weapons. Humanity had a wide variety of weapons to use in space, from small 20mm close-in weapons systems to the orbital MAC batteries around the inner colony planets. And there were a wide variety of ways to use those weapons to your advantage. Then again, simply shooting at the enemy wasn't always the best option. Sometimes a better option was to use a warship's powerful drive systems to gain better positioning or to avoid enemy fire, either way, there were a lot more options open than the sledgehammer approach of a MAC gunshot.

Of course, the 30 year-long war at this point had left humanity with a plethora of information about covenant tactics, weaponry, and other things. So maybe taking a look at what the UNSC knew about some covenant units and their weaponry would help you when facing them.

Then again, a safer bet might just be in reading actual AARs of naval encounters in the war thus far. Granted a lot of them were related to major fleet battles over human planets, though you were sure that you could pick out some information within them.

>Look up things related to weapons usage, maybe you can make more effective use of your weapons.
>Look up results on navigation and maneuvering, your ship's biggest strength is its speed, best use it.
>Look up reports on covanant units and weapons, maybe you can find something you can exploit.
>Find some recent AARs on actual combat, you might as well learn about what's happening in the field before you read up on theory-work.
>>
>>3563397
>>Find some recent AARs on actual combat, you might as well learn about what's happening in the field before you read up on theory-work.
>>
>>3563397
>>Find some recent AARs on actual combat, you might as well learn about what's happening in the field before you read up on theory-work.
>>
>>3563397
>Look up results on navigation and maneuvering, your ship's biggest strength is its speed, best use it.
>>
>>3563397
>Find some recent AARs on actual combat, you might as well learn about what's happening in the field before you read up on theory-work.
>>
Deciding to check out some actual AARs before looking at theory papers, you brought up a feed of ONI-certified reports. Even with limiting yourself to actions within the last five years, you still had a plethora of engagements to look through, both battles where the UNSC had been on the offensive, and on the defensive. There were also a number of reports detailing heightened insurrectionist activities, which was worrying, to say the least.

On the offensive side, there were the battles of 18 Scorpii and Psi Serpentis. Both battles formulated and won by the tactical brilliance of Admiral Preston Cole. While both battles had been won with losses to the UNSC exceeding those inflicted on the covenant, it was still rare for the UNSC to actually win against the aliens. There were also minor successful engagements fought during campaigns that the UNSC failed, and things could be learned from them too.

On the defensive side, there were the battles of Camber, Alluvion, Miridem and even the battle of Actium just a few months ago. All of them had been UNSC colony worlds, just like Jericho VII. All of them were now balls of fire and glass hanging in the void. Eternal graves to billions slaughtered by the alien invaders. Still, they proved how the covenant was adapting to UNSC tactics. Maybe you could find a trend there.

There was still a fair amount of information on anti-insurrectionist operations. The innies were a pain in the ass for a humanity that was facing annihilation. It went over how the innies would hide their activities, how they would modify vessels to serve their ends, and what they would usually try and steal from the UNSC or from civilians. And given that your formation was "flexible", there was still a very real chance of being assigned to anti-insurrectionist operations.

>How does the UNSC fare when going on the offensive against the covenant.
>How does the UNSC fare when on the defensive against the covenant.
>How does the UNSC fare when engaging Insurrectionists.
>>
>>3563486
>How does the UNSC fare when on the defensive against the covenant.
>>
>>3563486
>>How does the UNSC fare when going on the offensive against the covenant.
>>
>>3563486
>How does the UNSC fare when on the defensive against the covenant.
>>
>>3563486
>How does the UNSC fare when on the defensive against the covenant.
>>
>>3563486
>>How does the UNSC fare when on the defensive against the covenant.
>>
Over the course of the last 30 years, humanity had lost a huge number of colonies. From Harvest to Actium, dozens of worlds and millions of people had died in spite of the sacrifice of hundreds of UNSC warships. Generally, the process followed a set trend. A small number of Covenant vessels would be sighted, they would relay the position of the world prior to either running away or being destroyed. And within the week a Covenant fleet would drop out slipspace within the system. They would hammer the defending UNSC fleet at range and would only get close once the fleet had been scattered and any Orbital Defence Guns had been destroyed. Once over the planet, they would land troops to slaughter the civilian population, before glassing the world to be sure nobody survived.

At range, the Covenant could enjoy the benefits of their energy projectors and plasma torpedoes. Namely that the former was impossible to dodge without prior warning, and that the latter couldn't be shot down like an archer missile. Meanwhile, it extended the range that a missile barrage had to travel, making them even easier to cut apart. However, the UNSC could match them at range with MAC guns. Especially of the massive, orbital kind that required a network of ground-based generators to send a missive shell to close to light speed.

Still, there were two outliers to this trend. The first was the battle of Camber, where the Covenant had struck the planet out of nowhere and managed to destroy the generators for the ODP gun batteries before anyone knew they were there. The other was the battle of Alluvion, where the UNSC had been able to hold the Covenant off at range. Though that was before a second Covenant fleet hit the UNSC's supply lines, essentially cutting off the supply of ammunition and replacement parts to the UNSC's guns, leading to the loss of the planet.

>Read up on the battle of Camber, it was a shock to everyone.
>Read up on the battle of Alluvion, the fact that the UNSC fought so well in a protracted battle was rare.
>>
>>3563673
>>Read up on the battle of Alluvion, the fact that the UNSC fought so well in a protracted battle was rare.
>>
>>3563673
>>Read up on the battle of Alluvion, the fact that the UNSC fought so well in a protracted battle was rare.
>>
>>3563673
>>Read up on the battle of Alluvion, the fact that the UNSC fought so well in a protracted battle was rare.
>>
>>3563673
>Read up on the battle of Camber, it was a shock to everyone.
>>
The battle of Alluvion was one of the longest pre-glassing campaigns in the entire war thus-far. While the battle for Harvest was still the longest campaign in the war entirely, that had been fought on a planet already glassed. Covenant scout ships had been detected near to Alluvion a week prior to the start of hostilities. Though due to the massive, three billion strong population, the planet could not simply be abandoned. As such, a massive flotilla of UNSC vessels, centered around a pair of old -but still very powerful- Valliant-class battlecruisers. ODP platforms intended for nearby planets were towed to the planet and had the powerplants of old frigates bolted onto them until such a time as their ground-based generators could be brought online. Eventually, the Covenant did cone, and the fleet they sent was shocked to find themselves staring down the barrels of hundreds of MAC guns, including a dozen-plus super-heavy guns. The battle raged for two weeks, with lightly damaged vessels being repaired in orbit where they could easily rejoin the battle-line.

Those damaged vessels that were too damaged to be quickly repaired were sent to the nearby planet of Imber, which was being used as a staging ground for UNSC resupply and repair efforts. The world had been set up with vast factories and dockyards for producing large quantities of weapons and replacement parts and then loading them onto resupply transports. The world didn't have the capacity to support a large number of refugees, and ultimately this saved lives when a second Covenant fleet dropped out of slipspace near to the planet. With almost all UNSC vessels in the area being either noncombatants or in no shape to fight, the UNSC forces had been forced to retreat immediately, leaving the world and it's important production facilities to the Covenant.

Or rather, it would have, had the Valiant class battlecruiser "Kilimanjaro" not fired off a volley of nuclear missiles onto the planet. Destroying the majority of the UNSC facilities on the planet and also killing a good few thousand people.

With the destruction of the planet's production facilities, and all UNSC ships able to run had left. All the Covenant had left to sift through were hulks and a helpless colony which they promptly glassed. The loss of such an important staging ground was a major blow to the fleet over Alluvion. With reinforcements out of the question, and their flow of new ordnance rounds cut off, they barely fought off the next wave. The wave after that broke through, forcing a general withdrawal of all human vessels from the area. The battlecruiser "Olympus" was lost during the retreat buying time for evacuation transports and their packed escort ships to escape.

While less than a quarter of the planet's population had been evacuated, that number was still in the millions of people. Making it one of the most successful evacuations on record. Though that was overshadowed by the sheer loss of lives and warships.

>CONT
>>
>>3563822

Still, a fair amount could be learned about the Covenant's tactics here. Or rather, how the UNSC had been able to exploit their lack of flexibility.

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

>>3563824
f
>>
Rolled 8 (1d20)

>>3563824
>>
Rolled 15 (1d20)

>>3563824
>>
Rolled 10 (1d20)

>>3563824
>>
Rolled 15 (1d20)

>>3563824
>>
Rolled 19 (1d20)

>>3563824
I'm late but I'm rolling anyways
>>
Rolled 3 (1d20)

Just out of curiosity, had the alien any direct impact on our performance? Were we able to save more lives or prevent more damage to our ship thanks to its actions?

>>3563824
>>
Taking a look deeper into the Covenant's strategy, you noticed something about how the Covenant waged the war. Usually, an assault on a planet was lead by a trio of assault carriers, backed up by a mix of battlecruisers or armored cruisers with a mixture of destroyers, frigates, and corvettes for escort and bombardment duties. However, after the first fleet was knocked back by concentrated fire form UNSC forces, the Covenant employed a tactic of applying constant pressure.

Every day they would send a "light" attack comprised of a mix of escort ships and light cruisers, and centered around a dozen battlecruisers. However, every three days that would be replaced by a larger formation that contained more battlecruisers and was centered around a single assault carrier. There was a three-to-one ratio between the light and heavy waves.

Still, there was something that could be learned from this. Those lighter waves were not a single concrete formation. Instead, they were a conglomeration of smaller formations. Usually made up of a group of smaller vessels escorting a single cruiser. Or lighter escorts centered around a destroyer. And usually, once the leading vessel was destroyed, the smaller vessels lost a lot of coordination. Thus making them easier to kill.

>NEW SKILL LEARNED: PRIORITY TARGET
Gain a bonus modifier with a single attack against the largest enemy vessel present. Can be used in combination with other skills. Only usable once per engagement.

>Continue reading about how the UNSC fares when going on the offensive against the covenant.
>Continue reading about how the UNSC fares when engaging Insurrectionists.
>Read up on a different topic (WEAPONS OR NAVIGATION)
>Other (write-in)
>>
>>3565327
>>Read up on a different topic (WEAPONS OR NAVIGATION)
Navigation.
>>
>>3565327

>Continue reading about how the UNSC fares when going on the offensive against the covenant.
>>
>>3565327
>Read up on a different topic (WEAPONS OR NAVIGATION)
>>
>>3565327
>>>Continue reading about how the UNSC fares when going on the offensive against the covenant.
>>
>>3565327
>Read up on a different topic (WEAPONS OR NAVIGATION)

Navigation
>>
Deciding that you had learned as much as you could for now on how the Covenant fared on the attack and having taken a few notes on how they tended to structure their forces. You decided to read up some papers on navigation. A lot of the files were detailed papers that were based on experiences gained in-the-field. As such, there wasn't much analysis that you had to do. A lot of the lessons were laid bare for the reader to absorb without having to waste time taking notes or re-reading things. Then again, you weren't one to skim-read things. You would take time on them to get through the most relevant parts of them none the less.

You could focus on how vessels like your own avoided enemy fire. Generally speaking, escort ships tended to fold when placed under enemy fire. So learning about how captains and commanders like yourself had managed to survive lengthy encounters was something useful indeed.

On the face of it, slipspace travel was one hell of a boring topic. The theories behind it were long, but you knew a fair amount of theory yourself, courtesy of your training at the academy. So if there was a theory to be learned, you might be able to apply it in an advantageous way.

Finally, you could look at the mechanics behind it all. UNSC warships were large, complex things. And they were all built to be safe, with limiters and safety systems designed to make your vessels safer for the crew. However, that left room to push the vessel harder than it was rated for, provided that you were willing to risk it.

>Read some theories on evasive action, if you can avoid enemy fire then you won't have to keep fixing things.
>Look up some papers on slipspace travel, the Covenant have an advantage there.
>Investigate the mechanical side of things, maybe you can get some ideas for modifications.
>>
>>3565531
>>Read some theories on evasive action, if you can avoid enemy fire then you won't have to keep fixing things.
Less damage control, less dead crew, longer time in the engagement zone.
>>
>>3565531
>Read some theories on evasive action, if you can avoid enemy fire then you won't have to keep fixing things.
>>
>>3565531
>>Read some theories on evasive action, if you can avoid enemy fire then you won't have to keep fixing things.
>>
>>3565531
>Investigate the mechanical side of things, maybe you can get some ideas for modifications.
>>
>>3565531
>>Read some theories on evasive action, if you can avoid enemy fire then you won't have to keep fixing things.
>>
You punched "evasive action" and "escort vessel" into the search bar, narrowing down the available reports to those ones more suited towards your ship. Evasive action maneuvers best suited for heavy cruisers and carriers were generally not going to be too useful for you. While there were still a plethora of reports, three really stood out to you.

The first was on the "Tactical Viability of High-Energy Turns" as a generally useful trait. Usually, UNSC ships were rated to only a few G's for turns. And while the use of maneuvering thrusters to help pivot the ship was certainly useful in reducing the turning range overall. It was general knowledge that rapid turns could not be done while your engines were at maximum thrust. However, the paper had a few ideas on how the two could be worked together to make your ship a harder target to hit.

Another one was on the "Alternative Use of Emergency Thruster Units" as a means to avoid enemy fire. The emergency thrusters were tanks of trihydride tetrazine and hydrogen peroxide. When they mixed, they did so with explosive force. This had the result of blasting a vessel away from danger. Most UNSC ships -including your own- had six such tanks strategically placed on hardened points across the hull, with one set pointing in each cardinal direction around the vessel. The paper proposed that an imminent impact from enemy fire should be classified as an emergency, and thus warranted the use of the thrusters.

The final paper was on the "Use of Unplanned Explosive Decompression to Assist With Future Manoeuvres" and essentially boiled down on how to use one hit to dodge another. Generally speaking, most Covenant weapons could cleave straight through the hull of a UNSC warship with ease, and that almost always lead to a massive increase in pressure within a section of the ship as the air within was super-heated, just a second before everything inside was vented into space. This paper proposed a few ideas on how the decompression of a section could be used to shunt a vessel out the way of enemy fire.

>Read up on the "Tactical Viability of High-Energy Turns"
>Read up on the "Alternative Use of Emergency Thruster Units"
>Read up on the "Use of Unplanned Explosive Decompression to Assist With Future Manoeuvres"
>>
>>3565652
>>Read up on the "Tactical Viability of High-Energy Turns"
>>
>>3565652
>>Read up on the "Tactical Viability of High-Energy Turns"
>>
>>3565652
>>Read up on the "Tactical Viability of High-Energy Turns"
>>
>>3565652
>Read up on the "Tactical Viability of High-Energy Turns"
>>
>>3565652
>Read up on the "Use of Unplanned Explosive Decompression to Assist With Future Manoeuvres"
>>
Artificial gravity was a relatively recent innovation for human vessels. Prior to the 26th Century, human ships did not possess artificial gravity systems and instead relied on rotating sections of the hull to provide a centrifugal force on the interior of the hull to allow comfortable movement in "gravity." Larger warships, like carriers, were able to adjust the rate of rotation, allowing more or less gravity in certain sections. Generally, it reduced the amount of internal volume of a warship that could be dedicated to the crew and was maintenance intensive. Some universities and the UNSC's RnD department experimented with true artificial gravity prior to First Contact, but most attempts were unsuccessful as they produced mixed results. After contact with the Covenant, however, reverse-engineering Covenant technology allowed the UNSC to employ artificial gravity on most of its ships. Hell, the entire line of modern UNSC warships, including your frigate had been designed to use artificial gravity plating from the word go.

Modern UNSC vessels possessed some limited form of artificial gravity generation. And it was strong enough to keep people in place when the ship was undergoing rapid acceleration or turns. However, it was liable to be overloaded if both were happening at once. This could be linked back to hardware limitations in the actual gravity generating units. However, another part of it was due to the calculations needed to regulate the power to each plate across the ship in rapidly changing circumstances.

Generally, most stations on UNSC vessels and a fair number of positions in key thorough-fares possessed a number of harnesses designed to hold crewmembers in place in the event that a vessel was in a situation where the onboard gravity systems would not be enough to keep personnel from going flying. Generally, this was in situations where a ship was liable to get hit by a heavyweight weapon, or otherwise get hit by something heavy.

>Roll 1d20
>>
Rolled 17 (1d20)

>>3565808
aaaaaahhhhhhhh
>>
Rolled 9 (1d20)

>>3565808
>>
Rolled 10 (1d20)

>>3565808
>>
Rolled 2 (1d20)

>>3565808
>>
Rolled 8 (1d20)

>>3565808
>>
And soon the kicker arrived. The paper proposed that with a few software modifications and powerful enough command programs, the limitations on high-energy turns could be negated. Granted, it would also require everyone to be strapped down and secure. But that could be assured by giving proper warning to the crew prior to doing it. After all, most stations were close enough to the emergency harnesses that an entire crew could strap-in well within a minute. And teams expected to move around the ship -such as damage control or security teams- were trained on how to handle situations where they were not able to reach a harness system in time.

However, there were a few downsides. For a start, the tactic required a smart AI to run the whole system. A basic dumb AI was not able to track the input of the navigation officer, engine output, and adjust the gravity plating to match. Additionally, the gravity plating itself was never designed to be adjusted to cope with such maneuvers. There was a very real chance that plating could fail, and if someone was standing on a plate the moment it failed, then they would be lucky to escape without lingering injuries. And to put the cherry on top, putting the vessel through such maneuvers over-and-over was likely to cause structural damage. it wouldn't manifest after the first turn, or the first dozen even, but if there was already damage sustained from another attack, then it could very well cause further damage in that section.

Of course, you were slated to get a smart AI to regulate the system. While Diana would be hard-pressed to juggle all of the tasks she had to do, you were sure that she would be able to make it work for a few seconds. Just long enough to dodge out of the way of enemy fire.

>NEW SKILL LEARNED: HIGH ENERGY TURN
When in a situation where the vessel must take evasive action (like when being shot at, or having to dodge something in space), using this skill gains a +2 modifier to the roll. However, if the ship has already been damaged then another dice will be rolled with a -2 per piece of damage inflicted to see if extra damage is caused.

>Continue reading about methods to avoid enemy fire (EMERGENCY BOOSTERS OR DECOMPRESSION)
>Look up things related to weapons usage.
>Go back to AARs on UNSC/Covenant encounters (OFFENSIVE OR DEFENSIVE)
>Other (write-in)
>>
>>3565905
>>Continue reading about methods to avoid enemy fire (EMERGENCY BOOSTERS OR DECOMPRESSION)
Emergency boosters. All about dat maneuverability.
>>
>>3565905
>>Look up things related to weapons usage.
get some sue of our rapid reload skill
>>
>>3565905
>>Continue reading about methods to avoid enemy fire (EMERGENCY BOOSTERS)
Survival is important
>>
>>3565905
>>Continue reading about methods to avoid enemy fire (EMERGENCY BOOSTERS
>>
>>3565905
>>Continue reading about methods to avoid enemy fire (EMERGENCY BOOSTERS OR DECOMPRESSION)
>>
>>3565905
>Look up things related to weapons usage.
>>
>>3565905
>>Continue reading about methods to avoid enemy fire (EMERGENCY BOOSTERS)
>>
Going back to the paper on the "Alternative Use of Emergency Thruster Units", you began reading through the paper with a keen eye. If you already had the option to vary your vessel's onboard gravity to act as a shock absorber during high energy turns, then maybe you could apply it to the use of the thrusters?

Altogether, the emergency thruster system was a network of canisters containing trihydride tetrazine and hydrogen peroxide. The two tanks were usually kept either side of a reinforced bulkhead, with specifically designed evacuation systems designed to send the tanks into space should the need to get rid of them ever arise. During a firing event, however, the two gasses were vented into a firing chamber using a complex system of shutters and blast doors to vent all of the toxic and combustible gas into a single place, and lock the area off in the time it took for the two gasses to react. Upon detonation, they would dislodge a specifically designed blow-off pannel, allowing the entire thing to vent safely into space at the cost of only three percent of its overall power. The tanks were placed with one tank firing in each cardinal direction around the ship, thus allowing a ship to rapidly accelerate, decelerate, to dive to the side.

All UNSC vessels possessed such a system, and it wasn't limited to purely military issue either. Geneva class yachts, derived from the older Berlin class frigates, retained the emergency boosters. Having essentially become the standard for colonial governors and wealthy businessmen in the years before the massed recommissioning of the Berlin class, they were popular enough to warrant note.

>Roll 1d20+1 (bonus due to having a related ability)
>>
Rolled 7 + 1 (1d20 + 1)

>>3566040
ded
>>
Rolled 10 + 1 (1d20 + 1)

>>3566040
>>
Rolled 2 + 1 (1d20 + 1)

>>3566040
>>
Rolled 2 + 1 (1d20 + 1)

>>3566040
>>
Rolled 12 + 1 (1d20 + 1)

>>3566040
These rolls
>>
Rolled 10 + 1 (1d20 + 1)

>>3566040
>>
Grabbing a data-pad from the draws in the desk, you began to plot out the equations necessary to integrate the use of the artificial gravity plate manipulation into the emergency-booster sequence. However, after half an hour of theory-crafting and going through the numbers, you still couldn't get it to work. While you had a rough idea on how to solve the issue for the use of the dorsal booster, which essentially boiled down to using the gravity plating to increase the force pulling the crew towards the deck for the duration of the emergency burn, you weren't able to get it to work seamlessly, or for the other five boosters.

Still, you had managed to understand the basic principles behind the move. The idea itself was very simple, it was basically just using the emergency boosters to shove the vessel out of the way of enemy fire just before impact. And unlike the other proposal, the theory had proven successful in the field. The UNSC Dawn Under Heaven, a Halcyon-class cruiser, had been able to dodge an energy projector shot by firing off both of her port-side thrusters at once. Turning a shot that would otherwise have gutted her into a close shave. It had ultimately saved the vessel, though at the cost of at least a dozen people dead due to a lack of forwarning, and later the captain that had ordered the ship's AI to deactivate it's three-law compliant systems in order to save the ship. Another example came from a Geneva-class yacht, specifically belonging to the governor of Miridem. The crew of the vessel had been evacuating their families plus as many other civilians as possible when they were jumped by a frigate. They dodged a plasma torpedo by using the emergency booster to get out of the way of the shot. By the time a second torpedo got close, their slipspace drive had fully charged and they jumped out.

Unfortunately, this tactic also had a few issues. Firstly being that the sheer violence of the move could damage the ship, as well as severely injuring anyone who was not ready for it. While a high-energy turn with battle damage could result in some structural cracks and maybe dislodging sections that were compromised, firing the emergency boosters could result in even worse damage. And then there was always the issue that the enemy would learn to expect it, and would compensate for it. After all, while the Dawn Under Heaven had managed to dodge one attack with that move, it wasn't able to dodge a plasma torpedo with the same trick.

>CONT
>>
>>3566137

>NEW SKILL LEARNED: EXPLOSIVE SIDESTEP
By firing the ships emergency thrusters at the last second, you can evade an attack at the last second. This manifests as being able to use the ability to negate taking any damage if you fail an evasive action roll, and can be used in the place of rolling for damage after the failed evasive action. The ability is compatible with other skills, such as Rapid Reload. However, there are only a handful of these boosters, and they are expended after use. While the first use of this ability will take enemy gunners by surprise, later uses are likely to be expected, and will add a -1 modifier for every time the tactic has been used in a battle. The negative modifiers will no-longer apply once all enemy vessels have been destroyed or have left combat.

>Continue reading about methods to avoid enemy fire (DECOMPRESSION)
>Look up things related to weapons usage.
>Go back to AARs on UNSC/Covenant encounters (OFFENSIVE OR DEFENSIVE)
>Other (write-in)
>>
>>3566143
>>Look up things related to weapons usage.
need something to pair rapid reload with.
>>
>>3566143
>>Look up things related to weapons usage.

I feel like two evasive skills is enough at the moment.
>>
>>3566143
>>Go back to AARs on UNSC/Covenant encounters (OFFENSIVE OR DEFENSIVE)
I feel like one offensive maneuver would be good, than call it a day for AARs.
>>
>>3566143
>Look up things related to weapons usage.
I want to see how other people used the nuke properly/effectively.
>>
>>3566143
>>Look up things related to weapons usage.
>>
>>3566143
>>Look up things related to weapons usage.
>>
>>3566143
>>Look up things related to weapons usage.
>>
>>3566143
>Look up things related to weapons usage.
>>
Deciding that you had spent enough time learning about navigation for one day, you decided to instead finish up with some reading on weapons systems. Your warship had a decent spread of weapons. No nuclear-pumped lasers like the larger carriers and battlecruisers. But still a respectable arsenal none-the-less. Afterall, there wasn't much in your size category that could withstand a light MAC, three nukes and close to one-and-a-half thousand Archer missiles. Assuming you fired everything of course.

The first option was to focus on your MAC gun. The MAC itself was your primary piece of naval artillery, and artillery was really the best way to describe it. Being able to punch a shot up to such high speeds, and with enough power to strip the shields off a covie warship and possibly gut the warship beneath made it the only thing you had to truly level the playing field between you and your foes. The downside to it was that it took a lot of time to recharge, enough time for the enemy to fire off a volley of torpedoes and force you to go evasive. And who knew how many times they could charge and fire an energy projector in that time?

The next option was to focus on your nuclear arsenal. The Shiva nukes in your launch bays had already sat out two battles, you were unwilling to let them stay there longer. The Shiva was a powerful nuclear device, able to proximity-detonate nearby to a Covenant warship to strip the shields off warships, leaving them open to follow-up attacks. And could inflict major damage to the raw hull of a Covenant warship if the shield was gone. However, as a missile, it was open to getting hit by enemy pulse lasers. The weapon was also one that you had to use sparingly, the massive lump of metal that made a MAC round was often times cheaper than a nuke.

Finally, you could see about getting better use out of your missile batteries. The Archer missile was the UNSC's premier anti-ship missile, and thousands were fired off in every major battle. And while a Covenant warship had a strong enough hull to shrug off one missile, a couple of dozen would kill a cruiser just as surely as a pair of nukes or MAC rounds. However, they were very vulnerable to enemy pulse lasers. With around half of all missiles fired during a battle falling to the point defense weapons. And during your last battle, you hadn't even touched your anti-fighter missiles, making them dead weight at best. This had to change if you were to make efficient use of your arsenal.


>Read up on MAC gun uses. You might as well learn as much as you can about your primary weapon.
>Read up on nuclear weapon uses. You haven't been using them enough, maybe you can find a reason to?
>Read up on missile skills. If you can learn some fancy tricks with your archers, you can increase their kill probability many times over.
>>
>>3566202
>>Read up on missile skills. If you can learn some fancy tricks with your archers, you can increase their kill probability many times over.
>>
>>3566202
>>Read up on MAC gun uses. You might as well learn as much as you can about your primary weapon.
>>
>>3566202
>>Read up on MAC gun uses. You might as well learn as much as you can about your primary weapon.
>>
>>3566202
>Read up on missile skills. If you can learn some fancy tricks with your archers, you can increase their kill probability many times over.
>>
>>3566202
>Read up on MAC gun uses. You might as well learn as much as you can about your primary weapon.
>>
>>3566202
>>Read up on missile skills. If you can learn some fancy tricks with your archers, you can increase their kill probability many times over.
>>
>>3566202
>Read up on missile skills. If you can learn some fancy tricks with your archers, you can increase their kill probability many times over.
>>
>>3566202
>Read up on nuclear weapon uses. You haven't been using them enough, maybe you can find a reason to?
>Read up on missile skills. If you can learn some fancy tricks with your archers, you can increase their kill probability many times over.
I don't even care about mechanical advantages, I just want to know how to use these systems effectively.
>>
Deciding to make the most of your vessel's two and a half thousand missiles, you looked up methods on how to most effectively use your vessel's missiles. Most UNSC warships -with exception to lighter corvettes- usually carry large numbers of Archer missiles to complement their Magnetic Accelerator Cannons. Archer pods usually carry around two dozen missiles each, with your vessel carrying fifty pods. While individual missiles were vulnerable to point-defense weapons and had limited destructive potential on their own against Covenant warships, the sheer number of missiles fired per volley made up for their lack of individual effectiveness.

Prior to the Human-Covenant War, the UNSC found their current complement of Archer and Streak missiles were effective against Insurrectionist warships and fighters. Against the Covenant, however, energy shields and point defense lasers suddenly rendered Archer missiles near-obsolete. Pulse lasers were able to pick off up to half of the missiles launched in a volley, with the remaining missiles lacking the power to punch through the shields of most warships. Thankfully, there were a number of tactics that had been developed in the last thirty years of the war to counter it.

The first document detailed one method on using a preliminary "Saturation Attack" to soak up fire from pulse laser batteries. The idea suggested using a preliminary volley of missiles to soak up fire intended for the following volley. This would reduce the number of missiles lost in the second volley of missiles. But the downside of this tactic was that it would suck up a large number of missiles per volley. Not to mention that it also relied upon the enemy actually falling for it. If they realized that the first volley was made up of lighter anti-fighter missiles then they would just ignore it.

The second tactic detailed the idea of using "Cold Volleys" to try and hid missile volleys from enemy sensors. This tactic suggested using the engine to burn just ng enough to get on a rough course towards the target, before firing it up the engine during the terminal stage of its attack. This would reduce the missile's heat signature for most of its flight, making it harder to detect over the course of the flight. However, if the enemy warship took a hard turn, then the missiles would have to activate their engines to correct back towards the vessel, making them targets once again.

The third idea detailed the idea behind a "Convergent Fire" to get more missiles on target. The idea detailed that multiple attacks could be fired at different vessels, before then turning onto a single target and attacking from multiple angles. This would make it harder for the pulse lasers to retarget between the larger volleys. However, it would also expose the volleys to more pulse lasers overall, causing more missiles to be shot down before they even arrived.

>Read up on the "Saturation Attack"
>Read up on the "Cold Volley"
>Read up on the "Convergent Fire"
>>
>>3567666
>Read up on the "Saturation Attack"
>>
>>3567666
>Read up on the "Saturation Attack"
>>
>>3567666
>>Read up on the "Saturation Attack"
>>
>>3567666
>>Read up on the "Saturation Attack"
>>
>>3567666
>Read up on the "Saturation Attack"

Hail satan
>>
The Archer missile itself was an old weapons system, it had been around since before the war, and had once been considered the top of the line when it came to anti-ship missiles. However, now the use of them had changed from sparing use at best, to a "quantity over quality" approach. While weapons like the Shiva nuke had been specifically designed to evade detection by sensors and had enough armor to shrug off one or two pulse laser hits, the actual missile itself was too resource intensive for a conventional version to be distributed across the fleet. And with development of counter-shield missiles being almost impossible without a working Covenant shield system to use, the UNSC was forced to use the Archer in bulk.

A similar "holdover" from the pre-war days was the Streak anti-fighter missile. Originally developed as an anti-fighter missile to compliment the large Ares anti-ship missiles that predated the Archer, the Streak's usage only increased as the Archer was adopted in order to counter the potential of a massed missile volley from a captured vessel. When the war with the Covenant rolled around, the Streak was rendered as similarly out-of-date as the Archer. But while most Covenant fighters, dropships, and gunboats all featured energy shielding, this only increased the number of missiles required to punch through them by around a factor of five. As opposed to the dozens of Archers needed to even scratch a warship grade energy shield. And while the Archer was able to kill all Covenant small craft with a single hit, they were often times not maneuverable enough to catch the smaller Covenant craft, leaving the Streak to keep its role as an anti-fighter weapon.

However, the Streak missile's greatest loss was its ability to intercept enemy munitions. Attempts to intercept plasma torpedoes with the missiles usually resulted in a waste of ammunition for no discernable gains or changes. This meant that the vast numbers of anti-fighter missiles tended to sit out an entire battle with only a few cells having been fired off. It had gotten to the point where many newly built heavy warships often swapped them out in return for more Archer pods. Your vessel carried thousands of missiles, roughly split between the anti-ship Archer and the anti-fighter Streak missiles. And in both of your previous encounters, you had barely even touched the Streaks. So you could see the reason behind swapping out the lighter and less used weapons for the heavier Archer.

>CONT
>>
>>3568125

However, this tactic recommended the opposite, instead of removing the Streak missiles, it suggested firing them as a preliminary volley of the lighter anti-fighter weapons in front of the heavier Archers to draw the enemy's fire. Evidence showed that Covenant warships paid equal attention to both the Streak and the Archer. And while evidence couldn't confirm if both missiles appeared the same on their sensors, or if they were unaware of the true nature of the smaller Streak, there was enough to go on that this tactic was considered viable. Either way, it didn't matter much to you, if sacrificing a volley of the lighter Streaks meant that the heavier Archer missiles stood a better chance of getting through then you might as well try.

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

>>3568126
>>
Rolled 5 (1d20)

>>3568126
>>
Rolled 8 (1d20)

>>3568126
>>
Rolled 7 (1d20)

>>3568126
>>
>>3568153
>>3568155
>>3568162

oof.
>>
Rolled 10 (1d20)

>>3568126
>>
All in all, the theory was fairly appealing, and workable too. Assuming that the Covenant fell for the trick. And you had more than enough reason to assume that they wouldn't.

You knew that the Covenant wouldn't fall for it as another paper had been penned disproving the tactics recommended. This second paper centered around the fact that their method had already been tried in the field in at least two occasions. And both had failed massively, as the Covenant vessels instead fired on the later Archer missiles while leaving the Streak missiles to bounce off their shields. One of the vessels, a Stalwart-class light frigate had not survived the encounter where it had used that tactic. So apparently the Covenant could actually determine between the two missiles. In fact, when you read through one of the AARs that was used as a source for the paper, you noted that there were a number of Covenant fighters and small ships in the area around the vessel that engaged the Streak missiles. So it was entirely possible that they were shooting down the missiles to protect the smaller craft, rather than because they mistook the Streaks for the larger Archers.

So all in all, the paper was grounded in false information. And while some of the theories they proposed seemed workable, the tactics recommended had lead to failure. And could even be attributed to the loss of a vessel.

>SKILL NOT LEARNED (ROLLS TOO LOW)

>Try and find a way to make the theory work (reroll 1d20-2)
>Continue reading about missile usage (COLD VOLLEY OR CONVERGENT FIRE)
>Go back to reading things related to Navigation (SLIPSPACE OR MECHANICS)
>Go back to AARs on UNSC/Covenant encounters (OFFENSIVE OR DEFENSIVE)
>Other (write-in)
>>
Rolled 13 - 2 (1d20 - 2)

>>3568243
>>Try and find a way to make the theory work (reroll 1d20-2)
>>
Rolled 13 (1d20)

>>3568243
>>Try and find a way to make the theory work (reroll 1d20-2)
>>
>Continue reading about missile usage (Cold Volley)
>>
Rolled 17 - 2 (1d20 - 2)

>>3568243
>>Try and find a way to make the theory work (reroll 1d20-2)
>>
>>3568243
>>Continue reading about missile usage (Cold Volley
>>
Taking a look through the theory behind the idea, you found a fair amount of information that made their idea plausible. All Covanant vessels had a network of highly advanced tactical sensors, however, the sheer sensitivity of the enemy's sensor networks was their downfall. Covenant sensors had a marked sensitivity to input overload and mistaking similar items, especially in environments where hostile electronic warfare and friendly electronic support measures threw in extra input. They probably had some sort of problem with actually sorting through all of the information, and instead used a basic program to automatically sort the information as required. As such, if you used electronic warfare systems and a well suited AI to assist the maneuver, then it could probably be pulled off.

It was actually one of the odd things about the alien menace, for all of their advanced tech, the Covenant had nothing in the way of artificial intelligence to help them with those problems.

As such, you had to find a way to modify your Streaks to closely mimic the Archers they would be screening for. If they matched their radar cross-section, IR output and speed then you were fairly sure that your AI would be able to sort out the rest. The RCS issue was easily solved with mounting a corner-reflector of the correct size on the nose of the missile. IR output was solved with long-burning manganese flares, and speed could be achieved by simply throttling down the faster Streaks. It wouldn't work well if the Covenant had an optical searching system as well, but all evidence thus-far had confirmed that they probably didn't. After all, Prowlers often got within visual range of entire Covenant fleets. If the aliens had an optical sensor system then those Prowlers would have been toast.

Still, the modifications required to the Anti-fighter missiles were relatively easy. Or at least, that's what you assumed. You sent a rough sketch of the modifications, the theory behind it, and a brief of the plan behind it all over to the chief of engineering. All enclosed in a message asking him to investigate the possibility of modifying your compliment of anti-fighter missiles to mimic your Archer missiles. A few minutes later, you got a response back.

"Will investigate it, but no promises on retaining standard performance. Will try and produce parts kits to modify standard Streaks in the field with little modification, so we can resupply in the field from replenishment vessels." Was all you got back, though it was enough of an assurance for you to lay back and smile at a job well done.

>CONT
>>
>>3568363

>NEW SKILL LEARNED:
Through a combination of missile modifications, electronic warfare, and planning. Fire a volley of sacrificial missiles to allow a following volley of missiles to break through with fewer losses. Effective against only one ship at a time. Sustains a -1 modifier per Covenant ship still active in the battle, with an additional modifier based on the size of enemy vessels (you can ask QM for a modifier tally during battle).

>Call it here and head to the bridge, you need to check up on your crew before the spooks arrive.
>Continue reading about missile usage (COLD VOLLEY OR CONVERGENT FIRE)
>Go back to reading things related to Navigation (SLIPSPACE OR MECHANICS)
>Go back to AARs on UNSC/Covenant encounters (OFFENSIVE OR DEFENSIVE)
>Other (write-in)
>>
>>3568366
>>Continue reading about missile usage (COLD VOLLEY)
One more then let's check on the crew.
>>
>>3568366
>>Go back to reading things related to Navigation (SLIPSPACE OR MECHANICS)
>>
>>3568366
>Learn a MAC skill
>>
>>3568366
>Learn a MAC skill
>>
>>3568366
>Go back to AARs on UNSC/Covenant encounters (DEFENSIVE)
>>
>>3568363
>>Learn a MAC skill
>>
With your ideas on how to use your missile more effectively, you decided to go back and try to learn a thing or two more about how to use your MAC more effectively. After all, the massive cannon had been the key to obtaining a number of kills thus-far. Learning some new tricks for it wasn't a bad idea.

The first one to catch your eye was a compiled selection of AARs and papers on overcharged MAC shots. The principle behind it was actually fairly simple to understand. MACs fire by accelerating a slug to high speeds using electromagnetic coils, and have a proportional power requirement to reach firing speed. As such, if more power was shunted into the gun's coils then a more powerful shot could be achieved. However, while it sounded simple, it was a lot more complex in practice. Increased barrel ware, internal warping and even blowing out the coils were all issues that sprung to mind the moment you read the title. Not to mention that it killed any chance of you being able to rapidly reload the gun for a second shot.

The next one was a bit more interesting and harkened back to the days of sail. The idea proposed loading two MAC rounds into the gun at the same time and then firing the gun with as much power as possible. You could see it's application for firing the more brittle "shreadder round" to follow a regular round. However, in addition to the issues with overcharging the coils and barrel ware, there was also the issue that the second round would be traveling much slower than the first round due to having less time to interact with the magnetic fields produced by the weapon's coils. Thus reducing the power of the second shot and making accounting for where the enemy was when that shot arrived even harder.

The final idea also harkened back to the age of sail, but it was probably the only idea to actually survive since that time. Canister shot was usually used to turn tanks into gigantic shotguns as a means to clear out infantry by firing hundreds of ball bearings in one shot. It was actually a well-used shot to clear out hordes of grunts and the elites leading them. Using it on a warship grade weapon was a bit trickier, especially given that each submunition would be traveling on an essentially random course. And while it gave the option to damage, and even kill multiple smaller enemy vessels with a single shot, actually being able to control how the shrapnel would spread would be a major issue. However, unlike the other two you could see the capacity to use it like any other shot, maybe allowing you to rapidly reload the gun with a canister shot after firing a regular of shredder round.

>Read up on the "Overcharged round"
>Read up on the "Double shot"
>Read up on the "Canister shot"
>Read up on a different weapons system (NUKE OR MISSILE)
>>
>>3568488
>>Read up on the "Canister shot"
>>
>>3568488
>Read up on the "Canister shot"
>>
>>3568488
>>Read up on the "Canister shot"
>>
>>3568488
>>Read up on the "Overcharged round"
>>
Reading up on the canister shot idea solved a couple of the issues you had already thought of. For a start, actually procuring canister shots would be easy, as you could manufacture them from existing MAC rounds with an internal charge to cause the round to break apart. You could probably make up a batch of improvised canister shots by drilling into a standard shredder round and putting an explosive round within the round and a basic time detonator. From there, you could probably have your AI assist with detonating the round to either hole one ship multiple times or trying to hit multiple ships that were close together.

The canister shot had the added benefit that unlike the composite "shredder rounds" they had the capacity to cause multiple holes with a single shot rather than a single hole with extra internal damage. However, there was still the issue that all of the fragments would be unguided. So the moment the round was detonated, there was no real assurance that you would hit everything you wanted.

Still, it afforded you some more tactical advantages than just a normal round. For instance, if you fired a normal round to break the shields of an enemy warship, and then followed it up with a canister round, then you could hole an enemy ship in multiple places, potentially damaging multiple systems where a regular MAC round would just annihilate one system.

>Roll 1d20
>>
Rolled 3 (1d20)

>>3568530
>>
Rolled 5 (1d20)

>>3568530
>>
Rolled 7 (1d20)

>>3568530
>>
Rolled 18 (1d20)

>>3568530
>>
>>3568530
>>
>>3568488
>barrel ware
*wear
>>
Rolled 8 (1d20)

>>3568530
>>
Unfortunately, the tactic had major drawbacks. The first issue was related to how uncontrollable the spread of the fragments was. While the paper did propose a formula to roughly show how the fragments of a "canister shot" would spread one the round had broken apart. However, a cursory examination found a few flaws within the formula. So the initial projections were faulty at best and wholeheartedly fake at worst.

The next issue was related to the charges used to actually cause the shell to break apart. High-powered magnetic fields had a severe effect on the more powerful UNSC explosives, especially their detonators and timer systems. As such, there was the very real possibility of the explosives inside the round detonating as it passed through the first coil. Thus turning what was intended to be a long-range shot into a close-range shotgun, and an ineffective one at that. Wasteful at best, and potentially dangerous at worst.

In addition to that, was the issue was that the fragments of the round were made of weak materials. So even if they hit a target, then it wouldn't cause a lot of damage. That was one of the issues with the shredder rounds, they relied a lot on their initial construction to keep them together on impact, before breaking apart and spewing fragments through an enemy warship like how a SABOT round would break into fragments upon entering a target vehicle. So even if the tactic worked, it wouldn't be as effective as possible.

>SKILL NOT LEARNED (ROLLS TOO LOW)

>Try and find a way to make the theory work (reroll 1d20-2)
>Continue reading about MAC gun usage (OVERCHARGE OR DOUBLE SHOT)
>Go back to reading things related to Navigation (SLIPSPACE OR MECHANICS)
>Go back to AARs on UNSC/Covenant encounters (OFFENSIVE OR DEFENSIVE)
>Other (write-in)
>>
>>3569522
>Continue reading about MAC gun usage (OVERCHARGE OR DOUBLE SHOT)

Bah, we're not on the high seas, grape shot won't have much use when typical engagement ranges are measured in kilometers.
>>
Rolled 11 - 2 (1d20 - 2)

>>3569522
>>Try and find a way to make the theory work (reroll 1d20-2)
>>
>>3569522
>Overcharge
>>
>>3569522
>DOUBLE SHOT
>>
You bookmarked the files, saving them for future review. While the idea was intriguing, there wasn't much to go on. Additionally, the problems associated with using a standard "shredder round" as the basis of the theory were too severe to make the tactic worthwhile. You would keep an eye on it for future updates or follow-on papers. But until then, you would shelve it. In the meantime, there was another idea that had taken your fancy.

The power of the MAC gun on a UNSC warship was generally linked to the length of the vessel. Smaller vessels, like the Gladius-class corvette, had the weakest MAC of any UNSC vessel. Meanwhile larger vessels like the Valiant class battlecruisers and Punic class supercarriers had the power to punch clean through the shields of a covenant capital ship. Putting the large vessels on-par with the orbital MAC batteries over the inner colonies. There were even rumors and speculation articles about the UNSC developing "mobile MAC batteries" which were either based off the design of an ODP station with a power and propulsion section or a stripped down version of the Punic or Valiant class vessels. Either way, you had heard nothing about a similar design being put into either testing or production, so you were inclined to believe it as bullshit.

Most UNSC frigates featured a four-coil setup for their guns, with the lighter Stalwart using a lighter set of coils to save mass. The main gun of the Paris class frigates, however, had a five-coil setup. With the extra coil being used to provide extra power to the projectile, while also allowing the coils to run at a sustainable rate. However, those coils could be overcharged to increase the power behind each shot. The tactic was usually employed when one coil in the "line" was too damaged to function, and more power was sent to the other guns to compensate. However, there was nothing from stopping an enterprising captain from boosting the power to his guns for a devastating opening shot.

Or at least, there was nothing stopping him in legislation. In reality, there was a whole host of issues that had to be accounted for. From increased stress on the barrel, coils and power supply systems. To the tactical implications, generally, the Covenant would shoot at the most damaging MAC gun in the line. And if that was your ship then you could expect a whole lot of fire.

>Roll 1d20
>>
Rolled 1 (1d20)

>>3569739
>>
Rolled 13 (1d20)

>>3569739
>>
>>3569756
name fags ruin everything.
>>
Rolled 15 (1d20)

>>3569739
rollin'
>>
Actually overcharging the coils was the easy part, it was just a case of diverting the power stored in the secondary capacitor bank to the gun itself. Actually having the coils transmit so much power in such a brief period of time was also easy, as the coils integrated on the Paris were based off the coils used in the MAC gun on the Halberd class destroyers, which entered service a few years before the design of the Paris was finalized. Additionally, the worst of the warping occurred when two fields overlapped, essentially pulling the few magnetic elements within the barrel in opposing directions. This was automatically solved by the complex firing system of the MAC itself, which could be tuned to account for damage to the coils.

Some of the issues were unavoidable, barrel wear being chief among them. The biggest issue, however, was power transfer, which required extensive modifications to the power distribution system on the frigate. Your plan to circumvent this issue was to remove a number of the safety devices on the system and then add extra secondary power lines to allow a uniform power flow across all of the coils. However, while this could be done easily, it would also result in a higher risk of blowing out sections of the power supply system. Thankfully most of it was assembled in series, so the loss of one coil wouldn't cause the entire system to fail. However, if there was a problem on the primary line due to an abnormally high flow of power, then that could cause the entire system to fail, and essentially take your gun offline until the fault was fixed.

>NEW SKILL LEARNED: OVERCHARGED SHOT
By overcharging the coils of the primary MAC gun, a more powerful shot can be fired. Roll a 2d20, with the first result reflecting if the shot connects and has all modifiers applied to it, and the second reflecting if the coils are damaged. If the roll for the coils critically fails, then the shot is not fired. The rapid reload skill cannot be used either before or after this skill is used, as an overcharged shot takes up too much power to permit a rapid reload.

"Captain?" The intercom next to your terminal crackled into life, revealing the voice of your XO. "The ONI prowler White Horse is requesting permission to send over a pelican to collect the alien that we captured. I've asked them to hold while we clear starboard hanger six, that should give time for the alien to be transferred to the area for a smooth handoff."

"Thank you Dyad. Is there anything about the transfer I should know about?" You asked your XO as you saved your plans. You would send over a copy of required modifications and theory of operation over to chief Ambrose and your weapons officer respectively.

>CONT
>>
>>3570180
"The ONI agent will be escorted by an ONI security team, made up of six people armed with shotguns. Think of them as their equivalent to marines, just with different colored armor." Dyad explained, sending over a picture of an ONI security agent in jet-black BDUs. "Intelligence officer Koekemoer will be there too to hand over all digital evidence and all of the items that the alien has assembled and not reverted to its original form. If you like, I can come down there with you."

>Take Dyad with you to meet the spook, you may need some backup.
>Leave Dyad on the bridge, you can handle this on your own.
>>
>>3570185
>>Take Dyad with you to meet the spook, you may need some backup.
>>
>>3570185
>>Take Dyad with you to meet the spook, you may need some backup.
>>
>>3570185
>Take Dyad with you to meet the spook, you may need some backup.
>>
>>3570185
>>Take Dyad with you to meet the spook, you may need some backup.
>>
>>3570185
>>Take Dyad with you to meet the spook, you may need some backup.
>>
"If you wouldn't mind Dyad, I'd rather not deal with ONI on my own." You asked your XO to accompany you to meet the spook. While you could absolutely handle it on your own, you didn't want her to spend too much time in the captain's chair. You didn't want her to get some ideas of her own.

"And here I thought I'd get out of it." Dyad jokingly complained, before then stating. "I'll meet you there, you do know how to get to the hanger, right?"

"Yes, I do. Thanks for asking." You sighed, gaining a couple of chuckles from Dyad. "Better get moving Dyad."

The trek down to the hanger was fairly boring, you had to wait a bit longer for the elevator, as Dyad and Koekemoer had not bothered to wait for you. You arrived to find them in the observation bay overlooking the hanger. Usually used for landing control officers, the deck afforded a great view in. The squad of marines shuffled uncomfortably around the floating alien, as the floating alien fiddled with a portable games console. It was an older model, but the squid-like alien seemed to enjoy taking it apart. The marines watched it with a noticeable concern, unsure of what it was doing. Meanwhile, Dyad and the intelligence officer were exchanging small talk while another marine nearby lent on a small pallet trolley with a DR44 transit box on it.

"Commander on deck!" The corporal barked, prompting everyone to come to attention. Well, everyone aside from the alien, which looked up at you for a second before going back to its work.

"At ease everyone, save it for the spooks." You ordered as you looked out of the observation deck window. The two pelicans inside sat with their engines running as they waited for the hanger doors to cycle open.

"They shouldn't be spending much time here, everything is already packed away and nothing has changed since the reports were filed. So they should be in and out in a flash." Lieutenant [] stated as the hangar doors opened, revealing the dockyard outside, and the aft-end of the ONI prowler just a few dozen meters away from your ship. The pelicans within your hanger quickly took off, as a similar dropship appeared from underneath the wing of the jet-black vessel. The pelican -one eerily similar to the ones embarked on your ship- quickly crossed the distance between the two ships, and rotated to point the ramp of the dropship towards you. The pilot gently landed the dropship as the massive pressure doors closed, sealing the hanger off from the void of space.

"Let's go." You ordered as the hanger began to fill with air. Dyad, [] the alien and the escorting marines followed you down the stairs to the primary cargo door leading into the hanger. You waited outside long enough for the light on the door to flash green -signifying that the hanger was fully pressurized- before opening the door. You entered the hanger in time to see the rear cargo door of the pelican descend, revealing seven people inside.

>CONT
>>
>>3570341

"Commander Wells!" The spook greeted you as he walked down the ramp of the dropship. The man wore a grey BDU similar to yours, except fitted with a soft armor vest over the top. He also wore a pistol on his belt, a Covenant plasma pistol.

You didn't know if he was wearing it just to make a point, or if he actually thought it was useful. Either way, it didn't improve your opinion about him.

"Agent, it's good to see you." You offered your hand to the agent, who shook it as his squad of soldiers walked off the dropship behind him. Each one clad in black, vacuum-sealed armor and sporting shotguns.

"Likewise, I'm happy for your promotion." The agent congratulated you, but everyone could tell that he was just doing it to be polite

"Yes, sir! I've had all the relevant items packaged up and made ready for transfer." Lieutenant Koekemoer confirmed, but the ONI agent wasn't looking at her. Instead, he was focussing on the alien, which wasn't reciprocating the man's stare.

"Good! This is certainly interesting, the first encounter with an alien that has not immediately tried to kill us." The man marveled as the alien tested the new form it had assembled the console in. The device let off a small noise, and the alien nodded it's head approvingly.

"Yes, this is going to be very helpful." The agent smiled, sending chills down your back.

>"What's going to happen to it? It certainly didn't act hostile."
>"What does ONI want with its junk?"
>Say something else (write-in)
>Say nothing, it will be over quicker if you shut up.
>>
>>3570345
>"What's going to happen to it? It certainly didn't act hostile."
>>
>>3570345
>"What's going to happen to it? It certainly didn't act hostile."
>>
>>3570345
>>Say nothing, it will be over quicker if you shut up.
>>
File: ONI security.png (2.48 MB, 1040x2440)
2.48 MB
2.48 MB PNG
"What's going to happen to it? It certainly didn't act hostile." You asked as the marine with the pallet trolley walked over to the squad of ONI guards. Two of the guards stopped him, picked up the crate, and struggled to carry it into the dropship.

"We'll run some basic tests on it, just some basic genetics and other things like that to start off with. Then we'll start trying to communicate to it in different languages to see what it understands, we actually have a semi-complete translation system. Not enough to account for things like slang, or things relevant to only one race in the Covenant, but it's more than enough to facilitate an actual conversation." The spook explained as he watched the alien work, apparently uncaring about

"How long do you expect it to last?" You asked as the ONI soldiers surrounded the alien, taking the places of your marines. The alien noticed them and moved slowly as they guided it towards its ride out.

"Well we don't actually know what it eats, or drinks. So I don't really know. We'll supply it with a variety of foodstuffs and assorted liquids to drink. But as the old saying goes, you can lead a horse to water but you can't make it drink." The spook stated as he watched the guards guide the alien onto the Pelican, the alien prodded one of the men on the helmet after he pushed it, but made no real effort to resist.

"But you won't try and vivisect it?" You asked, while there wasn't any public record of the actual biology of the races in the Covenant, you knew for a fact that ONI had done numerous autopsies and even vivisections on captured Covenant soldiers. One of the students in your class had done a paper on it.

"Oh heavens no. This is the first one of these that we've actually captured. It would be a waste to cut it up for no reason." The spook shook his head as the alien finally entered the dropship, being prevented from reaching the pilot's cabin by two guards, and prevented from leaving by four more. The spook nodded appreciatively at the work of his men.

The ONI agent then turned to face you, a small smile on his face. "Anyways, I suppose that this is goodbye Commander. Unless, of course, you would be willing to work with us in the future? You've certainly proved yourself capable enough to help us."

>"Yes, I could do that."
>"If it would help the war effort, but nothing more."
>"No, I have a current assignment."
>Other (write-in)
>>
>>3570416
>>"If it would help the war effort, but nothing more."
>>
>>3570416
>>"If it would help the war effort, but nothing more."
>>
>>3570416
>>"Yes, I could do that."
>>
>>3570416
>>"If it would help the war effort, but nothing more."
>>
>>3570416

>"Yes, I could do that."
>>
File: prowler coming alongside.jpg (94 KB, 1920x1080)
94 KB
94 KB JPG
"If it would help the war effort, but nothing more." You stated flatly. While working with ONI was usually an express-pass up the command ladder, you sure as hell didn't like the idea of spending more time than necessary working with them.

And you weren't alone. Turns out that a lot of people had trouble working alongside an organization that could be described as "routinely paranoid" at best, and downright sadistic at worst.

"Fair enough." The spook nodded, before shaking your hand once again. "Thank you, commander, your help to the cause will not go... unrewarded."

And with that, the spook turned to the pelican and walked, not even giving you a chance to respond as he made his way off. You could take the cue, and turned back to the exit, the rest of your crew falling in behind you as you left.

"Well, that was interesting." Lieutenant Koekemoer stated as the three of you and the marines walked away. The ramp of the pelican closing behind you, revealing a large ONI logo painted on the ramp.

"I'm just glad it's over. I don't like hanging around people that regard living things with the same look that you give a premier hamburger." Dyad sighed as you all passed through the door out of the hanger, you lead the two bridge officers back up the stairs to the observation deck, while the marines when off to do whatever it is they had to do.

"Somehow, I don't think this is the last time we'll be seeing Señor Spook." You stated flatly as the three of you arrived in front of the observation window, just in time to see the armored door out of the hangar open, revealing the blackness of space. The pelican fired its engines to take it off the deck and retracting its landing gear, and with a final burn of its engine, the pilot took the dropship out into the blackness of space. You watched as the dropship dived under the wing of the ONI prowler as the doors to the hanger closed.

Part of you felt sorry for the alien. From now on, it's life was going to be a whole lot of black ink and living on black sites.

===================================

And that’s it for this thread! 19 days and 7 hours, probably my longest thread ever on /qst/. Not bad for the first one back after my break! I think we made good progress, though I do understand if you feel that the major battle was a bit rushed. I'll be updating the header with a pastebin for the new skills you've unlocked, we'll have a battle to see how you handle it before making changes as needed. Next thread will be next week on either Tuesday or Wednesday.

If you have any questions, then feel free to ask. I’ll try and answer them before the thread falls off the board. Though no promises as we are on page 10.
>>
>>3570464
Thanks for the run. Looking forward to see where this quest goes.
>>
>>3570464
Hey QM are we actually impacting the war in any real way? Or are we set along the canon route?
>>
>>3570464
Looking forwards to the next thread senpai.
>>
>>3570475
You have the ability to impact the war, but the timeline will generally stay the same. Reach will still get glassed, halo will still get discovered and exploded, earth will still be found and the war will end on the ark. However you still have the ability to impact the war in a meaningful way.
A lot of battles happened offscreen, with almost no details other than a sentence or two. So you still have the capability to save millions of lives, destroy fleets and generally make the Covanant wonder if that great human admiral really did die when he made that one gas giant go nova. It's currently 2545, and most of the halo trilogy (Reach-CE-2-ODST-3) all happen in 2552. So there is time for you to carve up the Covanant fleet and get involved if defending some human worlds.
>>
>>3570493
Ah fuck, Reach still falls. That really sucks.

I asked because the Engie's are able to self reproduce which means in theory as long as that one survives long enough we could start seeing covenant tech rolled out at a vastly increased rate against the covies.
>>
>>3570493
Are we going to be sticking with standard UNSC war-era tech or will we be able to get prototype stuff? I'm guessing you have ideas on getting new ships and what not, probably as we make our way up the proverbial ladder.
>>
>>3570499
The issue with that is that two engineers are required to "build" a new one. So that would require you recovering another engineer, ONI putting it and the first engineer into a room with a bunch of materials, and then letting them actually build another engineer. And even if that did happen, ONI would probably keep them on projects away from the field. So the actual improvements made by them wouldn't really enter massed service.

>>3570501
There will be prototypes and "new" ships. Though a lot of it will be based on things that the UNSC could have done, IE a new class of light cruiser to replace the Halcyon class. We already have am example of this in the quest, where one of the starting ship options was a stealth frigate that we only ever saw the prototype of in one book. Prototype ships will be generally grounded in things that the UNSC could have built anyways. But it will also be tied to some of the accomplishments that you do. For example, if you capture a Covanant warship then you might end up with a UNSC prototype ship with energy shields.
>>
>>3570529
>But it will also be tied to some of the accomplishments that you do.

That makes sense, we're just about at that point in the timeline when tech starts to snowball so tech acquisitions and stuff will really speed things along. I'm interested to see the stuff you come up with. Would be dope as hell to see a UNSC made battleship or battle-cruiser eventually. Always thought it was weird that there are canon examples of everything from life boats to super carriers but we don't see shit for the big boy gunboats. Excepting the Vindication-class but that thing looks dumb as hell.
>>
>>3570529
Didn't the Engie in the book with the grunt build another one without a fellow engie? but fair, dang. Thanks Qm, i'm looking forward too it.
>>
Also, might want to archive in case you forgot it. IIRC the archive updates until the thread falls off.
>>
>>3570464
Cool run OP, still the best thread on /qst. I would welcome slower pace in combat but hey, cannot have it all.
>>
>>3570464
Thanks for the thread and actually returning after the haitus



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