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File: paris class, full burn.png (778 KB, 887x750)
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https://twitter.com/ThunderheadQM

Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Halo:%20Wolfpack
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Ok, an update on me QM'ing as the last thread I posted was a whole month ago. Almost immediately after finishing the run, one of the jobs agencies came back to me with an offer for an interview for a job. Things progressed rapidly and within a week I was on the job. All went well, but the hours have caused a major issue. The job starts very early in the morning, essentially putting me on the same hours as someone working in Greenland. This, combined with me actually having to get used to working hours after so long out of work has forced me to miss the last months worth of QM'ing.

So this is brings us to this thread. This run is going to be a more experimental run than anything, as I'll be trying to post a bit after work every day. So without further delay, let's get to the thread!
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"So, this is what they've got." You state flatly as you looked through the recovered data from the rebel sensor outpost in Hoover's inner belt. The data had been compiled and assembled into a workable dossier by your ship's AI in the few hours since it had been recovered.

Right now you were looking at the holographic projection of the primary asteroid habitat that the insurrectionists in the system called home. Your foray into their sensor outpost overlooking their hidden supply cache had gone essentially without a hitch. This had the expected result of allowing you to get access to the rebel's computer systems without them having time to delete whatever sensitive data they had. Though you had underestimated just how much data they had.

The rebels had made their home in a geostationary orbit at the very edge of Howler's tail of dust and debris from where it had impacted one of Hoover's moons. The natural electromagnetic storms that were produced by the phenomenon helped to shield the signals produced by the base. Meanwhile, the backdrop of trailing rocks, dust, and other things kicked up by the impact that had given the planet its name made for a perfect disguise.

"It's not a perfect disguise." Diana -your ship's AI- commented, apparently having picked up your appreciation for the rebel's craftiness. You were fairly sure that she had read your facial expressions and body language, though you wouldn't be surprised if she had access to your neural plug. "The beamed maser communications between the primary habitat and the support habitats is refracted enough by the loose dust in that area of space that I'm fairly sure I could have picked it up."

>CONT
>>
>>3799353

"They managed to last this long without being picked up, that's worthy of appreciation at the very least." You shrugged off the AI's comments. The patrol vessels sent to examine backwater systems like this one lacked the sensor systems that even the smallest military vessels had to work with, and they had been among the first ships to be stripped of their AI when the war had started. So the fact that they had missed the rebel habitat wasn't too surprising.

>Read up on the primary habitat! Your men will definitely have to land there, so you ought to start there.
>Read up on their support habitats! It will be a lot easier to take the primary habitat once you know what their outlying habitats do.
>Find out about their defenses! There is no way a base like that will be undefended, you just need to find that information. (roll 1d20)
>Look at their recent arrivals! If you can find out what ships have been coming and going recently, you can hopefully find other rebel cells. (roll 1d20)
>Other (write in!)
>>
>>3799356
>Read up on the primary habitat! Your men will definitely have to land there, so you ought to start there.

good to have you back Thunderhead
>>
>>3799356
>>
>>3799356
>Look at their recent arrivals! If you can find out what ships have been coming and going recently, you can hopefully find other rebel cells. (roll 1d20)
>>
>>3799356
>Find out about their defenses! There is no way a base like that will be undefended, you just need to find that information. (roll 1d20)
>>
Need a tiebreaker
>>
>>3799356
>Find out about their defenses! There is no way a base like that will be undefended, you just need to find that information. (roll 1d20)
>>
>>3799430
>>3799504

Both of you need to roll 1d20
>>
Rolled 4 (1d20)

>>3799523
>>
Rolled 16 (1d20)

>>3799523
>>
Rolled 5 (1d20)

>>3799523
>>
"Diana, can you find me any infomation on the enemy's defencive infrastructure?" You asked your AI, though you already suspected the answer.

"I thought you would ask about that sir, and I've already pulled up all pertinant infomation. Be advised however that this infomation is out of date by a couple of weeks, and the enemy may have upgraded their equipment." Diana responded as your screen flickered, pulling up a set or relivent pages on the enemy's avalible forces and how they had chosen to defend their home.

The primary asteroid was not that well armed, at least, not with offensive weapons. Instead, the asteroid relied on the thick rock that made up it's exterior, at least three layers of in-laid armour plating, and the defences arrayed around it to protect it. As such, the nine outlying support stations were divided into three catagories of three classes. The first class was a lightly armed by suprisinly resilient relay and sensor facility, each one was deeply embeded within their parent asteroids and would provide targeting and anti-jamming support to nearby vessels and ordanance. The second type was almost the complete oposite, a class of heavily armed and heavily protected weapons platforms. Each weapons base was armed with a dosen Ares anti-ship missiles, scavanged covanant anti-ship plasma cannons, and whatever else they could find. The final platforms were launching facilities for the dosens of smaller missile boats, fighters and remote-controled Spaceship-Borne-IEDs. Diana's estimates put the total number of usable enemy fighters at around two dosen, along with another two dosen vessels refited into missile boats. She didn't have a solid number for total SBIEDs, as any vessel could be loaded up with explosives and remotely flown towards your ship.

The biggest issue was going to be their flotilla. Though calling it a flotilla was a bit too kind, "poorly armed and sporadically equipped rabble" was a far better way of describing it. The fleet was mostly made up of improvised vessels, aside from the smaller missile boats and fighters, the flotilla contained four modified light freighters and a pair of Berlin class frigates.

The smaller freighters had been heavily modified, carrying a set of point defence guns and light autocannons. However, the primary weapons of those vessels was the trio of missile tubes that had replaced the cargo holds. Each tube was double-stacked with a pair of Ares missiles, for a total of six per ship. Each missile was the size of an entire archer-missile pod, only just smaller than the Shiva nukes that your ship carried for joint anti-ship and planetary bombardment roles. For all that size though their only advantage was in range and warhead size, and the latter capability was nullified due to advances in explosives technology. However, the age of the Ares was it's biggest drawback, assuming that they hadn't upgraded them.

>CONT
>>
>>3799868

The Berlin class frigates were the only real warships they had, and they were older than even the legacy Charons. The Berlin class was the first modern frigate class, capable of dipping into atmosphere and carrying a decent number of troops to the surface of a planet. However, this came at the trade-off of having a weak outer hull and little to no weapons. The vessels lacked a MAC gun, and while some effort had apparently been made to try and fit them with a corvette-grade MAC, there was no noted infomation about any fittings being sucsessful. Other refits, like replacing the troop storage areas with launchers for four Ares missiles per ship had been sucsessful.

The enemy fleet was arranged so that a single Berlin class frigate lead a pair of modified freighters, forming two improvised squadrons. They had greater mobility than the rest of the defensive infrastructure, though given the concentration of firepower around their main base, you could see them spending most of their time around there. However, given how out of date the infomation way, you didn't know if or how the enemy's defences had changed.

>Talk with your XO and AI, maybe they have some ideas on how to crack this nut?
>Read up on the primary habitat! Your men will definitely have to land there, so you ought to start there.
>Read up on their support habitats! It will be a lot easier to take the primary habitat once you know what their outlying habitats do.
>Look at their recent arrivals! If you can find out what ships have been coming and going recently, you can hopefully find other rebel cells. (roll 1d20)
>Other (write in!)
>>
Rolled 14 (1d20)

>>3799870
>>Look at their recent arrivals! If you can find out what ships have been coming and going recently, you can hopefully find other rebel cells. (roll 1d20)
>>
>>3799870
>Read up on their support habitats! It will be a lot easier to take the primary habitat once you know what their outlying habitats do.
>>
>>3799870
>Read up on their support habitats! It will be a lot easier to take the primary habitat once you know what their outlying habitats do.
>>
>>3799870
>Read up on their support habitats! It will be a lot easier to take the primary habitat once you know what their outlying habitats do.
Glad to see you back, Thunderhead.
>>
Oh hey, it's not kill.
>>
>>3799870
>Read up on their support habitats! It will be a lot easier to take the primary habitat once you know what their outlying habitats do.
>>
>>3799870
>>Read up on their support habitats! It will be a lot easier to take the primary habitat once you know what their outlying habitats do.
>>
File: asteroid base.jpg (121 KB, 1280x1024)
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Turning your attention further inwards, you decided to read up on the asteroids that had been labeled as being the logistical support for the innie forces. The support habitats -three in total- were invariably smaller than the large asteroid that served as their primary home, but were still much larger than the supporting stations. Each one contained a single large hanger facility that you assumed served as a drydock to effect repairs and overhauls on some of their vessels. After all, while it was a whole lot easier to make a basic shipyard in the vacuum of space where you didn't have to worry about pressurizing the whole thing, orbital shipyards had their own sets of problems. The bulky EVA suits that were required for vacuum work were uncomfortable, hard to maintain, and generally a nuisance to use on a large scale. Hence why a handfull of shipyards that built smaller or hardier UNSC ships were located planetside where the workers could ply their trade without needing bulky suits. And the insurrectionist's solution of hollowing out asteroids and using those as the outer shell of their own shipyards solved the issues associated with having to build a massive hanger out of raw metals. Getting the air to actually pressurize it was the hardest part. Getting oxygen was the easy part, comets and icy asteroids were a dime a dozen, to the point where even smaller UNSC corvettes had the ability to harvest them for fresh oxygen and water in an emergency. But getting nitrogen or some other non-poisonous and involatile gas in order to keep the air safe to work in was the hardest part.

Still, these innies had been able to gather up enough men, material, and funding not only to build a fairly self-sufficient home but also assemble a small fleet to defend it. It only made sense that they would spare no expense to maintain it.

>CONT
>>
>>3801740

Aside from maintaining the larger vessels in the enemy's defensive flotilla, the support habitats also served as the primary cargo ports for the primary asteroid. While the larger asteroid had enough hidden docks to take in daily supply shipments, they weren't enough to support the output of larger freighters. Instead, the support habitats fulfilled an intermediary role, where they could quickly offload the supplies of larger freighters and feed it into the larger habitat. However, most of their internal volume being taken up by the massive hanger space, supply stores, mechanical workshops, and other repair and supply equipment. This denied them the ability to mount any sort of defensive missile battery, outside of a couple of Streak anti-fighter missile launchers. To make up for this however they were positioned close to the primary habitat, and within the loose defensive ring was attended by the support stations. As such, landing marines to take them wouldn't really be an issue. actually taking them however would be, given the large number of hardy -and very easily combative- workers that attended to the many jobs in each asteroid.

>Talk with your XO and AI, maybe they have some ideas on how to crack this nut?
>Read up on the primary habitat! Your men will definitely have to land there, so you ought to start there.
>Look at their recent arrivals! If you can find out what ships have been coming and going recently, you can hopefully find other rebel cells. (roll 1d20)
>Other (write in!)
>>
>>3801743
>>Talk with your XO and AI, maybe they have some ideas on how to crack this nut?
>>
>>3801743
>Talk with your XO and AI, maybe they have some ideas on how to crack this nut?
>>
>>3801743
>Talk with your XO and AI, maybe they have some ideas on how to crack this nut?
>>
"So, we're looking at a small enemy fleet, armed with old -but still effective- weapons and warships. They also have a large number of strike craft, an unknown number of emplaced covenant plasma weapons, and will see us coming." You stated aloud to both your XO and your ship's AI, calling them to comment on the data you had managed to pull from the enemy's computer systems.

"And we don't know if there are any civilians in those asteroids, so we can't just fill them full of MAC rounds." Dyad added, your XO giving you another reason why you couldn't just take the easy option, outside of the fact that punching holes in asteroid bases was tough work for even a MAC gun. There was a very real chance you would burn out the coils on your gun -assuming you continuously fired on maximum power- well before you ran out of ammo.

"If I may, sir. Given the design and role of the support bases, the presence of civilians within them is fairly high. Though given their affiliation, we can assume that they would willingly become combatants if they had the chance." Diana spoke up, the AI projecting her avatar in the holo tank by your right hand. And unfortunately, she was right. With rebels, it was very hard to discern between who was a combatant and who wasn't, as anyone in league with insurrectionist cells was likely to share their ideals, or their hate for the UNSC at the very least.

"Options?" You asked the pair, though you knew that to them it translated to what would you do in my chair.

"I think we can take them." Dyad announced with her usual confidence. "All they have are a bunch of old ships carrying a handful of old missiles. I don't see any mention of a MAC gun in their compliment, so I think that if we leverage our firepower advantage we can overcome their numbers advantage."

"I disagree, facing the insurrectionist forces on our own is a very high-risk strategy. If we suffer critical damage -which could be a very real possibility if they swamp our defenses- then we would be wide open to being boarded and possibly subdued, if not destroyed." Diana gave a far more pessimistic response, and while you didn't like it you had to agree with her. There were too many unknowns regarding how the rebels operated, what they had recently armed themselves with, and other things.

"And your suggestion is?" You asked, clarifying that you were looking for suggestions.

"I suggest that we leave the prowler in the system to monitor them while we leave to report back to ONI and gather more forces. We can then return and engage the rebel forces without having to worry about being unsupported." Diana explained her recommendation, and while you could see the merits, the presence of such a large UNSC force so soon after the last patrol in the system would tell the rebels what was coming just as clear as a MAC round across their bow.

>CONT
>>
>>3802094

"Or, we can try and lure them away. We can return to their comms relay in Hoover's belt, and then activate the station's distress system. The rebels may then send out their fleet to engage us and cover their supply cache. We can then take on their fleet on far more advantageous terms." Dyad countered the AI's suggestion to run with a bit of a compromise.

"And if they don't take the bait?" You asked, you had your suspicions that the rebels would abandon their pre-prepared positions to save just one listening post.

Dyad gave a cruel grin and leaned in closer to you. "Then we take one of our nukes and blow their cache to hell."

>Attack them head-on! You're in a heavy frigate for crying out loud, your entire job is to break rebel cells.
>Lure them away! If you can get their fleet to come to you, you can strip away most of their advantage.
>Get some help! While you aren't one run from a fight, there is no point risking your crew to a bunch of rebels.
>Other (write-in)
>>
>>3802095
>>Lure them away! If you can get their fleet to come to you, you can strip away most of their advantage.

We may be in a Paris but numbers win battles. Also, we found one anti-ship gun already, I'm sure they have more and those are real good at killing frigates.
>>
>>3802095
>Get some help! While you aren't one run from a fight, there is no point risking your crew to a bunch of rebels.

better to play it safe
>>
>>3802095
>Lure them away! If you can get their fleet to come to you, you can strip away most of their advantage.
>>
>>3802095
>>Lure them away! If you can get their fleet to come to you, you can strip away most of their advantage.
>>
"Let's play this one safe, but not too safe." You decided, before turning your attention to the relevant members of the bridge crew. "Nav, turn us around take us back towards the rebel surveillance base. Aviation, launch longsword squadron bravo and a pair of pelicans towards the surveillance base, have the longswords cover the pelicans approach until they can land on the surface of the asteroid. Make it look as much as possible like a real boarding operation."

"Should I modify the messages from the base to include requests for assistance alongside the general distress signal?" Diana asked as your ship heeled over hard to port, though the most you felt of it was your weight shifting as the gravity plates in the deck compensated for the change in inertia.

"Do it, make it seem like they're shitting their pants. Dyad, send a message out to our prowler. I want them briefed on the situation." You ordered the AI as your ship turned back towards the gas giant you had just been leaving the orbit of. It would take a few hours for your ship to reach the asteroid, but it would only take the pelicans around half an hour.

"Explanation penned and sent sir, let's see how this goes." Dyad stated with a smile, in the short time you had spent with her under your command, you got the feeling that she liked it when a course of action suggested by here was taken. Now it was time to see if your trust in your XO had paid off.

>roll 1d20
>>
Rolled 2 (1d20)

>>3802295
>>
Rolled 9 (1d20)

>>3802295
>>
Rolled 7 (1d20)

>>3802295
>>
Rolled 7 (1d20)

>>3802295
>>
Rolled 14 (1d20)

>>3802295
>>
I wish that I noticed the update sooner.
>>
Rolled 1 (1d20)

>>3802295
>>
"Message received from the rebel base." Diana reported back a few minutes later. "They are not going to send assistance to the sensor outpost, they've instead ordered the crew to scrub their database and prepare to fight."

"Huh, would have thought that they'd be more interested in helping them." Dyad commented, frustration laced in her voice.

"Diana, is there anything you can do to try and force the innies to send their fleet out? Maybe try and convince the main rebel base that they have a technical issue preventing them from deleting the information?" You asked, while you too were a bit disappointed that the innies hadn't taken the bait, it didn't surprise you much. It didn't make sense for them to risk the rest of their operation just for one lonely station.

"They have already addressed that, and have stated that the sensor base's armory has enough explosives to destroy their computer network three times over." Diana explained, her holographic avatar shaking her small head. "They are also blocking any further attempts to contact them on this frequency, they have cut off the base from any further communication with them."

"Well, looks like we have to kick the nest a bit harder now." You sighed, before turning your attention to your weapons officer. "Weapons, I want one of our Shiva nukes pulled from its silo and its warhead and detonator removed for deployment to the rebel supply cashe on the moon."

"Commander, might I remind you that all of the equipment within that cache is usable evidence in uncovering the extent of just how much supplies this rebel cell have been stealing. All of that is pertinent information that ONI would want." Diana advised, reminding you just who's orders had brought you out here. "I have to recommend that we take as much equipment with us as possible, in order to allow ONI to figure out where the rebels have been getting the equipment from."

"That would take too long sir, assuming that we even have the storage space to carry everything in there. And the innies aren't going to wait for us." Dyad countered, reminding you that the more time you waited, was more time the rebels could spend

You nodded as you considered both sides of their arguments. While Diana was right in that ONI would want as much evidence as possible, a lot of the stuff was just basic military gear and civilian supplies. All of it had identification numbers and those would be essential in finding out where it came from. However, you only really needed the ID numbers, and not the actual items themselves. The covenant tech, on the other hand, was far more valuable. The fact that you were already hauling a Covenant anti-starship AA cannon in one of your hangers was proof of that. Maybe only taking a select amount of equipment was the best thing to do.

>CONT
>>
>>3804126

>Take as much as you can! If the innies aren't going to send their fleet over then you aren't in any hurry.
>Take only a couple of things! You don't want to spend too long here.
>Leave it all behind! There isn't much there worth tanking anyways.
>Other (write-in)
>>
>>3804129

>Take the covenant tech planet-side, and just photos of the ID numbers on the weapons/other gear.

This way we don't even bother with loading shit up, we just get the important shit and the numbers too run.
>>
>>3804129
>>3804139
Backing this but also if we didn't the first time grab the nuke as well I can't remember if we did
>>
>>3804180
>>3804139
Backing these. ID's and the stolen nuke if it we didn't already take it.
>>
File: Shiva-nuke.jpg (141 KB, 802x450)
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141 KB JPG
"Alright, we'll recover the covie gear only. ONI will get more use out of that than anything else in there. We'll also take the serial numbers and ID markings of the human-made weapons and equipment." You decided, choosing a middle of the road option that -you hoped- would satisfy everyone.

"And the nuke?" Dyad asked, reminding you of the second-largest find that had been down there. The alien AA cannon having taken the cake purely due to its advanced nature, and not for its destructive capability.

"We should take that with us, ONI will have our nuts if we waste something like that." You answered. You had actually forgotten about the presence of the nuke in the rebel's stores. The fact that they had just packed it away rather than using it in their fleet gave you another thing to worry about.

"Moving it will be an issue, and we only need the ID and serial number from it in order to back-trace what ship it was assigned to. Hell, we can do that from the on-ship archives." Dyad pointed out, reminding you again that a Shiva nuke weighed a hefty amount. And moving one out of the gravity well of the moon with just a single pelican was going to be a hard job.

"What are you suggesting?" it was now your turn to ask your XO a question. Dyad shrugged, before explaining.

"We can just use that nuke to blow up the cache, no need to waste one of ours." Dyad suggested. "It saves a lot of effort on our part."

>Use your nuke! You don't want to risk the nuke down there being a dud. (roll 1d20)
>Use the stolen nuke! There's no point in wasting time and effort on moving your nuke down there, just to bring theirs back up (roll 1d20)
>>
Rolled 19 (1d20)

>>3804410
>Use the stolen nuke! There's no point in wasting time and effort on moving your nuke down there, just to bring theirs back up (roll 1d20)
>>
>>3804410
>Use the stolen nuke! There's no point in wasting time and effort on moving your nuke down there, just to bring theirs back up
>>
Rolled 3 (1d20)

>>3804440
>>
Rolled 12 (1d20)

>>3804410
>>Use the stolen nuke! There's no point in wasting time and effort on moving your nuke down there, just to bring theirs back up (roll 1d20)
>>
You considered her point for a few seconds, before relenting. "Fair point Dyad. Weapons, scratch the order to remove one of our nuclear warheads. Instead, I want a team of specialists to embark one of our pelicans and head over to the rebel supply cache and arm the nuke there for remote detonation."

"I take it that we will not be recovering anything." Diana said, half-suggesting and half-assuming your course of action as the [i]Dawn's Early Light[/i] moved towards a low holding orbit right above the rebel stores.

"Only the Covenant tech, ONI can actually make use of that. We'll just log the ID and serial numbers of everything else and try to match it to known records." You clarified to your AI and XO, gaining a nod from both

Over the next few hours, your pelican dropships made back-and-forth trips between the rebel supply cache and the low-orbiting frigate. The holds of each dropship packed full of crates, and sometimes with small vehicles extensively lashed to improvised frames where warthog jeeps would usually hang. At first, it was only two of the small little dropships, but after recalling the forces you had sent to the empty rebel sensor base, the pace of supplies arriving into your ship was doubled. It was still slow going, however, to the point that you were able to take a short -a couple of hours at most- nap while the work progressed. Eventually, however, you returned to the bridge to find the final supplies having been loaded, with the final pelican up carrying the last remaining supply crates and some large sheets of the alloys the covenant used in their ships.

"Nuclear weapon armed, all teams have been recalled and all covenant supplies have been loaded. We also have all pertinent information from the stollen supplies and are ready to blow it all up." Dyad announced as you approached the vacant captain's chair. You were a bit surprised that your XO wasn't sitting in it when you had arrived, though you guessed that she had asked Diana to alert her when you left your quarters.

"Very good, is everyone braced and ready to go?" You asked as you took your seat, the residual warmth in the thin cushioning all but confirming that your suspicions had been correct.

As soon as you finished speaking, the bridge lights flashed to a warm orange and alert sirens began to blare as the ship was called to brace. The smug-looking avatar of your ship's AI appeared in the holographic tank attached to your seat. "We are now sir, should I start the countdown?"

"Hit it." You ordered as you looked out the main bridge window. In the time you had been asleep, Dyad had seen fit to move your vessel from a low parking orbit and into a high observation orbit. Still, the screen had been darkened in preparation of the flash.

>CONT
>>
>>3806348

And just over three seconds later, you were rewarded with the bright flash of nuclear fusion as the massive device went off. The storage cache had been a number of kilometers under the surface of the moon, but the sheer power behind the blast would gouge a new crater into the already wounded moon. Part of you lamented leaving behind so much usable supplies, but you weren't here to rob from the criminals -if you were you would have brought something more appropriate than the combat knife of the fleet- you were here to cause as much damage as possible to their operations. And from the next words said by your AI, it had worked.

"That got their attention. I'm detecting multiple high-power thruster signatures from the vicinity of the rebel base. Thruster output matches both light frigates and a pair of modified freighters. They're pushing out to engage us." Diana announced as the ship rumbled under the diluted shockwave of the nuclear blast.

>Hold here! There's no need to take this out into interplanetary space.
>Face them! You have no reason to play defensive against such small fry.
>Other (write-in)
>>
>>3806351
>>Hold here! There's no need to take this out into interplanetary space.

4v1, I feel this is going to be rough.
>>
>>3806351

>Hold here! There's no need to take this out into interplanetary space.
>>
>>3806351
>Hold position, maybe even descend into a lower orbit so they have to spend more energy to get to us.
>>
>>3806351
>>Hold here! There's no need to take this out into interplanetary space.
>>
>>3806351
>Hold here! There's no need to take this out into interplanetary space.
>>
>>3806351
>Other (write-in)
Leave.

Find their new base. Blow it up again.

That should troll them pretty hard.
>>
>>3806351
>>Hold here! There's no need to take this out into interplanetary space.
>>
>>3807185
QM, how fast is our ship compared to our new contacts?
>>
"We'll hold here. Let them come to us." You decided though part of you had wished that you could just speed the whole fight up.

Usually you were a lot hot-blooded in a fight, but the sheer amount of time it took for vessels to travel between the two planets -even when they orbit so close to each other and were almost right next to each other in their orbital period- sapped the life out of the engagements before combat was even made. In-system jumps were almost impossible without existing infrastructure, and that generally didn't exist outside of the temporary slipspace beacons in ONI's inventory. The Covenant didn't have that issue, and they used it to great effect to ambush and outflank UNSC flotillas over planets. Thankfully, they couldn't replicate that feat further away from planetary gravity wells. And given that your formation was intended to engage Covenant second and third line formations far away from planets, where you didn't have to worry about things like that.

Still, what you wouldn't give right now for either them or you to have a slipspace drive of similar capabilities to the aliens. It would speed the whole process up so much.

"Targets have entered optimal MAC cannon range. Gun deck is reporting green across the board." Your weapons officer announced a couple of hours later, rousing you from your half-asleep state. "Should we open up now? The vessels are out of effective missile range, so we can fire on them with impunity. Though the shots aren't going to be clean by any margin, they'll have ample time to detect the power surge and dodge."

>Hit them at range! If you can bombard the enemy flotilla before they enter Hoover's gravity well, the odds will be even more in your favor. (roll 3d20-2)
>Hold fire! At this range, all you'd be doing is wasting rounds.
>Other (write-in)
>>
>>3808454
Can we fire a Mac without issue atleast?

If not

>Hold fire! At this range, all you'd be doing is wasting rounds.
>>
>>3808454
>>Hold fire! At this range, all you'd be doing is wasting rounds.
They don't have shields so it's not like we have to spam missiles at a single ship.
>>
>>3808454
>Hold fire! At this range, all you'd be doing is wasting rounds.
>>
>>3808454
>Charge the MAC Cannon, but don’t shoot
>>
>>3808454
>>3808952
If doable this if not Hold fire
>>
"Hold it for now, I don't want to waste MAC rounds." You ordered. While a single MAC round would outright kill one of the enemy ships, you didn't want to risk sending a hypervelocity round into deep space. It would have to hit something, and if lady luck felt slighted in any way said round would probably hit a civilian ship.

"They're almost in optimal firing range, hold for a few more min-" Your weapons officer began to say a few minutes later, only to be cut off by the sound of roaring alarms as you were beaten to the first swing.

"Vampire! Vampire! Eight Ares missiles inbound, two launched per ship." Your sensor officer crowed, echoing a legacy codeword for the launch of a hostile anti-ship missile. Sure enough, all four vessels had fired a pair of missiles each.

"They're accelerating much faster than standard, they've upgraded their missiles." Diana stated in a flat, matter-of-fact tone. Completely at odds to the growing tension on the bridge.

>Go evasive! Even one of those missiles will break your ship, and you don't want to risk getting hit. (roll 1d20+1)
>Hold and fire! Your defense suite can handle the missiles, no need to spoil your shot (roll 1d20, but gain a +1 on the next attack roll).
>Other (write in)
>>
Rolled 16 (1d20)

>>3810288
>Hold and fire! Your defense suite can handle the missiles, no need to spoil your shot (roll 1d20, but gain a +1 on the next attack roll).

Pew pew pew
>>
Rolled 2 (1d20)

>>3810288
>Hold and fire! Your defense suite can handle the missiles, no need to spoil your shot (roll 1d20, but gain a +1 on the next attack roll).

No chill.
>>
Rolled 3 (1d20)

>>3810288
>>Hold and fire! Your defense suite can handle the missiles, no need to spoil your shot (roll 1d20, but gain a +1 on the next attack roll).
>>
Rolled 17 (1d20)

>>3810288
>Hold and fire! Your defense suite can handle the missiles, no need to spoil your shot (roll 1d20, but gain a +1 on the next attack roll).
Take aim...
>>
Rolled 7 + 1 (1d20 + 1)

>>3810288
Yuh.

>Hold and fire! Your defense suite can handle the missiles, no need to spoil your shot (roll 1d20, but gain a +1 on the next attack roll).
>>
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"Ignore the missiles, hit one of those freighters. And shunt all power to recharging the MAC gun once we've fired!" You ordered, while you knew the enemy had upgraded their missiles, the multi-layered defensive screen that your ship could throw up would be more than a match for their weapons. All you had to do was limit the number of missiles being fired at you.

"Understood, engaging enemy freighter. Firing!" The weapons officer called out as the MAC gun charged, the deep rumbling feeling and itch at the back of your teeth was unmistakable. And the dual feelings of the gun's recoil and your ship's engines struggling to counteract it told you that it had fired well before your subordinate called it out. "Shot!"

Even from many hundreds of kilometers away, it took a couple of seconds for you to realize just what the damage was. But when the info arrived it was just as devastating as you had hoped. The freighter just immediately detonated from the impact. The incredible speed of the MAC round gutting the enemy warship from stem to stern in the blink of an eye. The impact had been so clean that it took a couple of seconds before the remaining parts of the ship began to explode. The stored fuel, remaining missiles, and even the oxygen used in the life support had all combusted into a single large fireball, sending shrapnel and debris into the nearby ships, though with limited effect.

"Eight missiles still incoming! And the enemy frigates are accelerating to close on us!" Dyad called, reminding you that you weren't out of the woods yet. Still, you weren't too worried. While the [i]Dawn[/i] was immobile as the MAC gun cycled again, your ship had an extensive arsenal of tools to use against the incoming missiles. From Streak anti-fighter missiles to the large point defense guns that sat on the flanks of your ship and a myriad of countermeasures specifically designed to spoof missiles.

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

>>3812688
>>
Rolled 12 (1d20)

>>3812688
>>
Rolled 3 (1d20)

>>3812688
>>
>>3812688
>>
Rolled 7 (1d20)

>>3812688
>>
>>3812701
Its dice+1d20 right
>>
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13 KB PNG
>>3812708
correct. No spaces, no caps, etc.
>>
Rolled 1 (1d20)

>>3812688
>>
Rolled 12 (1d20)

>>3812713
Either it doesn't work on phone or I'm off the goop.
>>
"Nav, go evasive! Diana, take out those missiles!" You ordered, giving the AI responsibility for taking down the missiles. Her faster responses and direct control of the ship's weapons and countermeasures gave her a massive advantage when it came to countering incoming fire.

The rapid-fire thuds from deep within the hull confirmed the volley launching of the ship's countermeasure units. Each countermeasure was a barrel-shaped amalgamation of electronic and IR strobes, fusion flares, and other such things designed to make each countermeasure give the return of a Paris-class vessel. They were soon followed by a volley of Streak missiles. In spite of their original role as an anti-missile system, the Streaks were commonly used to engage Covenant strike craft. However, the limited amount of time where they were used had prompted several calls to be made for them to be completely removed from any ship larger than a corvette to ease production and improve survivability. Though right now, you were very happy that the tiny missiles were being used.

Of the eight missiles, only two were seduced away from your ship by the countermeasures. It didn't surprise you that much, the rebels had already shown that a capability to upgrade their missiles and UNSC countermeasure development was practically non-existant given how little effect it actually had on not getting hit by plasma torpedoes. The Streaks, on the other hand, proved their worth, with the volley turning two of the missiles into free-floating debris and damaging another three. The remaining missiles -two undamaged and two damaged- plowed into your final but most potent defense. The four forward-most M910 point defense gun turrets, the eight guns were spewing fire before the enemy missiles even entered maximum range, allowing the rounds time to travel out to meet the incoming threat the moment they entered the envelope.

The volley of 50mm fused shells didn't kill anything immediately, they weren't meant to. But instead they scored thousands of tiny cuts in the hulls of each missile, and within a few seconds, the first missile came apart as the forces exerted on it by its engine could no longer be held in check by its damaged structure. The next one fell after it, and another, and finally the last missile. However, you weren't out of the woods yet as the missiles you thought had been seduced away by your countermeasures required your ship, and although they were a fair distance off course, they quickly corrected and carved through the void towards your ship. The first of the pair was quickly felled by a lucky direct hit by a 50mm shell, but the second one managed to get close enough for its proximity fuse to go off. You felt a dull shudder through the hull as the force of the explosion rocked the ship.

>CONT
>>
>>3814956

"All enemy missiles destroyed, but damage has been sustained to the ventral hull armor. No breaches sustained, but armor effectiveness has dropped from stress." Diana reported a second later. "The enemy frigates are advancing at an accelerated rate while the remaining freighter is holding back."

>Shoot the frigates! If you can take out one before they get too close to track the gun on them, then you'll have a greater chance of surviving. (roll 1d20-1)
>Hit the freighter! You can handle the frigates even if they get close, but you'll be up against it if you have to dodge missiles as well. (roll 1d20)
>Other (write-in)
>>
Rolled 17 (1d20)

>>3814958
>>Hit the freighter! You can handle the frigates even if they get close, but you'll be up against it if you have to dodge missiles as well. (roll 1d20)
>>
Rolled 17 (1d20)

>>3814958
>Hit the freighter! You can handle the frigates even if they get close, but you'll be up against it if you have to dodge missiles as well. (roll 1d20)
>>
Rolled 1 (1d20)

>>3814958
>Hit the freighter! You can handle the frigates even if they get close, but you'll be up against it if you have to dodge missiles as well. (roll 1d20)
>>
Rolled 20 (1d20)

>>3814956
>Hit the freighter! You can handle the frigates even if they get close, but you'll be up against it if you have to dodge missiles as well. (roll 1d20)

That turned out better than I expected.
>>
>>3814958
>Hit the freighter! You can handle the frigates even if they get close, but you'll be up against it if you have to dodge missiles as well. (roll 1d20)
>>
"Weapons, kill that freighter." You ordered, while the enemy frigates were fast, your Paris could match them while carrying far more weapons and armor. You were confident that your network of missiles and secondary guns could handle the old frigates in point-blank range.

Once again, the vessel shuddered as the primary MAC cannon charged and fired, the massive round being accelerated to insane speeds by the house-sized magnetic coils. Much like the first freighter, the vessel exploded from the sheer force of the impact. Though you were glad it was gone -it's destruction taking the largest single source of missiles away from the rebel fleet- you wouldn't give it the respect of being acknowledged. You didn't bother watching the vessel go up, you knew just what would happen when the vessel was hit with by the 300 ton round.

Instead, your attention was set firmly on the two frigates bearing down on you. The frigates had taken a dozen kilometer spacing, the commanders apparently deciding to pass either side of your ship and keep you off balance. The two vessels lacked a heavy missile load, but both still carried a pair of Ares missiles, and if even one hit your ship, then it would be almost game over.

>Play aggressive! A stationary frigate is a dead frigate, time to put them on the backfoot with your speed. (roll 1d20)
>Play defensive! You can survive a protracted fight, they can't. So you might as well push that advantage. (roll 1d20)
>>
Rolled 12 (1d20)

>>3817821
>>Play aggressive! A stationary frigate is a dead frigate, time to put them on the backfoot with your speed. (roll 1d20)
>>
Rolled 19 (1d20)

>>3817821
>Play aggressive! A stationary frigate is a dead frigate, time to put them on the backfoot with your speed. (roll 1d20)
>>
Rolled 9 (1d20)

>>3817821
>Play aggressive! A stationary frigate is a dead frigate, time to put them on the backfoot with your speed. (roll 1d20)
>>
>>3817821
>>Play aggressive! A stationary frigate is a dead frigate, time to put them on the backfoot with your speed. (roll 1d20)
>>
>>3817821
>>Play aggressive! A stationary frigate is a dead frigate, time to put them on the backfoot with your speed. (roll 1d20)
>>
File: FoR_-_Archer_missiles.jpg (1.01 MB, 1248x984)
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"Nav, full power forward, I want us right up in their faces!" You ordered, knowing that if you left the speed advantage with the rebels then they'd cut you apart. Hit-and-fade attacks were a rebel specialty, and they had more than perfected their art by raiding UNSC supply convoys. You guessed that these rebel captains had practiced on convoys too, as the two frigates suddenly began to close together as your ship got underway. The enemy frigates seemed to be taken off guard by your sudden aggressive behavior. Perhaps they had seen you push your MAC advantage and interpreted it as you being reluctant to get into a fight. or perhaps they were so used to having UNSC frigates play passively due to the need to protect the transports they were escorting. Either way, this was immediate proof that your choice had been for the best.

"Orders sir?" Your weapons officer asked, obviously unable to use the MAC now that nav was sending your ship on a blazing trail towards the enemy frigates.

"Weapons, handle things however you see fit." You clarified, deciding to let him handle how he wanted to engage the enemy ships. And within a few seconds, he'd decided on a course of action, as a volley of Archer missiles burst out of their pods and lanced towards the enemy ships.

You couldn't help but think that a hundred and twenty missiles -four pods worth of missiles- was a bit overkill, but if the maritime battles of earth's late 21st century and the few engagements between UNSC and insurrectionist forces had shown, overkill was the only way to go when you could guarantee that your enemy had missile interceptors.

Sure enough, both frigates responded to the incoming missiles by sending out a volley of Streak anti-fighter missiles. Each ship had a decent number of missiles, simply because the tiny streaks had to be small enough to maneuver into the path of incoming missiles and missiles. The leading frigate managed to halve the number of missiles coming at it, it's volley of Streaks blasting the tightly-flying Archers apart through a mix of proximity detonating fuses and the debris caused by other Archers coming apart. The other frigate, on the other hand, fared far worse, it's few Streak missiles simply didn't hit as effectively as the volley fired by its sister ship. Though given a late separation burn performed by the Archer volley, you guessed that Diana had spotted what had befallen the volley headed for the lead ship and took steps to ensure the same fate didn't befall the other half of the volley.

>CONT
>>
>>3821049

As the Archers closed, the two frigates re-oriented with the sides of their hulls presented towards the incoming missiles. While the move would make them easier to hit, their inertia would carry them on the same course as before while the maximum amount of point defense guns could engage the missiles. The leading frigate managed to survive, with protracted fire from its point defense guns and a final volley of proximity-fused Streak missiles swatting the Archers from the void. The trailing frigate on the other frigate did the same but did not survive. While the leading frigate had managed to halve the incoming missiles before they hit its point-defense grid, the trailing ship had only managed to destroy a third of the volley directed at it. Those extra ten missiles made all the difference and pushed the point-defense grid to it's failing point as a trio of missiles slammed into the enemy ship. The impacts noticeably rocked the ship, first taking it's propulsion offline as the reactor initiated a safety shutdown before the stress of the impacts snapped the vessel in half about where the vessel's massive hanger and storage areas sat.

However, the doomed frigate managed to get it's final pair of Ares missiles off. The two massive rockets cleared their tubes just as the first Archer impacted, and with their launching vessel, their controls defaulted to the nearest active ship. The leading rebel frigate launched its pair of missiles to join the attack initiated by their doomed comrades.

>Roll 1d20
>>
Rolled 5 (1d20)

>>3821053
>>
Rolled 16 (1d20)

>>3821053
>>
Rolled 9 (1d20)

>>3821053
>>
Rolled 6 (1d20)

>>3821053
>>
You didn't have to give the order before a volley of your own Streak missiles were volley-fired as the incoming weapons. Diana had apparently decided that jamming the missiles hadn't produced the best, results, and had instead decided to pull no punches.

The first Ares missile detonated before the Streaks hit it, the expanding cone portion of their warheads sending a hail of brutal fragments in the path of the majority of missiles. Though by sacrificing the first missile in the volley, they paved the for the three remaining missiles to pass through the volley of missiles.

In response, Diana brought the bow of the [i]Dawn[/i] down. Orienting all four dorsal, above hanger-mounted point defense guns towards the trio of incoming missiles, and sent a flurry of 50mm shells downrange at them. You watched as the inky blackness of space was briefly illuminated as the shells blew the missiles apart one by one. However, one spot continued right at you, and within seconds you realized just what it was, by the blue trail of its exhaust plumes. The blue dot straked over the top of your vessel with blistering speed, moving faster than your guns could track.

"The remaining enemy frigate has burned past us, should we pursue?" Dyad pointed out as the rebel vessel passed straight overhead of you.

>Chase them! Nobody gets to escape. (roll 1d20)
>Let them go! You have the opening you need to hit their base.
>Other (write-in)
>>
>>3822678
>Let them go! You have the opening you need to hit their base.
>>
>>3822678
>>Let them go! You have the opening you need to hit their base.
>>
>>3822678
Can we hit them with the MAC without pursuing them?
>>
>>3822678
>>3822854
supporting this, don't let them escape and bring reinforcements or let word out of what we're doing
>>
>>3822854
Supporting
>>
>>3822892
>>3822945
>>3822854
You do realize we'd need to turn the ship around, then fire because Mac's are always Forward facing and they just zipped past off?
>>
>>3822678
>Pursuit
That base won’t disappear, but that ship will almost certainly return with reinforcements.
>>
Rolled 2 (1d20)

>>3822678
>Chase them! Nobody gets to escape. (roll 1d20)
>>
"Weapons, think you can make a shot on the fleeing enemy vessel?" You asked you didn't want to let an enemy vessel escape, but at the same time, you didn't want to turn around and chase them through two asteroid belts.

"If nav gives me the power and can turn us one-eighty with minimal power draw then sure." Your weapons officer confidently answered, before cocking his head towards the ensign at the station to his left.

"Nav, get us around. Diana, get a rough solution for weapons to refine." You ordered, feeling the [i]Dawn[/i] swinging hard to port as the fore and aft thrusters pushed the ship around. Already you could see projections flashing up on your weapon's officer's screen as Diana brought up the erratic path of the enemy frigate, and where it was projected to go. You looked at the screen as various calculations were quickly worked out by hand, or at least as much as possible. Pre-set calculators for preset information -like MAC round velocity and per-coil energy output- were fair game, as calculating it all by hand without a calculator would take around a quarter of an hour.

>roll 1d20-1
>>
Rolled 2 - 1 (1d20 - 1)

>>3824467
>>
Rolled 4 - 1 (1d20 - 1)

>>3824467
>>
Rolled 14 - 1 (1d20 - 1)

>>3824467
fucker
>>
>>3824476
You barely saved us.
>>
The MAC gun was already charging as the [i]Dawn[/i] made its about-turn. The deep rumbling in the ship gradually building until it eclipsed and drowned out the noise of the reaction thrusters burning and the creaking of the ship as it was put under more stress than usual in certain areas. Even then, it took the weapons officer around three seconds to make the final adjustments before sending the massive round on its way.

It wasn't his best shot, though on reflection you guessed that he might have intentionally aimed a bit lower to account for the forward velocity of the enemy vessel. The MAC round gutted the lower hull of the ship, the round entering through the lower primary thruster -the sheer size, density, and speed of the MAC round allowing it to punch past the burning exhaust fumes without being melted. The round then gutted the lower hull of the vessel, letting most of the damage to the upper hull be performed by either spalling, explosive decompression or the sheer force of the impact.

"Direct hit! The enemy reactor is shutting down, detecting bursts of radiation from the hull of the enemy vessel, looks like their coolant system is bleeding something fierce." Your weapons officer crowed, sounding rather pleased with himself.

"Should we stop to pick up survivors? They may be armed." Dyad asked. Standard operating procedure was to try and locate any escape pods and pick them up prior to leaving the area. However you didn;t know if you were on a timer before enemy reinforcements arrived. And you honestly wouldn't put it past the innies to try and bring a bomb or a gun onto your ship.

>Pick them up! Maybe you'll be able to get some valuable intel from them.
>Leave them behind! You don't have time to play around when you have a much bigger fish to fry.
>Other (write-in)
>>
>>3826489
>Leave them behind! You don't have time to play around when you have a much bigger fish to fry.
That encounter went much better than I expected.
>>
>>3826489
>Leave them behind! You don't have time to play around when you have a much bigger fish to fry.

I still think it wise to call in a larger fleet to deal with the base itself. Would it be possible to send one of our escorts to bring reinforcements while we hold a blockade?
>>
>>3826508
IIRC the trip was three weeks, that would give the innies plenty of time to flee if we don't act.
>>
>>3826524
They need ships to flee in if we maintain a blockade they can't all get away. We just destroyed their combat fleet so there isn't much left they can do if we stay out of range of their emplacements.
>>
>>3826545
I suppose this depends on what we want to do with the innie base then. Should we smash it or occupy? Smashing it would only require us to dump our conventional munitions or a shiva at it. if it's too big for that then it's certainly too big for our sub 200 marine compliment to deal with and reinforcements would certainly be required.
>>
>>3826563
I want to call reinforcements to storm the base and capture everything we can.
>>
>>3826489
>Leave them behind! You don't have time to play around when you have a much bigger fish to fry.
>>
>>3826489
>>Leave them behind! You don't have time to play around when you have a much bigger fish to fry.
>>
"We might as well leave them behind. Dyad, order the prowler to recover the prisoners, they can handle that while we hit the base." You decided. The under-used prowler would be better served with the CSAR role, at the very least they would have something to do while you handled the base.

"Speaking of which sir, how do you want to handle the rebel base?" Dyad asked as she punched the order in on her tablet. "We can hold position out of range of their defenses and pummel them with our MAC gun."

"I would advise against that, we only have a limited number of MAC rounds, and using the nukes would really mess things up if we wanted to land marines there. The radiation would be as lethal to them as to any civilians there." The weapons officer cautioned you, before then adding "We might be better served by just staying out of range and using our speed and firepower to interdict incoming supplies."

"We are on a time limit however, as it is possible that the rebels have already sent word out that they require reinforcements. And while there may be civilians we cannot identify if there are going to stay as noncombatants." Diana coldly stated, her AI programming coming to a bleak assessment that lead to an altogether darker option. "We may be better served by doing our best to destroy the base wholesale. We may loose out of a wealth of prisoners, but we will also deny a massive asset to the rebels."

>Seige the base! Without their fleet, their main means of defense is gone, leaving any incoming transports vulnerable to be intercepted.
>Attack the base! While there may not be any vessels remaining, your not just gonna let the rebel base stay intact.
>Destroy the base! Your concern here is wiping out any innie presence, and without definite proof of a civilian presence, you shouldn't waste any more time.
>>
>>3828143
Can the AI hack the base from where we are
>>
>>3828143
>Seige the base! Without their fleet, their main means of defense is gone, leaving any incoming transports vulnerable to be intercepted.
>>
>>3828143
>>Seige the base! Without their fleet, their main means of defense is gone, leaving any incoming transports vulnerable to be intercepted.
>>
>>3828143
>Destroy the base! Your concern here is wiping out any innie presence, and without definite proof of a civilian presence, you shouldn't waste any more time.
>>
>>3828143
>Seige

But also, can we contact oni for reinforcements?
>>
>>3828143
>Destroy the base! Your concern here is wiping out any innie presence, and without definite proof of a civilian presence, you shouldn't waste any more time.
>>
>>3828143
>>3828876
this
>>
"We'll siege it, there's no point beating our heads against a wall." You decided, you trusted your weapons officer's call. His job was to apply your ship's weapons in the most efficient way possible after all.

"How do you want to play this sir?" Dyad asked. "We can probably interdict any incoming ship on our own, but should we have the prowler return to UNSC controlled space to get reinforcements?"

"Yeah, relay those new orders to the prowler." You agreed with your XO. While the prowler was probably still undetected by the rebels, it's main advantage lay in performing recon. And given how you were going to play this passively, you had no real need to keep the prowler around. Your ship's sensor suite would be more than enough early warning.

"Should we send the prowler off right now, or should we order them to rendezvous with us to pick up the remaining prisoners?" Dyad brought up the matter of your guests, as unwilling as they were to be your guests. The rebels themselves probably had information -or at least some base knowledge- of their home base that you could really do with. However, keeping all of them imprisoned and properly guarded required you to sacrifice one of your marine squads and with the losses they had sustained taking the rebel monitoring post, you had to sacrifice a full quarter of your remaining marine strength just to ensure that the rebels remained secure. And if push came to shove and you had to start sending marine teams over to take rebel assets, you couldn't afford for a full squad to be tied up on guard duty.

>Keep the prisoners! You might need to ask them a few questions, and keeping them in the brig is fairly safe.
>Send the prisoners away! You can't afford to have some of your limited marine compliment stuck watching them.
>Other (write-in)
>>
>>3830089
>>Send the prisoners away! You can't afford to have some of your limited marine compliment stuck watching them
This could take a while, no need for them to suck up our resources.
>>
>>3830089
>Send the prisoners away! You can't afford to have some of your limited marine compliment stuck watching them.

Oni teams can secure the information and tight beam it back.
>>
>>3830089
>Send the prisoners away! You can't afford to have some of your limited marine compliment stuck watching them.
>>
>>3830089
>>Send the prisoners away! You can't afford to have some of your limited marine compliment stuck watching them.
>>
>>3830089
>>Send the prisoners away! You can't afford to have some of your limited marine compliment stuck watching them.
>>
Hello, anyone out there?
>>
>>3840739
Doesn't seem like it.
>>
"Order the prowler to recover the prisoners before jumping out. We might as well hand them over to ONI now." You ordered, you could handle holding down the system. The prowler would be more useful as a messenger than a fighter.

"Message sent." Dyad stated, and a few minutes later she spoke up again. "Got a response, they want us to gather up the prisoners up and get them checked out so they can be easily transferred across."

It didn't take long for your pelicans to recover all of the rebel escape pods. Though a lot of that was down to just the two frigates surviving long enough for some lucky few to get to their escape pods. The freighters and their crews had been completely obliterated by the two MAC rounds. This left only a handful of escape pods in the void, and a fair number of them only contained one or two people. The surviving occupants having rushed into the pods before their ships were destroyed. It only took a small amount of time for each pod to be brought back into your vessel, and their occupants put in manacles. A couple of times, that had to be effected through a combination of flashbang grenades and aggressive marines.

The fact that most of pods contained guns of varying size and caliber -from stun guns and derringers to shotguns and assault rifles- gave more than enough justification to that course of action.

Soon the small prowler was docked to the side of your ship via one of your vessel's umbilical gantries. And after all non-essential equipment had been taken off to make space, it didn't take long for pairs of prisoners to be taken across. Though the fact that the rebels were often dragged across completely limp probably made that a lot easier. You didn't know if the prisoners had been temporarily sedated, or if the spooks had brought along a set of neural-inhibitor collars. Either way, the ONI spooks were a lot better prepared to move large numbers of prisoners than you.

It took around thirty minuites before all of the prisoners and the supplies needed to keep them alive for the trip back to UNSC space was across, and once that was done the ONI spooks didn't waste time setting off. The ONI prowler detaching from your ship, gaining the minimum amount of seperation, and pushing it's engines to full burn. The ONI vessel not bothering to maintain stealth now that it was on the way out. As slipstream space travel time was often related to the thrust-to-weight ratio of the ship itself, all vessels had to push their engines up to their maximum cruising speed before entering slipstream space in order to be able to maintain that speed while in FTL.

>CONT
>>
>>3840859

Technically speaking, a vessel could travel faster through slipspace if they were already red-lining their engines prior to activating their FTL drive. Though the fact that it was only something that could be maintained for a few hours at most before suffering either a meltdown or needing to drop their thrust. Which often had bad structural effects while in slipspace.

A couple of seconds after putting themselves on your sensors by activating their unshielded drive, the prowler made to leave as a tear in realspace was opened as the vessel activated it's slipspace drive. The vessel barreled into the tear and was gone in the blink of an eye, the portal collapsing as reality reasserted itself in the absence of the FTL drive.

And just like that, you were alone. The rebels would detect the flare of the prowler's thrusters, and then the radiation wave produced by the prowler's departure. If you had to guess, they would either make ready for a fight or send their last remaining vessel out to gather allies for the coming invasion force. Maybe they would make it here before the UNSC, and force you out of the way before evacuating. Maybe the UNSC fleet would arrive to find the rebel base alone, save for lone gaoler that you were now charged to be.

One thing was for certain though, this was going to be a long wait until something actually happened.

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

And that's where I'm gonna call it for this run. Sorry for the five-day-long hiatus between this post and the last one, I've been struggling to get a good balance going between work, rest and posting. I think the one post per day idea is going to work for the weekdays, though I'll see about posting as much as possible on the weekends to make up for it. Unfortunately, it's just gonna be a case of sticking with it now and getting into the rhythm of things.

In any case, if you have any questions then feel free to ask either here or on my twitter, and I'll answer you as soon as I can. In either case, I'll see ya'll next thread!
>>
>>3840861
Thanks for running.
>>
>>3840861
Thanks for the run, Thunderhead. I'm personally good with the one post a day.
>>
>>3840861
thanks for running man, my favorite quest by far. good research and knowledge of the universe makes this a good read, and glad you're able to get us daily updates
>>
Thanks for running Thunderhead, this is a great quest you have here.



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