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https://twitter.com/ThunderheadQM

Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Halo:%20Wolfpack
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Sleep is usually a very cut-and-dry affair for you. You scarcely dream, or at the very least you are rarely aware that you have actually had a dream. So most of the time it's just a case of closing your eyes and opening them a few hours later, somewhat well-rested and ready to go. However, when you do dream, it is rarely anything you want to remember.

This was one of those times, and you wake up with your heart racing. Half-remembered images of burning plasma and boiling oceans still in your mind's eye. It takes you a couple of minutes to calm yourself down, but you don't spend that time static in bed. Instead, you get up and make your bed. Stripping off the sheets, putting on clean ones, neatly tucking it in and making the hospital corners. You do most of it on autopilot, but just having something to occupy your mind helps to clear your mind.

>Check your mail, while you might not have anything new from the family, you still have reports from the section chiefs.
>Read up on some reports, you might as well see if you can glean any new tactics from them.
>Get cleaned up and leave, you're needed on the bridge.
>Other (write-in)
>>
>>3890512

>Check your mail, while you might not have anything new from the family, you still have reports from the section chiefs.
>>
>>3890512
>>Check your mail, while you might not have anything new from the family, you still have reports from the section chiefs.
>>
>>3890512
>>Check your mail, while you might not have anything new from the family, you still have reports from the section chiefs.
>>
With your bed made, and your teeth brushed -dental care is important, even if full dental reconstruction can be provided at most hospitals- in your small bathroom. You took a seat at your desk and booted up your personal terminal. While you could probably handle this at your desk, you decided to get it dealt with before you stepped onto the bridge. All the better to put your attention towards commanding over 500 meters of warship.

Your mail was fairly sparse. At least, once you filter out the digital recitpts, automated mail notifying you of ordinance expenditure and other system-generated mail that you'd eventually have to read through and sign off. You should have received a lot of this a few days ago, but the automated system itself had suffered an unpacking error during a routine update. It had taken around a day for Diana and the IT technicians to back-date the system, and then a couple more days for the various departments to relog and resend the information. You'd already gone through most of it, but there was still logging the MAC rounds fired that you had to go through.

Once that was all sorted out, you had four messages left. Three of them were from department heads. MAC gun control -chief Ambrose's department-, aviation support, and sensor tech. You could probably leave them, the heads would try and contact you later if they thought the issue was worth your immediate intervention. But still, it was bad form to ignore your chiefs when they tried to contact you.

The final message was not something you had expected to arrive so soon. It was a message from your sister, sure you had sent your last message only a few weeks ago, but you hadn't expected a response so soon. Or all the way out here. A quick check, however, netted you a preface from your ship's AI. Apparently, the message had arrived before your ship had jumped to slipspace on your way out here. And the communications interference caused by slipspace entry had corrupted the later parts of the message. Diana had spent the last few weeks trying to sift through the message to reassemble the last parts of the message, but she warned you that her attempted rearrangement may not be as intended, so you ought to take it with a grain of salt.

>Sift through the automated stuff. You have to go through it eventually, so you might as well do it while you're still a bit tired.
>Check on the station chief reports. Most chiefs know not to pass things up the chain unless it's essential, so you had better take a look.
>Read through the personal message. While it may be a bit corrupted, you should still read through it.
>Head to the bridge, you can handle all of this there. And the previous shift still needs to be relieved.
>Other (write-in)
>>
>>3890708
>>Read through the personal message. While it may be a bit corrupted, you should still read through it.
>>
>>3890708
>Read through the personal message. While it may be a bit corrupted, you should still read through it.
>>
>>3890708
>>Read through the personal message. While it may be a bit corrupted, you should still read through it.
>>
You chose the letter from your sister first, family came first after all, and you were a bit concerned that your younger brother had been stupid and had joined the marines. Technically speaking, the marine corps and the army had roughly level combat losses when it came to actively engage the Covenant. But with the marines being more mobile and the army often being assigned to garrison duties, the marines were often intentionally thrown into the meatgrinder, giving them the higher casualty rates overall. A quick skim-read of the message showed that half of it had been received intact, with the remaining half having been reconstructed by your AI. Diana had conveniently added a red line in the message where the intact part ended and the reconstructed part began.

The message started off with your sister congratulating you on your previous kill. She expressed her surprise that your vessel had come into contact with the enemy so quickly. She had expected that you would have been assigned to operations in the inner colonies while you got a hang of your vessel first, mostly on hazardous supply escort missions and other such things. She joked at the flyboy's expense though, apparently one of her friends had dated a pilot in Tribute's local defense force, and apparently he had been... less than satisfactory. Thankfully she hadn't bothered with such things, though you didn't really know if that was due to her waiting for someone special or because she batted for the other team.

Her glee was somewhat stunted in the next part of her message, as she hadn't won the relaid that she hadn't won the raffle for a backstage meeting with her favorite band, though she had managed to get a signed picture of them. You couldn't help but shake your head at this though, most of the time merch that had been signed would have just been signed using a machine in order to pump out signed merch for a higher cost. Though she diverted away from this as she went on to talk about her job search. She had gone for an interview with the AI firm, and apparently, they had been fairly impressed with her qualifications. She was planning to go with them, but apparently, that firm wasn't the only people looking to directly recruit her. The UNSC's AI tech development department had caught wind of her and had sent someone to their flat to talk with her directly, and had caught her just as she had come back from the AI firm. She had asked them to reschedule and they had been more than willing to. When they had the interview -at a local cafe with them paying- they had offered to pay her over two-thousand credits per hour over the firm, along with free accommodation and a great pension. On paper that was great, but on the downside, she would have to relocate to Reach -the closest thing humanity had to fortress world- and with only a few select times a year where she would be able to return home. And your sister was nothing if not a mother's girl.

>CONT
>>
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>>3890935
Your mother was still struggling at work. Her shift was still under-staffed, in spite of upper management putting on a recruitment drive and rearranging the shifts. The local UNSC logistical office had been informed that they would be receiving their ships a bit later than planned due to the staffing issues. But given how the Tribute shipyards were one of the biggest in human space, the disruption would be minimal. What was a bigger concern was their landlord. Apparently, their landlord had been issued an injunction preventing him from raising the rent, with the case having been brought forward by the families that had been affected by his tactic. However now he had moved on to more invasive and legally ambiguous methods. Performing unscheduled inspections on the tenants, nickel-and-diming them for minor breaches of their tenancy agreements. Turning the power and water off at random times multiple times a day for less than a minute. Your family had been one of the families to catch his wrath, and apparently the patience of the other families was wearing thin.

As the topic moved on to the subject of your younger brother the message began to get more and more fragmented. You were able to glean that there had been an argument between him and the rest of the family over him wanting to join the marines. The message itself had been a bit chopped up when it came to the specifics, but from what could be gathered he wasn't content to just sit around and let the covies get away with what they were doing. While not explicitly mentioned, he probably felt a bit jealous about you getting a position where you could actually hurt the Covenant. Apparently, he had missed the fact that frigates were the poor bloody infantry of space combat and instead focussed on the fact that your ship had the power to send many hundreds of the alien bastards to their graves with each hit. The argument had come to a head with him storming out and spending the night at a friend's house. The next day he had acquiesced on joining the marines immediately, apparently, he wanted to talk to you about it, as you were the only person in the military with any actual experience on military service. Actually making that work would be a bit of an issue, but you had a few options on how to handle it. Messaging him via email would probably be the easiest way of talking to him about it, but you could probably get a face to face meeting with him if you tried. It would take some work on figuring out where your shore leave would be, and how you could get him there when your ship made dock.

>You'll meet your brother face-to-face. A chat like this can't be trusted to just an email, it's just too impersonal.
>You'll email him instead. While you would prefer to talk to him face-to-face, this really can't wait.
>Other (write-in)
>>
>>3890939
>>You'll meet your brother face-to-face. A chat like this can't be trusted to just an email, it's just too impersonal.
>>
>>3890939
>>You'll meet your brother face-to-face. A chat like this can't be trusted to just an email, it's just too impersonal.
>>
You decide to write up your reply right now, you may not have a connection to the inter-system communications network, but Diana could send the message off as soon as you got a connection. In the meantime, you could make changes while you waited.

You began the message by apologizing that your response had come so late, by the time your message got sent, she would have been waiting for weeks without a response, apologizing for the radio silence was only polite. You went on to tell her that you would talk to your brother face-to-face. Given the high amount of combat your crew had been facing, you could make an argument for getting some shore leave sooner than planned. You'd make arrangements as soon as you could a confirmation that the leave had been approved, and from there you'd try to pick a world closer to Tribute, or hopefully Tribute herself.

You left the subject of your mother a bit more unmentioned, simply adding your remark that the landlord was a bag of dicks. You couldn't really do much from your position, frontline officers really didn't have much say when it came to local housing matters. Best you could do would maybe be to contact the landlord and tell him to stop, but as he seemed to have a prejudice against refugees you really couldn't do anything. You suggested moving, but you really had no idea what the situation was.

As for your sister, you simply said that the choice of who's job she wanted to take was up to her. You did point out that she would have to fly the nest at some point, and that Reach was a safe bet as far as planets went. Sure, Tribute was a safe planet to live on, the shipyards meant that the UNSC would throw entire fleets into defending it. But there was a great difference between having a guarantee of help and having a fleet and ODP network already there. You didn't like having to talk about a planet's defenses as a plus point for living there, but given the foe humanity was facing, it was something that had to be taken into account.

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 logged the message, marking it to be sent as soon as you were in range of a comms bouey. Leaving you with a handful of actual reports from your section chiefs, and a bunch of automated messages to mark off.

>Sift through the automated stuff. You have to go through it eventually, so you might as well do it while you're still a bit tired.
>Check on the station chief reports. Most chiefs know not to pass things up the chain unless it's essential, so you had better take a look.
>Head to the bridge, you can handle all of this there. And the previous shift still needs to be relieved.
>Other (write-in)
>>
>>3891123
>>Head to the bridge, you can handle all of this there. And the previous shift still needs to be relieved.
Don't keep them waiting
>>
>>3891123
>>Head to the bridge, you can handle all of this there. And the previous shift still needs to be relieved.
>>
>>3891123
>Sift through the automated stuff. You have to go through it eventually, so you might as well do it while you're still a bit tired.
>>
>>3891123
>>Head to the bridge, you can handle all of this there. And the previous shift still needs to be relieved.
>>
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With that out of the way -unless you decide to add something else to it- you switch off your terminal and head back to the bathroom. You've kept the bridge crew waiting, and the officer on deck isn't going to much like staying awake for longer than scheduled. You've been in that position, and it sucks. Showering is fairly quick and simple, the advent of reliable grav-plating allowing ship crews to shower as if they were planet-side. Changing into your deck clothes was a simple affair, even if the inter-woven shoulder armor always gave you a bit of trouble. You left the pistol belt behind, there wasn't much point carrying your sidearm around on deck when the covenant wasn't around, it just sent all the wrong messages.

Once all dressed and ready, you quickly made your way over to the bridge, with your quarters located so close to it, you didn't have that far to go. As you stepped onto the bridge, the guard at the door snapped to attention. "Commander on deck!"

"As you were." You announced, you knew that a lot of the people manning the various stations would be changing out fairly soon, you didn't need to press them to get up and salute you. You swiftly made your way over to your command seat, where the officer on deck was standing, apparently having just got up. "Morning lieutenant, where's Dyad? Would've figured that she'd be here before me."

"Lieutenant commander Dyad left the bridge five minutes ago to get some coffee from the mess hall. According to her IFF, she is just entering the mess hall now, would you like me to relay an order to get you some coffee?" A computerized voice announced just before the junior officer could reply, as your ship's AI projected herself in the holographic tank on the arm of your seat.

"No thanks, coffee isn't something I'd classify as a morning drink." You shake your head at the hologram before turning to the officer. "Anything to report lieutenant?"

"No sir, the rebel forces have made no attempts to move from their positions around the base." The lieutenant reported, tiredness sitting heavy in his voice as he reported the lack of anything having happened since you left the bridge going on nine hours ago.

"Thank you lieutenant, you're dismissed." You dismissed the officer, releasing him from his commitment here and allowing him to go back to his quarters.

"Aye sir, you have the deck." The lieutenant nodded, giving a final lethargic salute before leaving you alone to tend to the bridge.

>Get a report from the various stations, you might as well see how everyone is holding up.
>Handle your mail from here, you don't have anything else to do. (station reports, automated receipts)
>Wait until Dyad gets back, you can delegate some of the work to her.
>Other (write in)
>>
>>3891391
>Get a report from the various stations, you might as well see how everyone is holding up.
>>
>>3891391
>>Get a report from the various stations, you might as well see how everyone is holding up.
>>
>>3891391
>Get a report from the various stations, you might as well see how everyone is holding up.
>>
>>3891391
>Get a report from the various stations, you might as well see how everyone is holding up.
>>
"Alright, can I get a report from all stations?" You asked aloud, getting the attention of the various deck-hands.

"Propulsion is all green sir, though Ensign Toulali is running late to relieve me." The first, most irritated reply came from right in front of you, the replacement navigation officer. She didn't turn to face you, though from her tone of voice and the fact that she had just outed the ensign's tardiness to you proved that she wasn't in a great mood.

"Weapons are all good sir, though I've got a warning on MAC gun usage. The report is in your inbox." The man sat next to her -your normal weapons officer- was far calmer, but made sure to pass on a reminder about the report awaiting you.

The reports came in one-by-one and generally told you the same thing. Everything was generally fine on-ship, but there were a couple of reported issues. You had kind of expected that, your ship had been holding position near the rebel base in Howler's shadow for a few weeks by now, waiting for the reinforcements for an armed assault on the asteroid bases that made up the rebel presence in the system. Still, the couple of outlying issues hadn't been important enough to wake you up over, so you could push all that to the side.

"Sir, engineering is requesting to speak with you, should I patch them through?" Diana informed you, her small form appearing in the holotank by your hand.

>Talk with engineering, this ought to be important.
>Wait until Dyad gets back, you might as well have her around when you answer the call.
>Other (write in)
>>
>>3891449

>Talk with engineering, this ought to be important.
>>
>>3891449
>>Talk with engineering, this ought to be important.
>>
>>3891449
>Talk with engineering, this ought to be important.
>>
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>>3891449

"Patch them through, no sense in making them wait." You ordered the AI as you made yourself comfortable while changing the padding in the seats was technically against regulation, you were seriously considering replacing it with something that didn't rely on you having to wait for a few minutes for your ass to go to sleep before it got comfortable.

"Hey 'cap. How's the bridge?" The chief engineer asked, starting off the conversation in a casual manner. The man really didn't seem to care about your rank, and you had to admit that you kind of liked it.

"Same old, how's engineering? Something come up?" You asked, cutting to the chase. One of the things that you liked about the veteran engineer was him not beating around the bush, and the fact that he had opened the conversation without a point set a few alarm bells off in your head.

"Nah, we're fine down here, I just called up to talk about that there Covenant AA gun." The chief stated, and you couldn't help but sigh. Ever since you had brought that damn thing on board he had been poking and prodding at it with a wide variety of tools. You had no idea what he wanted, but you'd be willing to lend him an ear.

"What are you thinking chief?" You asked, hoping to get right to the core of his argument.

"I'm thinking that we can rig it up to the ship. Looking at the data I gathered it should be a good fit for the space underneath the engine bay and behind the ventral hanger. There is a blind spot there, and that gun should cover it. I can probably furnish a mount and targeting system for it, and plug it up to the rest of the power grid should it be required. All I'd need is the go-ahead from you and a couple of weeks fitting out time." The cheif of engineering explained, going straight to the point. But at the same time conspicuously ignoring the various regulations that you'd be breaking if you let him do that. Granted, you were probably good enough on ONI's side to get away with it, but you still had a reputation to uphold.

>Let him fit the gun, you need to cover that blind-spot anyways. (-1 ONI reputation, +1 underworld reputation)
>Don't let him fit the gun, that would break more regs that you want to think about.
>Other (write-in)
>>
>>3891525
>>Don't let him fit the gun, that would break more regs that you want to think about.
>>
>>3891525
>>Don't let him fit the gun, that would break more regs that you want to think about.
>neither of us want to be court martialed.
>>
>>3891525
>Fit the gun
Gotta do what ya gotta do to survive.
>>
>>3891525
>Let him fit the gun, you need to cover that blind-spot anyways
>>
"As much as I don't like having a blind spot where we can get shot from, I also dislike the idea of both me and you getting court-marshaled for breaking UNSC regulations on artifact handling." You denied the engineering cheif his playtime with the gun, as much as you were interested in getting the weapon, people who fucked with such wide reaching regs tended to find themselves lucky to be riding a desk for the rest of their careers.

"Figured you'd say as much sir, hance why I hadnt started fabricating." The chief sighed, obviously put out by being denied the oppotunity to work on the alien tech. "That blind spot is still gonna be an issue though, we've got extra armour there to at least give us a chance to keep the enemy off our backs, but that ain't gonna cover the lack of firepower there."

"If I remember correctly there are for-but-not-with mounts back there for Rampart point defence gun turrets, I'll see about aquiring some." You assured the cheif, while the extra armour would keep enemy fire at bay for a bit, your frigate was still nowhere near a bruiser like a Halberd or Halcyon, and concentrated fire would go through that armour fairly quickly. Having some guns there would hopefully ward off any incoming hostiles.

"Appreciate it sir, engineering out." The cheif replied, before cutting the call there. Obvously he wasn't in the best of moods, being denied some real protection for a section of the ship very close to where his men would be working. So you decided to let it slide.

>Handle your mail from here, you don't have anything else to do. (station reports, automated receipts)
>Wait until Dyad gets back, you can delegate some of the work to her.
>Other (write in)
>>
>>3891645
>>Handle your mail from here, you don't have anything else to do. (station reports, automated receipts)
Station reports first, Dyad can handle the automated stuff when she gets back.
>>
>>3891525
>Let him fit the gun, you need to cover that blind-spot anyways
>>
Gonna call tonight's run here guys. Sorry for the long delay between this thread and last thread, I just couldn't get the work-QM'ing balance to work out. I've got some time between jobs right now so we'll run this thread for as long as possible. If you have any questions the feel free to ask them, and I'll see you all tomorrow.
>>
>>3891645
>>Handle your mail from here, you don't have anything else to do. (station reports, automated receipts)
>>
While you could wait until Dyad got back before going through the reports, you couldn't see much of a reason to wait until your XO returned. So instead you booted up your console and navigated over to your mail. You went through it in chronological order,

The first message came from aviation support, the maintainers and repair crews in charge of looking after your embarked fighters and dropships. The specific sender was one of the lead engineers on one of your pelican dropships. Apparently, one of the pelicans had over-stressed its engines while hauling the heavier covenant artifacts that you had lifted from the rebel supply depot. This had resulted in over-stress to the primary structure, and they didn't have the facilities onboard to effect the deep repairs that would be needed in order to remedy the issue. Aside from that they also had to change out the primary thrusters, but that would take only around a day to complete.

The next message was from sensor tech. They had been doing some routine calibration scans to ensure that the sensors were working properly, but they had run into some issues. The tech described it as ghosts, they would get a return on something very far away, but upon scanning that area again, or attempting a more powerful scan of that area, they would find nothing but an empty void. While it wasn't anything to worry about now, they did point out that it might affect long-range targeting for the MAC cannon and archer missiles, as both relied on the primary scanner network to find targets. They were working on a patch right now, but they were having issues replicating the issue in a controlled environment.

The final message was from MAC gun control, and the message was penned by chief Ambrose herself. According to her, the MAC gun's barrel and charging mechanism were undergoing higher stress than expected. Not that it surprised you, you were encountering more combat than other UNSC forces, and you were using your MAC gun far more often than usual. As such, you were rapidly approaching time to replace its barrel and firing mechanism. She reckoned that you still had around a dozen or so shots left before you'd reach an unacceptable amount of degradation. After that, you could still use it for around another dozen or so shots, before you'd suffer a catastrophic failure.

You'd probably be able to perform one or two missions before you reached that point, but it gave you an excuse to put in for shore leave. After all, if the ship was going to be idle for around a week, so why not let the crew go on leave for a bit.

>CONT
>>
>>3892839

You were just about to start penning your replies to the various crewmen when the door into the bridge opened and the guard gave a call of officer on deck. You didn't have to turn around to know who it was though, as her voice carried just a bit. And soon enough, your XO was standing by the side of your chair, tablet in one hand and coffee mug in the other, she beamed down at you with a weary smile. "Hey commander, how's the nap?"

>Write-in
>>
>>3892843
"As well as it can be with our current situation. Your own? " And show her the stuff we got.
>>
>>3892933
Supporting. Hopefully our reinforcements come soon so we can head back for rest and refitting
>>
>>3892933
Support
>>
"As well as it can be with our current situation. Your own?" You replied as you shuffled on your seat, trying to get a bit more comfortable.

Dyad just laughed, before saying. "If I could have a nap then I would. I've got around eight hours left on deck before I can tap out. Anything new?"

"Nothing with the innies. But I've got some reports from aviation, MAC control, and sensors, all have some various problems, but nothing groundbreaking." You filled in your XO, though you doubted that it had really changed since she had left. "Here, give me a hand with the automated receipts."

With that, you send half of the automated messages in your inbox to your XO. Technically speaking it was against regs for her to check it off, but it kept the two of you occupied doing something for a quarter of an hour. Dyad sighed as you dropped the work in her lap, but made no complaints as the two of you worked through it. You were just coming to the end of your final receipt -specifically one for the expenditure of a MAC round- when your comms officer called your attention.

"Commander! We're being hailed by the rebel base, it looks like they're bouncing the message off their remaining armed freighter." The comms officer called out, her report catching you a bit off guard. The rebels hadn't attempted to contact you for the past few weeks, and you had been fine keeping up that status quo. But at the same time, you were a bit interested in hearing what they had to say.

>Answer their call, you might as well see what they want.
>Decline their call, you have no interest in talking with criminals.
>>
Answer their call, you might as well see what they want.
>>
>>3893097
>Answer their call, you might as well see what they want.
do not give them anything besides the option for a complete surrender.

glad to see the quest up again Thunderhead!
>>
>>3893097

>Answer their call, you might as well see what they want.
>>
>>3893097
>>Answer their call, you might as well see what they want.
>>
>>3893097
>>Answer their call, you might as well see what they want.
>>
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"Patch them through. Might as well give them the option to surrender." You ordered, the possibility of ending the hostilities right there and then was too good to pass up.

"You know, when I got kicked awake a couple of weeks back, and caught word that one frigate had just nuked our depo, took one of our observation posts, and almost wiped out our fleet, I was expecting to face someone who looked like they had actually seen some shit." The voice came on first before the picture, not even static was transmitted along with it. But given the two-way nature of the link, you knew that whoever was on the other end had a good look at you and your deck crew.

"Looks can be deceiving, much like your fleet. Probably looked terrifying to the odd unlucky merchantman, but not to anyone with some actual firepower." You fired back, if this guy wanted to complain about getting his shit pushed it by someone your age, then you would rub it in by complaining about their excuse for a fleet.

"At least I'm getting someone with a mouth this time, usually the most I get out of people like you is a bunch of self-righteous crap." With this, the display over the viewport flashed into life, showing you a grizzled old man with a few too many scars. He wore what looked like a green sweater with a red fist printed over where his heart was. He seemed to look down his nose at you, judging you even as he talked to you.

"Well, you called me for a reason. So what do you want?" You asked, hoping to cut to the crux of the conversation before he got more time to rant.

"What I want is to give you a chance to leave." The rebel officer announced. "More of my people are coming, and you aren't going to want to be around when they get here."

>"Why should I believe you?"
>"What's coming?"
>"I have people of my own coming, really want to compare sizes like this?"
>Other (write in)
>>
>>3893283
>>"Why should I believe you?"
>>
>>3893283
>"Why should I believe you?"
>>
>>3893283
>"Why should I believe you?"
>>
>>3893283
>"Why should I believe you?"
>>
"Why should I believe you?" You asked, trying not to let the disbelief get into your voice. "There isn't an inter-system comms connection in this system, so you can't really call in support."

"That may be true, but people will notice when we don't get back to them." The rebel officer leaned back in his chair, a snazzy looking leather chair -probably an expensive one made of real bovine leather- that looked more at home in some governor's lounge.

"You really think your rebel friends will come and save you? What do you have to offer that they would stick their necks out for?" You asked, no longer bothering to conceal your skepticism. Rebel cells were a lot better known for prioritizing their own interests over saving their fellows. Not that cells working together was unheard of, the rebel involvement at Psi-serpentis couldn't have been one cell working alone after all.

"Wouldn't you like to know." The officer chuckled, before smoothing down his salt-and-pepper colored beard. "It doesn't matter though, they have commitments and investments here that they wouldn't like to give up without a fight."

>"What is there to commit to? All I see are a bunch of rocks and a bitch fleet."
>"You mean the investments in that depot? Because almost all of that has been reduced to free-floating atoms."
>"And what makes you think that FTEETCOM is just gonna wait? You must have seen our prowler leave."
>Other (write-in)
>>
>>3893477
>>"And what makes you think that FLEETCOM is just gonna wait? You must have seen our prowler leave."
>>
>>3893477
>"You mean the investments in that depot? Because almost all of that has been reduced to free-floating atoms."
>>
>>3893477
>>"You mean the investments in that depot? Because almost all of that has been reduced to free-floating atoms."
>>
>>3893477
>"What is there to commit to? All I see are a bunch of rocks and a bitch fleet."
>>
>>3893477
>>"You mean the investments in that depot? Because almost all of that has been reduced to free-floating atoms."
>>
"You mean the investments in that depot? Because almost all of that has been reduced to free-floating atoms." You say with a smile. While you could say that you had taken some spoils for your trouble, you wanted to see what his response would be.

The rebel officer doesn't seem too worried at this, though his smile seems to droop a bit. "Well that isn't so much my concern now. If anything, you should be the one worrying."

"Why should I care? Your fleet wasn't even worth the MAC rounds I expended killing them, they can't be any different." You scoffed, for all his smugness and bravado, this guy was acting like a child on a playground saying that his big brother would beat up the people bullying him. And while that may be enough to scare some kids, the same tactic doesn't scale up to this level.

"I can assure you, the people who put that stuff in the depo have far more firepower than either of us and are more than willing to use it." The officer replied, his smile falling a bit more, before reasserting itself. You made a note of that, either he was seeing his tactic fail, or he was remembering something that he didn't like.

"There's not much point in me worrying about a bunch of graverobbers and thieves." You stated rather flatly, you weren't impressed by what he was trying to sell you. If anything the only thing he seemed to be selling you right now was a steaming pile of moa shit.

"A graverobber with a gun and a bunch of friends is still a threat that you don't want to mess around with." The rebel officer cautioned you. "I think that your men would prefer it if you just left, better to die trying to stop the Covenant than dying to us."

>"But what are they actually bringing? Cries of a coming doom mean nothing without a fleet to back it up."
>"What do I gain from leaving? Because either way, my crew will survive."
>"And what makes you think that FTEETCOM is just gonna wait? You must have seen our prowler leave."
>Other (write-in)
>>
>>3893569
>>"And what makes you think that FTEETCOM is just gonna wait? You must have seen our prowler leave."
>>
>>3893569
>>"And what makes you think that FLEETCOM is just gonna wait? You must have seen our prowler leave."
>>
>>3893569
>>"And what makes you think that FTEETCOM is just gonna wait? You must have seen our prowler leave."
>>
>>3893569
>>"And what makes you think that FTEETCOM is just gonna wait? You must have seen our prowler leave."
>>
>>3893569

>"But what are they actually bringing? Cries of a coming doom mean nothing without a fleet to back it up."
>>
"And what makes you think that FLEETCOM is just gonna wait? You must have seen our prowler leave." You asked, the prowler's jump to slipspace was fairly obvious to spot by the rebels, so you didn't bother hiding it's presence.

"Yeah, I saw that prowler leave. Makes sense that those bloodsuckers would lead you here, and then leave you to die here." The officer reached into his pocket and pulled out a small metal case, from which he pulled a cigarette. "But that's the way of the spook afterall. Watching planets burn and fleets die all from the safty of their stealth ships."

The officer lit up the cigarette with a flick of a zippo lighter, the gold and platinum plated lighter reflecting the rest of the command center around him for the breif second you could see it. "As for your fleet. The UNSC really isn't as responcive as you'd like to believe. And then factor in the transport time out here and you really are looking at a lot of time being wasted."

"Military slipspace drives are a lot faster than civilian ones, my reinforcements will get here much quicker than yours." You pointed out. Granted, the escorting frigates would be faster through slipspace than the heavier destroyer, cruisers and transports, but any support would be helpful.

"True, but that doesn't mean much when they don't have as far to travel. In any case however, it looks like you're out of time." The rebel officer gave a bloodthirsty smile as he spoke. You began to open your mouth to reply, but then the klaxons on the bridge began to blare. Soon reports began to come in from various members of the crew. Sensors, comms, weapons, your AI. All began reporting the exact same thing.

Reinforcements had arrived, and they were definately not yours.

>Continue the conversation! The more time he spends talking with you, the less time he has to co-ordinate with his fleet.
>Kill the comms! You can't waste time chatting while the rebels bring in reinforcements.
>Other (write-in)
>>
>>3893629
>>Kill the comms! You can't waste time chatting while the rebels bring in reinforcements.
>>
>>3893629
>>Kill the comms! You can't waste time chatting while the rebels bring in reinforcements.
>>
>>3893629
>Continue the conversation! The more time he spends talking with you, the less time he has to co-ordinate with his fleet.
>>
>>3893629
>>Kill the comms! You can't waste time chatting while the rebels bring in reinforcements.
>>
"Damn it! Diana, cut comms and find what we're facing. Dyad, bring us to action stations!" You barked your orders, realising just a bit too late that the rebel officer had been trying to keep your attention focussed on him, and not on looking out for any signs of his reinforcements.

"Tally two destinct groups of hostile vessels, both from indipendent approach vectors not synonymous with occupied human systems." Your AI reported as the connection to the rebel officer was cut, the image of the smug bastard being dragged off your screen and being replaced by a tactical display of the different rebels forces.

The rebel asteroid base sat close to the shatered planet's destinctive trail. Your vessel was in a low geo-syncrunous orbit just over the horizon from the rebel base, not close enough that the remaining armed freighter and the defensive infrastructure could get an easy hit on you, but close enough that you could easily interdict any ships that dropped out of slipspace. The two flotillas that had dropped out of slipspace just outside of the gravity well, giving them a high position to attack you from, but also moving them further away from any prospective cover.

The first fleet was the largest, and consisted of three freighters, two old Mako class corvettes, and a damaged Stalwart class light frigate. The frigate was the primary threat, as while the upper prong that usually contained the frigate's MAC gun was gone, you had no idea if it still carried nukes or Archer missiles. The frieghters were less of a threat however, as even if they were armed, their weapons would be of bad quality and jury-rigged in place. In either case however, the fleet didn;t seem that interested in you, as it burned directly towards the station itself.

The second fleet was smaller, but you were a lot more concerned about it. For a starts, it was made up of three warships and a transport. The first vessel was a Hillsborough class destroyer, which was closer in size to a cruiser than an escort ship. While it carried less missiles than a modern destroyer, she still packed a MAC gun on a sturdy frame. Her escorts were made up of a pair of older Berlin class frigate. The Berlins lacked MAC guns, but their combination of speed and armour made them brawlers that you would want to kill as soon as possible. The transport that hung at the back of their formation seemed to lack any offensive arnanet, but you'd be an idiot to condider it as any less of a threat.

So all in all you were facing six confirmed warships, with another four possibly armed transports. Not good odds, but not terrible either if you played your cards right.

"Captain! MAC gun is coming online, Shiva nukes and Archer missiles have been keyed and armed." Your weapons officer crowed as your tired navigation officer was replaced by your normal helmsman.

>CONT
>>
>Target the larger fleet! You can't let them reach the rebel base.
>Target the smaller fleet! They're a bigger threat to you than a bunch of transports.
>Target the rebel base! You can't really fight them, but you can deny them their prize.
>Retreat! Five to one odds at best aren't something you're capable of fighting alone.
>Other (write-in)
>>
>>3893771
>Target the rebel base! You can't really fight them, but you can deny them their prize.
>>
>>3893771
>>Target the rebel base! You can't really fight them, but you can deny them their prize.
>>Retreat! Five to one odds at best aren't something you're capable of fighting alone.
MAC into the base and skedaddle
>>
>>3893771
>>Target the rebel base! You can't really fight them, but you can deny them their prize.
>>Retreat! Five to one odds at best aren't something you're capable of fighting alone.
MAC strike, nukes I don't care just make sure that asshile doesn't live to see the rest of this.
>>
>>3893771
>>3893790
Supporting
>>
Dunno why we didn't MAC the reebl base if we were going to do it now anyway.

>>3893771
>Target the larger fleet! You can't let them reach the rebel base.
>>
There WAS an in-character reason, wasn't there?
>>
>>3893821
>>3893826
Cause we weren't in the first place? The plan was to wait for reinforcements then try to capture it but now we don't have the luxury to do that.
>>
Gonna call tonight's run here guys. As the option for attacking the rebel base has won here, we'll start tomorrow on choosing how you want to hit it. You do have options ranging between simply damaging it to killing everyone onboard, but the details on how you want to handle it will be laid out then. If you have any questions the feel free to ask them, and I'll see you all tomorrow.

>>3893821
>>3893826
Initially you wanted to siege the rebel base in order for the UNSC to take it, as taking it on your own is way outside the capabilities of the small marine compliment you have onboard.
>>
You weren't feeling good about staying for a fight. Even if only one of the rebel vessels carried a MAC gun, you had no idea if they had nuclear-tipped missiles. And even if you weren't actually hit by the missiles, the secondary electromagnetic burst would play merry hell with your systems. You couldn't completely destroy the rebel base in one hit, the fact that it was built into a large asteroid practically assured that nothing short of a concentrated barrage of multiple MAC rounds and a volley of multiple nuclear warheads would crack it open.

You could still cause a lot of damage though. And that would hopefully delay any rebel evacuation long enough for the UNSC fleet to arrive. A MAC round or two would hopefully blow a hole in the side of the base, causing internal damage and venting multiple sections. Not to mention that it would trash whatever was being stored inside that base. That would hopefully force the rebels to prioritize stabilizing the base and performing search and rescue. After all, it was very hard to move cargo in a vacuum suit. Alternatively, a barrage of nuclear missiles, set to detonate at point-blank range would cause a lot of surface damage, but the radiation output from them would cause a world of hurt for the rebels. Any crew would be severely irradiated, and lingering radiation would make it very hard to move equipment around. A combination of the two would hopefully deny the rebels their base.

Alternatively, you could set your sights on the rebel's way out. Their base was a hard target, but the transports were far more vulnerable. A volley of Archer missiles, a couple of nukes, a MAC round, either would be more than enough to destroy the ships and deny the rebels their best way out of the system. The biggest problem with this plan was that it could kick the hornets' nest and get all of the remaining rebel ships to concentrate their fire on you before you had a chance to jump out. Still, it was a lot easier to break a bunch of transports than to crack open an asteroid habitat. The UNSC had learned that lesson the hard way. You could probably fire off a volley of missiles and run, leaving the rest of the targeting to the cumulative targeting power of the volley.

>CONT
>>
>>3894772

Still, there was an itch at the back of your mind to fight. A quick look at the screen gave the rebel forces a decided advantage in numbers of dedicated warships. However, a deeper look showed you that the playing field was a bit closer to being level. For a start, only half of the warships were actually paying any attention to you. They had a destroyer, but it was old and probably lacked many of the modernizations that had been applied to Hillsboroughs that had been reactivated for wartime service. They had a trio of frigates, but they had their own issues. The Stalwart's MAC gun had been blown off by Covenant fire, and probably had a whole host of issues from further enemy fire. The two other frigates were old Berlins, which were far closer in size and firepower to corvettes than a modern frigate. The two remaining ships were Mako corvettes, which were obsolete even before the Covenant burned Harvest. If you played your cards right, you could probably get some good licks on them. But that assumed that the transports were unarmed, that the rebels hadn't modified their ships, and that they didn't have any nuclear missiles of their own. And that was way too many assumptions to work on.

>Hit the base! The more damage you cause to it, the less the rebels can salvage from it. (MAC / Nukes / Both)
>Hit the transports! If you can destroy the rebel's way out, then you can keep them pinned here until your fleet arrives.
>Attack the fleet! You can't just surrender the space to them without a fight, and you think that you can play with these odds.
>Other (write-in)
>>
>>3894775
>>Hit the transports! If you can destroy the rebel's way out, then you can keep them pinned here until your fleet arrives.
>>
>>3894775
>>Hit the base! The more damage you cause to it, the less the rebels can salvage from it. (Both)
>>
>>3894775
>Hit the transports! If you can destroy the rebel's way out, then you can keep them pinned here until your fleet arrives.
>>
Some stuff came up guys, I'll try to get the next post up in an hour.
>>
>>3894775
>Hit the transports! If you can destroy the rebel's way out, then you can keep them pinned here until your fleet arrives
I figure thatd slow them down the most. Cant scuttle and run if you have no transports to escape on.
>>
File: Frigate Archer Pods.jpg (29 KB, 592x333)
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29 KB JPG
It took you a few seconds to analyze the situation that you were facing, but when you made your decision, you were confident in your plan of action. "Nav, get us out of the gravity well, we need to jump as soon as possible. Weapons, target the incoming transports. I want an archer volley on the way by the time we jump out."

"Aye sir, archer pods opening, finalizing a targeting solution." Your weapons officer crowed as the Dawn turned itself about, your navigation officer making sure to keep the ship as close to the surface of the planet as possible to get behind the cover of Howler's horizon.

"Hostile destroyer and escorts are accelerating to pursue us, we're being targeted for a missile lock." Diana reported, the AI pulling up a feed from your upper-aft facing camera and zooming in on the three rebel warships.

"Solution acquired! Missiles away." The weapons officer crowed, followed seconds later by the firecracker-like sounds of multiple archer missile pods being volley fired.

>Roll 4d20
>>
Rolled 17, 10, 11, 8 = 46 (4d20)

>>3895006
>>
Rolled 16, 11, 13, 12 = 52 (4d20)

>>3895006
>>
Rolled 4, 5, 12, 2 = 23 (4d20)

>>3895006
>>
Rolled 10, 13, 3, 20 = 46 (4d20)

>>3895006
>>
File: Archer volley (1).jpg (142 KB, 1920x1080)
142 KB
142 KB JPG
Watching through the aft-facing camera, you watched as hundreds of Archer anti-ship missiles filled the void with exhaust smoke and flames. Even as they cleared the first few kilometers away from your ship, the missiles were already moving off in distinct groups. The larger group -made up of a few hundred missiles- arced towards the larger group of transports, while the smaller group -still made up of just under a hundred missiles- arced towards the lone outlying transport. He hadn't sent anything towards the remaining armed freighter guarding the base, instead deciding that the anti-fighter defenses and missile batteries around the base would take too many missiles to punch through. Obviously, your weapons officer wasn't taking any chances when it came to blowing through the anti-missile screen protecting the ships.

"Activating offensive jammer suite, let's see them try and stop this." Diana stated with confidence, the AI obviously feeling confident with her native skill set.

The larger volley was engaged first by the anti-fighter missile batteries mounted on the defending Strident and Mako corvettes. The volley of interceptors cut dozens of your missiles out of the void, but even now the combination of the lethal gestalt-targeting capabilities of the Archer missiles and the jamming provided by your AI worked together to prevent the rebels from downing too many missiles. Over two-thirds of the volley was still moving when they entered the AA screen of the escorting ships. The Strident was a very good anti-fighter frigate, and even in rebel service it's AA screening capabilities were still superb. And backed up by the two Makos, they were able to reap a great score on the missiles. Still, enough missiles punched clean through the AA screen and slammed into the unarmed transports, blowing holes in them, damaging one and blowing the other two clean apart.

However, the greater AA protection of the destroyer and the paired frigates serving alongside it reaped a heavier toll of missiles sent at their transport. The first volley of Streak missiles cut down just under half of the missiles. The actual fire from the vessel's anti-missile guns was much thinner, but there were fewer missiles for them to contend with in the first place. They cut down dozens of missiles, but in spite of that, a couple of missiles managed to get through. These remaining missiles slammed clean into the side of the transport, snapping the vessel in half and blowing the aft section into shrapnel.

"Confirmed kills on three of the four transports. All hostile warships are turning to engage us." Your AI confirmed, before instantly alerting you to the enemy's return volley. "Hostile destroyer has fully charged it's MAC gun, helm should take evasive action."

>Roll 1d20-2
>>
Rolled 20 - 2 (1d20 - 2)

>>3895147
>>
Rolled 8 - 2 (1d20 - 2)

>>3895147
>>
Rolled 2 - 2 (1d20 - 2)

>>3895147
>>
>>3895152
2EZ
>>
It didn't take the helmsman more than a second to start firing the Dawn's port and starboard maneuvering thrusters in an attempt to slalom the ship from side to side, randomly firing the secondary thrusters while keeping the main thrusters on maximum burn. But even then, the most he could do was keep the ship moving inside a five-kilometer wide corridor. The majority of the work saving your hides would rest with your AI, and a lot of her options simply wouldn't work at this range. If they could track you on optical cameras, then there was nothing she could really do to jam them.

"Enemy MAC gun is firing!" Your weapons officer crowed, not even bothering to tell everyone to brace. A MAC round hit at this speed over a lifeless planet would not be something your ship -or anyone onboard-would survive.

Thankfully, it was not your time to go. Either the rebels had rushed the shot, or their gunner was a complete novice. Either way, the shot had been lead way too much, as the round slammed into the surface in front of the Dawn. The plume of ash and powdered rock shot up in your path, scoring the paint off the underside of the hull as you passed over the horizon. You caught a final glimpse of the enemy warships still burning after you as they disappeared below the horizon, the rebels apparently not wanting to waste their missiles on you in spite of the great rear-aspect shot they had on you.

"Ok, we're out of line-of-sight of the rebel reinforcements. But we'd be stupid to think that they won't come looking for us." Dyad announced after taking a few seconds to catch her breath.

"ETA fifteen minutes until we're out of the gravity well and green for FTL sir." Ensign Toulali announced, the navigation officer already taking the Dawn away from the surface of the broken planet.

>Hold position on the other side of the planet, if the rebels want a fight, you're gonna give them one.
>Prepare for a slipspace jump, you can't stay in the fighting range of the rebel fleet.
>Other (write-in)
>>
>>3895254
>>Prepare for a slipspace jump, you can't stay in the fighting range of the rebel fleet.
>>
>>3895254
>>Prepare for a slipspace jump, you can't stay in the fighting range of the rebel fleet.
>Any way we can rig up decoy to sucker them in to where we are not?
>>
>>3895254
>Hold position on the other side of the planet, if the rebels want a fight, you're gonna give them one.
>>
>>3895254
>>Prepare for a slipspace jump, you can't stay in the fighting range of the rebel fleet.
>>
>>3895254

>Hold position on the other side of the planet, if the rebels want a fight, you're gonna give them one.
>>
"Prepare to jump to slipspace. Staying here will get us killed." You ordered. The longer you stayed here, the more chances the rebels would have to find you and kill you. Or worse, board your ship and capture it for their own ends. All things considered, you'd prefer to die without the humiliation that your last command fell into the hands of a bunch of jumped-up innies.

"Understood sir, charging slipspace drive. Weapons, can I get power from the MAC gun capacitors?" The ensign asked his colleague next to him as the radiation paneling over the bridge dropped into place, completely obscuring your view of the stars.

"Commander?" The germaphobic weapons officer asked as he turned to face you, passing the decision on to you.

"Do it, we need to be out of here before they get a solution on us." You ordered. You needed to leave as soon as possible, and fighting really didn't factor into that. So keeping the ship's primary gun charged and ready wasn't essential.

"Any destination in particular sir?" The ensign asked. Blind jumps never really went well, so having a destination to punch into the navigation computer was always something that was needed when entering slipspace.

>Jump just outside the system, and then jump back in near to a different planet. At the very least you can watch what the rebels are doing.
>Jump back to a friendly UNSC controlled system, you've done as much as you can here.
>Other (write-in)
>>
>>3895381
>>Jump back to a friendly UNSC controlled system, you've done as much as you can here.
>>
>>3895381
>Jump just outside the system, and then jump back in near to a different planet. At the very least you can watch what the rebels are doing.
>>
>>3895381
>>Jump just outside the system, and then jump back in near to a different planet. At the very least you can watch what the rebels are doing.
>>
>>3895381
>>Jump just outside the system, and then jump back in near to a different planet. At the very least you can watch what the rebels are doing.
>>
>>3895381
>>Jump just outside the system, and then jump back in near to a different planet. At the very least you can watch what the rebels are doing.
>>
"Take us just outside the system, and jump us back in at another planet. We need to be there to observe any rebel actions that might endanger the fleet." You decided, while you could simply return home, the incoming UNSC fleet was expecting you, and they wouldn't take kindly if you just upped and left.

"Understood sir, slipspace drive is almost charged." The ensign reported, though by the growing itch at the back of your teeth, you could already tell that the drive was charged and raring to go.

"Enemy destroyer group sighted, they have their MAC gun charged. They're locking us!" Your weapons officer reported, only to get a dry chuckle from your navigator.

"Too late though." Toulali stated as the ship rumbled, the engines giving one final roar before the stomach-churning effects of slipspace transition made you glad that you hadn't already eaten. A couple of seconds after, the ensign turned to face you. "We're in slip sir, should be around thirty minutes before we drop out in interstellar space. Add on another half hour to recharge the drive we'll be on the return journey."

"Very good ensign." Dyad answered before you could even open your mouth, a hard edge in her voice telling you that she was not best pleased at the turn of events. "How the hell did they get those damn ships?"

>"They're grave robbers Dyad, and there are a whole lot of dead ships lying around these days."
>"It isn't that hard to pull a ship out of a boneyard, especially if you have a little help."
>"I'm sure ONI will be happy to ask them that question once we lay them on their asses."
>Other (write-in)
>>
>>3895493
>>"I'm sure ONI will be happy to ask them that question once we lay them on their asses."
But yeah probably some corruption involved given that guy's spiel about his friends and investments
>>
>>3895493
>>"I'm sure ONI will be happy to ask them that question once we lay them on their asses."
>>
>>3895493
>>"I'm sure ONI will be happy to ask them that question once we lay them on their asses."
>>
>>3895493
>"I'm sure ONI will be happy to ask them that question once we lay them on their asses."
>>
"I'm sure ONI will be happy to ask them that question once we lay them on their asses." You assured your XO, and this time, you hoped to yourself that ONI brought out their toys to get the questions they wanted. Sure, technology had massively progressed since the twenty-first century, when the use of state-sanctioned torture had been at it's highest point. But the methods of getting information the harmful way hadn't needed to change since then. Though you were sure that ONI had been more than willing to try more innovative solutions.

"Assuming that there are any left. Then again, it's not like that's stopped ONI in the past." Dyad replied a small smile on her face at the assurance that the rebels wouldn't get away unpunished. "I can hold the bridge, in case you want to grab something to eat."

"Sounds good, I'll be back soon." You took up your XO's offer, both so that you could stretch your legs and so that she could rest hers. You'd have to put in for a seat for her during your next drydocking, but that would be an easy fix. You had more than enough time to think about it and many other things as you made your way to and from the mess hall. A journey that was made a bit longer by the need to stop twice to catch your footing during the transition back into realspace, and the transition back into slipspace half an hour later on your return trip.

You really didn't like the recent turn of events. You had the insurrectionist base dead to rights, and they pulled not one but two fleets out of thin air. You were lucky that their Strident lacked its MAC gun, it had the speed and firepower necessary to prevent your escape, and you thanked whatever power that had made the rebels fuck up their only MAC cannon shot at you that the rebels sucked as much at logistics as they did at gun laying. Still, you couldn't shake the idea that there might be a mole somewhere in FLEETCOM's local hierarchy. Granted, there was just as much chance that the rebels had seen the loss of two freighters over Greydowns and assumed that the UNSC was going to hit them here. But even then, it wouldn't be the first time that the innies had support from someone on the inside. And hell, in the years during the war, while they might not have made front-page news, the insurrection was still going strong. A couple of planets had even declared their "independence" from the UEG, and had refused to help humanity in their fight against the Covenant. No effort had been expended to bring those worlds back into the fold, and they had made no overt attempts to try and drag any more human worlds into their little hissy-fit. But just because you couldn't see the conflict between them and the UNSC, didn't mean that there wasn't one. And you'd be willing to bet some money that whoever was financing these cells had a connection to one of those worlds.

>CONT
>>
>>3895608

You thought about just where this unexpectedly powerful support could have come from as you ate, and as you went back to the bridge and waited for the Dawn's Early Light to return back to the rebel-controlled system.

"Commander, we're about to drop out of slipspace in orbit of Hoover." Dyad informed you over an hour after your first departure from the system. You simply nodded in reply, you didn't need to say anything. Dyad had already brought the ship up to standby conditions. So if you happened to drop out of slipspace on top of a rebel warship, or an errant asteroid, then your crew was already prepared for any sudden maneuvering or action.

A sudden shifting in your guts and the feeling of reality re-asserting itself confirmed that you had just transitioned back into realspace just a second before your navigation officer called it out. "Transition successful, we are currently holding in orbit over the gas giant Hoover."

"Status report, what is the rebel fleet doing?" You asked as the radiation shielding over the viewport was lowered, giving you a good look at the gas giant that you were now taking shelter in the shadow of.

"Standby, I'm attempting to observe the rebel fleet with our sensor suite. One moment please." Diana answered she remained silent for the next five minutes, before telling you her findings. "It would appear as if the rebel fleet is holding position close to the primary asteroid habitat, while salvage tugs recover the remains of the destroyed freighters. I cannot identify the position of the Mako class corvettes or the Berlin class frigate, though I assume that they are currently either in the outlying drydocks or are performing scouting missions to see where we went."

While you were more than content to leave the rebels be until you had backup, your main reason for being here was to observe what the rebels were doing, and long-range cameras could only do so much. If you wanted more intel, you'd actually have to send something over there if you wanted to get an idea of what the rebels were saying to each other.

>Send out the subprowler! It's the only stealthy scouting asset you have.
>Send out a longsword! If the innies try and start a fight with it then your longsword will end it.
>Hang back for now, you don't want to provoke them.
>Other (write-in)
>>
>>3895612
>>Send out the subprowler! It's the only stealthy scouting asset you have.
>>
>>3895612
>Send out a longsword! If the innies try and start a fight with it then your longsword will end it.
>>
>>3895612
>>Send out the subprowler! It's the only stealthy scouting asset you have.
>>
>>3895612
>>Send out the subprowler! It's the only stealthy scouting asset you have.
>>
>>3895612
>>Send out the subprowler! It's the only stealthy scouting asset you have.
>>
"Send out the subprowler, this is their job." You decided, the spooks had been doing precious little for the past few weeks other than acting as a scout relay. But now they finally had the chance to do their job.

"Understood, they are already configured for ELINT, so we don't have to change anything there. Stand by." Your inteligence officer announced, the young lieutenant acting as the intermediary between your ship and the ONI crew of the prowler. You had acted as that link during the first stages of your deployment here, but you didn't know enough of the mission-oriented lingo that the spooks used. So you passed that job off to the most capable member of your crew. "Alright, the prowler's crew has embarked and they are decompressing the hanger new to head off to Howler. Do you want them to get close to the rebel fleet for a better chance of successfully entering the their comms network, or do you want them to hang back and keep as hidden as possible?"

>Get in close! You need as good of a connection as possible.
>Hang back! You can't put such a valuable asset at risk.
>Other (write in)
>>
>>3896425
>>Get in close! You need as good of a connection as possible.
>>
>>3896425
>Hang back! You can't put such a valuable asset at risk.
>>
>>3896425
>>Hang back! You can't put such a valuable asset at risk.
>>
>>3896425
>Hang back! You can't put such a valuable asset at risk.
>>
>>3896425
>>Hang back! You can't put such a valuable asset at risk.
>>
"Tell them to hang back, they can't be too close when our fleet shows up." You decided. While the liklihood of the prowler getting caught in the crossfire of an engagement was minimal, the sheer amount of RADAR and other sensor emissions would eventually find them, and if that happened while everyone else was tied up then there would be no saving them.

"Understood sir. Orders relayed and subprowler is away, ETA two hours." Your domestic spook confirmed your orders and relayed them to the ONI spy craft. This was the last you heard from the ship for a while, as you simply couldn't contact them without risking the rebels picking up on your transmission. You had to play this one passivley, and by the end of the second hour, you were almost ready to pull your hair out.

"It's been over two hours, why haven't they reported back?" You asked your inteligence officer, while you were worried that something else had gone wrong, you had to do as much as possible to give the impression that you wern't worrying.

"Speak of the devil sir, I'm getting a message from them on a one way link. They have entered the gravity well of Howler and are currently holding position in preperation of attempting to access the rebel comms network." The inteligence officer answered with a smile, part of you wondered if she was just holding the news for when you asked her about it.

"Any idea if they can be detected if they mess this up?" You asked, right now there was precious little you could do if they did were found, but you hoped that the subprowler's ECM suite would be more than enough to protect it from any retribution long enough for you to get into effective MAC cannon range.

"It would take a monumentally bad fuckup, but they aren't in the business of getting caught." Your domestic spook anserwed.

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

>>3896572
>>
Rolled 14 (1d20)

>>3896572
>>
Rolled 8 (1d20)

>>3896572
>>
"They're in, standby for analysis. Who wants the report?" The inteligence officer asked, allowing the presentation to be taken by someone else.

"I'll take it." Dyad volunteered, a few seconds later she began to read it aloud. "Well, aside from the jokes at our expense, it looks like we hampered them a lot more than expected. They wanted to grab what they could and jump out of the system ASAP, but without the transports they don't have a way out of the system. It looks like they're trying to salvage what they can from the damaged transports in order to try and improvise a new ship. Until then, they're packing up as much as they can on the Berlins and the Strident."

"Do they even have the facilities to do that? Reassembling a ship out of salvaged parts seems like an intensive job." You asked, your major hadn't included much included much on civilian ship manufacturing, but even then you assumed that such a job would need a properly made shipyard.

"Not really, some transport ships are built to have interchangable under modern ISOs. If they have a working habitation module, a working propulsion module, and a few storage modules then they should be able to get moving." Dyad assured you, before adding. "It woun't be pretty mind you, but things like that rarely are."

"Any idea what yard those cargo haulers might have come out of? It sounds like a complex job to make plug-and-play modules for something basic as a cargo ship." You wondered, at the very least it could give you a few routs for ONI to persue in trying to seek out any remaining rebels.

"Most ships built like that are usually produced by a number of smaller yards working together. You get it on less developed worlds where they can't get enough of a market for full-on ships, but still have a market for automated slipspace tugs. Usually you have a group of multiple smaller manufacturers teaming up to offer a combination that can be used as a starter ship for smaller cargo companies. It only costs a small amount more than a standard propulsion pod and however many cargo pods the buyer wants with it." Dyad explained, before then adding. "Then again, they could have just stollen the habitation module off another ship and grafted it onto a propulsion module. Stealing them isn't that hard and the work could be done out in the void without a dedicated drydock."

>"How long would that take?"
>"If we were able to recover the parts, could we identify which yard the constituent parts came from?"
>"What about their warships? How much cargo can they haul?"
>Other (write in)
>>
>>3896828
>>"How long would that take?"
>>
>>3896828
>>"If we were able to recover the parts, could we identify which yard the constituent parts came from?"
>>
>>3896828
>>"How long would that take?"
>>
>>3896828
>>"How long would that take?"
Also would be nice if our reinforcements could show up soon
>>
>>3896828
>"If we were able to recover the parts, could we identify which yard the constituent parts came from?"
>>
"How long would it take for them to get a working freighter put together?" You asked your XO, she was a lot more knowledgeable on this subject, so you would be relying on her.

"It's really hard to say, the entire nature of that kind of ship is that they are very easy to reconfigure. It really depends on how many cargo modules they want to mount to a single propulsion module and how much they want to salvage. In order to ensure that the ship survives slipspace transition then they're gonna have to add structural reinforcement to make up for any damage to the electromagnets that are usually used to hold it together in order to free up power for their drive." Dyad began to read further through the report as she mused, your XO trying to form a concrete idea on how long it would take the rebels to produce a new ship. "According to this report they've got two intact propulsion modules, and if they want to use multiple propulsion modules on the same vessel then they will have to improvise a way to mount them together and make sure that the drives function properly together."

"If they have two propulsion units then wouldn't it be more efficient for them to try and assemble two separate transports?" You asked, while it didn't really make sense for the rebels to divide their time between two projects, if they had the option for it then it would make sense for them to take it.

"Technically yes, but if they load them up with too many cargo modules then they would put more strain on their drives and massively increase their chances of suffering a slipspace transition failure. If they mount them together then they can share the load between the two drives, thus allowing them to move more mass overall." Dyad explained the rebel's reasoning.

"Getting the two drives to work together would require the vessel to make use of an AI unit to ensure the drives work together in harmony." Diana pointed out, the AI having a keen understanding of just how many calculations it took to keep a single drive functioning.

"Either way, the actual power output of their drives doesn't matter, as once they're in slipspace, they can make use of the slipspace wakes of the larger destroyer and frigate in order to travel at the same velocity as them. So as long as they don't pile on enough weight to prevent them from actually entering slipspace, they can travel with the rest of their fleet." Dyad continued, brushing off the AI's input.

"That was a very long-winded way to tell me that you didn't have an idea on how long it would take for them to actually finish one of those ships." You stated flatly, while you appreciated your XO's input on the matter, you really needed reliable information right now, not conjecture.

>CONT
>>
>>3896981

"Sorry sir, but without any information on how the rebels are going to use what they have, it's going to be very hard to get a concrete estimate." Dyad apologized, and it looked like you'd need to get more intel before you could actually plan anything out.

>Ask your information officer if the prowler can try and hack the rebel's systems.
>Ask Dyad what she thinks the rebels will do, and how long it will take them to flee the system.
>Ask Diana how much longer it will take for your reinforcements to arrive.
>Other (write in)
>>
>>3896982
>>Ask Diana how much longer it will take for your reinforcements to arrive.
>>
>>3896982
>>Ask Diana how much longer it will take for your reinforcements to arrive.
>>
>>3896982
>>Ask Diana how much longer it will take for your reinforcements to arrive.
>>
"Diana, any idea how much longer we have to wait until our reinforcements get here?" You asked your AI, you had ordered her to keep a running countdown on how long she estimated it would take for reinforcements to arrive.

"I don't know. It's been over two weeks, so we can be guaranteed that the prowler has already made it back. Though we have no idea how much time it would take for them to muster any local forces to come to our aid." Diana's little avatar in the holotank shook it's head as she gave her report. "Theoretically we could get support from any pre-mustered response force in a couple of the local systems in order to provide an active defense against any Covenant intrusion. But if ONI wanted to capture the station then they would probably send off for specialists, and they would take time to arrive."

"Great, so they could pop out of slipspace any moment now, and they would have no idea where the hell we went and why there is an innie fleet defending the base." You complained, finally giving a voice to the displeasure that you had felt at being forced to retreat from a bunch of jumped up pirates. This isn't what you had joined up to do.

>Ask your information officer if the prowler can try and hack the rebel's systems.
>Ask Dyad what she thinks the rebels will do, and how long it will take them to flee the system.
>Talk with your people, there has to be something you can do.
>Just sit tight and watch, right now there isn't much more you can do.
>Other (write in)
>>
>>3897116
>Ask Dyad what she thinks the rebels will do, and how long it will take them to flee the system.
>>
>>3897116
>Ask Dyad what she thinks the rebels will do, and how long it will take them to flee the system.
>>
>>3897116
>>Ask Dyad what she thinks the rebels will do, and how long it will take them to flee the system.
>>Talk with your people, there has to be something you can do.
>>
>>3897116
>>Ask Dyad what she thinks the rebels will do, and how long it will take them to flee the system.
>>Talk with your people, there has to be something you can do.
>>
"Dyad, given what the rebels have been able to salvage, and what facilities we reckon they have, how long do you think it will take them to get another transport or two up and running?" You asked your XO, if anyone in the room could give you an insight into what the rebels might do, it was her.

"Are you fine with assumptions sir? Because that's all I think I will be able to give." Dyad asked with a flat tone. Neither of you liked to base your ideas on assumptions, but you had little choice.

"Assumptions are fine, we don't have much to go on right now anyways." You replied, giving your XO free reign to talk at length on the subject at hand.

And with that, your XO practically jumped to life. "Alright, so they recovered two propulsion modules, around twenty-four undamaged standard size cargo modules and one undamaged command module. Add onto that another twelve damaged standard cargo modules and three damaged extra-large cargo modules. They have four improvised drydocks converted from hollowed-out asteroids, but they would likely be using as many of them as possible to load cargo onto their frigates. Theif they build one ship then they can transport out the most cargo overall, so let's assume that they take that option. Ideally, they would perform the rough assembly of the primary cargo section outside of the drydock using tugs and guys in EVA suits, while using any repair facilities in the drydock to repair any damaged modules and to mate the two propulsion units together to form a single block. Once all repairs are done, they would move everything out into space and attach it to the then-completed cargo module, before taking the entire thing back into drydock for structural reinforcement and cargo loading."

"The biggest decision they have to make will be if they are going to make use of the damaged cargo modules or not, and if so then how far are they going to go to repair them. Let's be charitable and say that they do and they manage to repair half of the damaged containers, they're still going to have to sacrifice one in order to mount both engines together so that slightly lowers how much they can haul while increasing their building time. But that time gets reduced if they have full repair and refit capabilities in their dockyards and make use of them." Dyad began to stab at her tablet, you guessed that she was tallying up her reckoning of how long it would take and how many supplies it would be able to carry by volume. "And now we assume that they're using standard propulsion modules, along with TR steel beams mounted on the outside of the hull for ease of construction. And we come to this."


>CONT
>>
>>3897262

"The resulting vessel would be around two-hundred and fifty meters long, made up of thirty standard size cargo modules and one-and-a-half extra-large modules. It would be able to haul fifteen and twenty thousand standard ISO containers, enough to supply a small city." Dyad explained as she presented her tablet to you, showing what she roughly expected the ship to look like. And in this case, it didn't look that different to a standard container transport at a first glance. The majority of the standard containers were stacked in blocks of seven, with the completed extra-large cargo module near the front and the damage module -now refitted into little more than a mount for the two propulsion modules- at the very end. Beams of TR steel connected the corners of the extra-large modules together and then branched out to attach themselves to the spider-web of beams that surrounded the standard size modules.

All in all, it was an ugly ship, but given its job looks really weren't the primary concern with it.

"How long will it take them to construct it?" You asked flatly, a pretty simulacrum of the ship was all well and good, but you still didn't know how long it would take the rebels to make it.

"At least a day to construct it. Though give or take another day if they decide to wait until the thing is built before they start packing the modules." Dyad stated with confidence, you couldn't help but smile a bit at that. If she hadn't joined the military then she probably would have been a perfect hire for any shipping company down on their luck.

>"They don't have three days Dyad, what's the quickest design they can make?"
>"How can we stop it? Or at the very least make them take longer."
>Ask your information officer if the prowler can try and hack the rebel's systems.
>Talk with your people, there has to be something you can do.
>Just sit tight and watch, right now there isn't much more you can do.
>Other (write in)
>>
>>3897263
>"How can we stop it? Or at the very least make them take longer."
>>
>>3897263
>"How can we stop it? Or at the very least make them take longer."
>>
>>3897263
>>"How can we stop it? Or at the very least make them take longer."
>>
Gonna call tonight's run here guys. I won't be able to run for a long time tomorrow, I have an interview for a job and I need to prepare for it. I'm not too keen on the job itself, but money is money. I'll try to get a few posts up tomorrow, but don't expect a long run. If you have any questions the feel free to ask them, and I'll see you all tomorrow.
>>
just read through the archive, very cool qst.
the dice seems to be a bit cursed though, so ill keep lurking
>>
"How can we stop it? Or at the very least make them take longer to finish that ship." You asked your XO.

"If they assemble part of the ship in space, then it will be vulnerable to fire. Damaging or destroying the exposed cargo modules will set them back by a number of hours, maybe even a day or so. We could either saturate it with Archer missiles or send out our longswords to bomb it, both have the issue of being easy prey for enemy missile defenses and fighters." Dyad suggested, your XO deducing how best to hamper the rebels if they followed the plan suggested by her.

"That assumes that the rebels concentrate all of their equipment in one ship. They may attempt to split their remaining cargo pods between the two propulsion modules and assemble them as normal, which would be faster and easier than making a single custom vessel." Your AI pointed out, reminding you that everything you had just been told was little more than conjecture.

"At the very least we have something to look for. If the rebels are attempting to build a single hull then we can spot the signs and take any appropriate action. Hopefully, the prowler can tell us what the rebels are doing." Dyad acquiesced, unable to give much of an answer to that.

>Roll 1d20
>>
Rolled 19 (1d20)

>>3898134
>>
Rolled 15 (1d20)

>>3898134
>>
I guess we have perfect Intel... why do I get the feeling the dice gods are going to fuck us if we try combat?
>>
Rolled 7 (1d20)

>>3898134
>>
>>3898160
Because the dice gods always fuck us in this quest
>>
>>3898321
Agreed. Things have been going our way too much recently, I am pretty sure they are trying to lull us into a false sense of security, only for high charity's fleet to drop right on top of our asses
>>
File: rebel base.jpg (121 KB, 1280x1024)
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"Standby, I'm getting another report in from the prowler. Something's up, they weren't meant to send us another report for another half an hour." Your intelligence officer reported, her voice tainted with a mix of confusion and concern.

"Send it to me." Dyad ordered, sounding a lot more enthusiastic about getting a report so soon than your local spook. She took a quick read through it, before sarcastically asking. "Well, well, well. Guess who guessed correctly?"

"Do I have to gratify that with an answer?" Your AI answered your XO's question with a question of her own, earning herself a chuckle from the XO.

"No, but you're going to want to listen either way." Dyad happily answered, before giving an abridged version of the report. "According to the report, the innie forces are amassing a large number of container modules together close to the primary habitat, probably so that they can assemble them into a single unit. They also seem to be dismounting some of the point defense guns off the nearby asteroid habitats and are moving them over, probably to mount them to the final assembly."

"They've taken their remaining armed transport into drydock, probably to disarm it to haul freight. The two Mako corvettes have also returned and are holding position near to the cargo modules, probably to defend against any missile attacks against the cargo modules. They've also launched all of their fighters and missile boats to supplement their defenses, though with the majority of their fleet in dock they are certainly not ready for an attack." Dyad continued as your AI began to give a rough illustration of what the rebel base was starting to look like. The majority of the rebel fleet -three frigates and the lone armed freighter- was docked in the four supporting drydock asteroids. The lone Hillsborough class destroyer sat close to the primary habitat, with swarms of fighters and missile boats darting around it. On the opposite side sat the improvised working area, where the rebels had amassed their cargo modules and whatever point defense guns they could spare. A pair of Mako corvettes sat in the void nearby, their limited missile batteries and CIWS guns providing cover in case you decided to attack.

So all in all, the rebels had three warships and a host of improvised attack craft on defense, plus whatever missile batteries the rebels had to go with it. They could put up a mean anti-fighter and anti-missile defense, but you still had some options.

>Can you take them? With half of their fleet in dock, your chances are much better than before.
>What other options do you have? You ran from that fleet for a reason, you don't want to take your chances.
>Other (write-in)
>>
>>3901007

>Can you take them? With half of their fleet in dock, your chances are much better than before.
>>
>>3901007
>Can you take them? With half of their fleet in dock, your chances are much better than before.
What's our ammo supply like now? Don't want to run out of missiles before our reinforcements arrive.
>>
>>3901007
>>Can you take them? With half of their fleet in dock, your chances are much better than before.
Hit and run tactics would be good here. Get in close once they amass enough supplies around the working area, then lob a MAC round at it and a few missiles and jump back out.
>>
File: paris profile.jpg (127 KB, 1920x1080)
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"Can we take them?" You asked your advising AI and XO. While you wanted to take the opportunity, you couldn't just make the decision on your own.

"On paper, it's fairly even. The Hillsborough is the biggest issue, they have a working MAC cannon and can engage us at least as well as we can engage them. They don't have similar missile capabilities to us, what with being stuck with the Ares missile suite. Their sensor suite is going to be worse than ours, but it's good enough for gunlaying. The Makos will be annoying but one or two missiles or a single MAC round will kill them. If we can get the jump on them then we can probably come out on top." Dyad explained, your XO apparently ranking your chances quite highly.

"That assumes that the rebels don't spot us coming. Drive emissions are easy to spot when there is nothing else in the system. Getting close will be an issue as if they detect us too far out they will launch the rest of their fleet." Diana pointed out, the AI taking a far more realistic approach to the situation. But you could see her logic, if you were spotted too soon then your advantage would disappear in a flash.

"Any idea how we can get as close as possible without being detected?" You asked

"I'll have to run some simulations based on what we already know, but we may be able to slingshot around Hoover in order to get on course with the minimal chance of getting detected. From there we would have to try and get into Howler's debris trail and use that to mask our approach." Diana suggested, your AI obviously preferring to take a far more cautious approach. Her plan being to go in slowly and trying to maximize your chances of getting close.

"Alternatively, it would take them a while to recover their repair crews, decompress their docks, and launch the rest of their fleet. If we go in fast, hit them hard and jump out when things get too hot, then we can cause a lot of damage before things get too hot." Dyad suggested the complete opposite with a bloodthirsty smile. Your XO wanting nothing more than to hit the rebels as hard as possible.

"Lieutenant commander, the most logical course of action-" Diana began, only to be interupted.

"Shut up and listen for a few seconds." Dyad snapped. "Our biggest advantages are our speed and firepower, if we go slow, we become an easy kill. It's not logical, but it's what we do best."

"Rushing in guns blazing is a great way to get us killed." Diana calmly replied, the AI showing a complete lack of emotion in stark contrast to your XO. "While we may have closer to equal odds, we cannot risk ourselves by being aggressive."

>Go slow and steady! Diana is right, playing aggressive is only going to get you killed.
>Hit them hard and fast! Dyad is right, you ship is built for hit-and-run attacks. You'd be stupid not to make use of that.
>Ask about your weapons load, how much ordinance do you have left?
>Other (write-in)
>>
>>3901090
>>Ask about your weapons load, how much ordinance do you have left?
>>
>>3901090
>>Ask about your weapons load, how much ordinance do you have left?
I"m thinking fast and hard. We can force a kill by lining up with the work area and another ship, and using our MAC, then jump out. Assuming, that is, we have the munitions for it.
>>
>>3901090
>Ask about your weapons load, how much ordinance do you have left?
>>
"Weapons, what's our weapons load looking like?" You asked while you could make a choice right now, you'd prefer to know what your options were right now.

"We have twenty-one standard MAC rounds and six lightweight shredder rounds. We still have our three nukes, nothing expended there. We've expended ten Archer missile pods, but we have another forty remaining for a total of nine hundred and sixty missiles remaining. We've fired off five pods of Streak anti-fighter missiles, but we have fifty-five pods remaining. So we have no issues there either." Your weapons officer briefed you while sending you a copy of your weapons manifest.

>Go slow and steady! Diana is right, playing aggressive is only going to get you killed.
>Hit them hard and fast! Dyad is right, you ship is built for hit-and-run attacks. You'd be stupid not to make use of that.
>Other (write-in)
>>
>>3901175
>Hit them hard and fast! Dyad is right, you ship is built for hit-and-run attacks. You'd be stupid not to make use of that.
>>
>>3901175
>>Hit them hard and fast! Dyad is right, you ship is built for hit-and-run attacks. You'd be stupid not to make use of that.
>>
>>3901175
>>Hit them hard and fast! Dyad is right, you ship is built for hit-and-run attacks. You'd be stupid not to make use of that.
>>
"Alright, we'll hit them hard and fast." You decided, before giving specific orders to each of your subordinates. "Nav, plot us a high-energy approach to the rebel base while still having enough power left over to use the MAC gun and keep the slipspace drive charged. Weapons, get the MAC gun charged and bring all of our weapons online. Dyad, bring us up to general quarters."

"Commander I must protest. This course of action needlessly puts the vessel, it's crew and the subprowler at risk." Diana protested, the AI obviously not liking the idea of throwing your vessel at the rebels and hoping that you would be able to beat them.

"The subprowler will be fine, the crew is trained on how to look after their vessel and safely await pickup. If anyone is most likely to survive this going badly, it's going to be them." Your intelligence officer stated, assuaging the AI's worries about them dying.

"The point still stands, putting the vessel at risk for little reason is not worth it." Your AI continued to insist.

>"We have to do something Diana, we can't let this cell escape."
>"Do you think that our fleet will arrive in time to stop them? Because that's the only other option."
>Other (write-in)
>>
>>3901258
>>"Do you think that our fleet will arrive in time to stop them? Because that's the only other option."
>>
>>3901258
>"Do you think that our fleet will arrive in time to stop them? Because that's the only other option."
>>
>>3901258
>>"Do you think that our fleet will arrive in time to stop them? Because that's the only other option."
>>
File: frigate, sweet home.png (1.46 MB, 1920x1080)
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"Do you think that our fleet will arrive in time to stop them? Because that's the only other option." You asked the AI. If the fleet didn't get here in time then you'd be the only one able to stop the rebels from fleeing. And with you having no idea when the rebels would leave, this was probably one of your only chances to stop the rebels before they could leave.

"Hiding out and gathering intelligence is far better than wasting the lives of the crew on a glory run." The AI didn't answer your question, instead arguing that you didn't have to fight the rebels now.

"Except that we're not here to gather intel. We're here to destroy them before they can evacuate and go to ground." You pointed out as the ship began to turn towards the gas giant of Hoover, your navigation officer obviously planning to perform a slingshot around the planet in order to get a lot of speed with the minimal amount of power expended. You reinterating to the AI that the moment the rebels were gone, they would likely be gone for good.

"Commander, I need you to approve arming the Shiva nukes." Your weapons officer interupted the argument between you and the computer program.

"Alright, approving." You confirmed to the weapons officer, placing your hand on the touch-screen tablet attached to your seat. A few seconds later and your hand-print approved the arming of the nuclear weapons.

"This is still a bad idea sir." Diana stated, the AI accepting that there wasn't much she could do to ward you off this course of action.

"It's the only option we have. We're not a prowler, so we can't sneak up on them." You pointed out. You didn't like the idea that you had to do this, but the more time you wasted, the more time they had to get the rest of their fleet out to face you.

Things progressed rapidly from there. The slingshot manouver took only around an hour, the engines rumbling all the while as the Dawn built up enough speed to effectivly coast towards the insurectionist base. Thus allowing enough power to keep the slipspace drive and MAC gun charged.

"How should we approach this sir? They might not have detected us yet due to the electromagnetic interference caused by Howler's trail. We can choose to run silent until they detect us, or we can start getting a targeting solution on one of their ships. Alternatively, Diana can start jamming them in order to reduce the effectiveness of their targeting systems." Dyad asked, your XO giving you the options you had avalible.

>Run silent! The closer you can get before being detected, the better.
>Get a targeting solution! With MAC guns, the first kill always goes to the first one to shoot.
>Jam their sensors! They can't shoot you of fire missiles if you jam their sensors.
>Other (write-in)
>>
>>3901390
>>Get a targeting solution! With MAC guns, the first kill always goes to the first one to shoot.
All we gotta do is whittle them down one by one. Shoot and scoot.
>>
>>3901390
>>Jam their sensors! They can't shoot you or fire missiles if you jam their sensors.
>>
>>3901390
>Get a targeting solution! With MAC guns, the first kill always goes to the first one to shoot.
>>
>>3901390
>Get a targeting solution! With MAC guns, the first kill always goes to the first one to shoot.
>>
>>3901390
>>Jam their sensors! They can't shoot you of fire missiles if you jam their sensors.
We have an electronic warfare ai for a reason.
>>
"Weapons, get us prepped for a firing solution." You ordered your weapons officer, directing your orders right to him rather than going through your XO.

"What do you want me to target?" Your weapons officer asked.

Expending a MAC round on the containers was such a bad idea that you didn't even consider it. At best you'd damage maybe one or two of the containers, and then have to wait while your gun cycled. It would take way too long, and you'd just be wasting rounds. Limiting yourself from that, you had a choice between the rebel destroyer itself, one of the drydock asteroids, and one of the two corvettes.

>Hit the destroyer! Once it's down things get a lot easier.
>Hit a drydock! If you can blow the atmosphere out of one of them, you'll kill a bunch of the innie bastards.
>Hit one of the Makos! Even a single hit will tear them apart.
>Other (write-in)
>>
>>3901495

>Hit the destroyer! Once it's down things get a lot easier.
>>
>>3901495
>>Hit the destroyer! Once it's down things get a lot easier.
>>
File: paris class mac.jpg (134 KB, 1916x805)
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"Target the destroyer, this will be a cake walk once it's down." You ordered, the only thing in the rebel fleet that could match you at range was that destroyer, and if you managed to hit it first before it could hit you, then the rebel fleet would be far easier to kill.

"Understood, MAC gun charging." Your weapons officer stated as you began to feel that electric itch in the back of your teeth. And you weren't the only person to notice it either, as alarms began to sound across the bridge.

"Warning, enemy sensor systems have detected us. Hostile destroyer is attempting to take cover behind one of the asteroids." Diana reported, the AI being able to provide infomation far faster than your mortal crewmen.

"Not fast enough though, MAC firing!" Your weapons officer called out as he hit the button to fire the massive coilgun.

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

>>3901565
pew pew
>>
Rolled 9 + 1 (1d20 + 1)

>>3901565
>a 1 right off the bat
Hoo boy...
>>
Rolled 7 + 1 (1d20 + 1)

>>3901565
uh-oh
>>
Rolled 13 (1d20)

>>3901565
>>
The high-pitched buzzing sound of the MAC gun's coils all charching in sucsession reached a new high as the weapons officer fired the weapon, before all shutting off one-after the other in under a second as it accelerated the MAC round to a deadly velocity. However just as the gun fired, the rebel destroyer fired it's emergency boosters, the set of practically explosive manouvering thrusters kicked the vessel dosens of meters to port just in time to evade the MAC round. The sudden evasion gave your weapons ovvicer no time to re-lay the gun, and put the enemy destroyer right behind the asteroid it was intending to use as cover.

"Damn it! Enemy vessel is still up!" Your weapons officer called out as another crater was added to Howler, though given it's current state, you didn't think it would make much difference.

However in that short amount of time, the rebels fired their return volley. Dyad called out the launches as they happened. "Vampire, vampire! Multiple missile launches detected, tally twenty Ares missiles and twenty Archer missiles incoming!"

>Take evasive action! (roll 1d20)
>Fire again! You can defeat those missiles fairly easily. (Shiva nukes and Archer missiles only)
>>
Rolled 6 (1d20)

>>3901639
>Take evasive action! (roll 1d20)
>>
Rolled 1 (1d20)

>>3901639
>Take evasive action! (roll 1d20)
>>
Why do the dice hate us so?
>>
Rolled 10 (1d20)

>>3901639
Don't worry everyone, I got this
>>
Rolled 16 (1d20)

>>3901639
>Fire again! You can defeat those missiles fairly easily. (Shiva nukes and Archer missiles only)
>>
Gonna call tonight's run here guys. Sorry for the short notice but some stuff has come up. If you have any questions the feel free to ask them, and I'll see you all tomorrow.
>>
>>3901707
No worries, thanks for tonight's run Thunderhead. Any way we can improve our rolls more predominately? Combat is really kicking us in the teeth.
>>
>>3901715
Ship upgrades and skill abilities (which I need to figure out how to properly integrate) will be your best bet. A lot of upgrades for combating conventional weapons (missiles, fighters, etc) are going to be easy to get, but are only really effective against rebel ships and covenant fighters. Though you can get more experimental upgrades by gaining reputation with factions in the UNSC. As you're already in pretty deep with ONI, they may be your best bet, if you can stomach working with them. Skill abilities are going to be effective all around, but I need to figure out a way to properly integrate them. I remember that an anon created a pastebin with the skills you currently know in them, but I'll have to make a new one and better phrase the skills and add keywords to them in order to make them easier to understand.
>>
>>3901807
I actually kinda like working with ONI gives us more chances to fight the rebels which we actually stand a chance against unlike the covenant
>>
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From the moment the countermeasures were deployed, you knew that this attack would be far harder to deal with than you had hoped. When you had first faced rebel forces in the system, defeating their Ares missiles had been fairly easy after firing off your countermeasures. However, none of the missiles were seduced by your countermeasures this time. So they had obviously refitted the guidance suite from the Archer missile onto their Ares missiles, along with the hive-mind system that was used by swarms of Archer missiles. This was a major issue, as it meant that only heavy jamming and destroying individual missiles would work.

Your weapons officer wasted no time in firing off a volley of Streak interceptor missiles, but once again the lethal intelligence of the grouped missiles. The volley of missiles broke apart and began to snake and slalom to make themselves much harder to hit. The normally unmanouverable Ares missiles made up for their lack of agility by dumping countermeasures and penetration aids. Each Ares dropping four submunitions that produced the same signal as the original missile, it was a smart modification, and you'd have to look into making a similar system for your own use if you managed to survive this.

The first volley of Streak missiles were suitably flummoxed by this, with dozens of the lighter interceptors going after one of the decoys rather than the rebel missile that deployed it. Your next volley of interceptors accounted for this by updating their targeting information, categorizing the decoys for what they were. But instead the rebel volley simply cut their engines and let the decoys fly out in front of them to catch the interceptors before they hit the actual missiles, this took out some of the Streaks and forces others off course, but enough managed to get through that the rebel missiles suffered catastrophic losses. Three-quarters of the missiles were destroyed, but you were still looking down the barrel of getting hit ten missiles, more than enough to get past your guns and cripple your ship, if not destroy it.

If you didn't do something drastic, you'd be on the receiving end of those missiles. And your ship wasn't built to take that kind of punishment.

>Use skill [EXPLOSIVE SIDESTEP] (roll 1d20 to evade, but risk killing crew members)
>Trust your point-defenses! You have enough guns to take out those missiles. (roll 1d20-3)
>>
Rolled 19 - 3 (1d20 - 3)

>>3902669
>>
>>3902669
>Trust your point-defenses! You have enough guns to take out those missiles. (roll 1d20-3)
>>
>>3902669
>>
>>3902669
>>Trust your point-defenses! You have enough guns to take out those missiles. (roll 1d20-3)
>>
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Rolled 3 - 3 (1d20 - 3)

>>3902669
>Trust your point-defenses! You have enough guns to take out those missiles. (roll 1d20-3)
Also here's a reminder for people on how to do negative mods.
>>
>>3902853
That's what I get for being nice.
>>
Rolled 14 + 3 (1d20 + 3)

>>3902669
>Trust your point-defenses! You have enough guns to take out those missiles. (roll 1d20-3)
>>
>>3902853
Honestly with some of the rolls we don't even need negative modifiers
>>
Sorry for the lack of updates guys, my internet got cut off over a missed bill and I had to argue with my provider until they got their asses together.

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

If you had blinked, you would have missed what happened next, as the rebel barrage was finally wiped out in just a few seconds.

First, the bow of the Dawn dropped away from the rebel attack, giving all of your dorsal point defense guns a good shot at the incoming missiles. The 50mm magnetically-accelerated autocannons were already spun up and firing before the missiles entered their effective range, this opening spray of fire had not been done to get more lead towards the missiles, far from it. It had served to trick the targeting systems of the incoming missiles into grouping up, attempting to dodge where they thought the guns would be firing.

However the four turrets had been firing to pen the missiles in, and when they were suitably penned in, the turrets concentrated their fire on the incoming missiles. Seven missiles -three Ares missiles and a four Archer missiles- were destroyed in the barrage. However three of them escaped, and although their group processing had been massively curtailed by the loss of so many units in rapid succession, they were still deadly little shits, and two of them sacrificed themselves to guarantee as great of an impact chance to the last remaining missile.

The final missile was only a few hundred meters when it took a 50mm round. The fused round didn't even have time to arm itself, instead just punching straight through the missile and shattering it into thousands of fragments. To a civilian ship that still would have been an issue, given the sheer speed of the debris, but with over a meter and a half of metal separating the internals of your ship from the void, you had nothing to worry about.

"All vampires destroyed, commander we are clear to continue." Your weapons officer called out, a tone of relief in his voice that you were sure that all of the bridge crew shared. Hell, you certainly shared it.


>Wait for that destroyer to pop out! It's the biggest threat out there. (Gain bonus to-hit chance on the rebel destroyer)
>Keep moving forward! You can't wait for that destroyer to poke it's head out.
>Fire off your Archers! If the rebels want to play the missile hurling game then so be it.
>Other (write-in)
>>
>>3906177
>>Fire off your Archers! If the rebels want to play the missile hurling game then so be it.
>>
>>3906177
>>Fire off your Archers! If the rebels want to play the missile hurling game then so be it.
No worries. ISPs are awful.
>>
>>3906177
>>Fire off your Archers! If the rebels want to play the missile hurling game then so be it.
>>
>>3906177
>Wait for that destroyer to pop out! It's the biggest threat out there. (Gain bonus to-hit chance on the rebel destroyer)
>>
>>3906177
>>Fire off your Archers! If the rebels want to play the missile hurling game then so be it.
>>
"Weapons, what targets do we have for our archers?" You asked, if the rebels wanted to fire missiles at you then fine, you could give far more than they could.

"We're fairly limited sir, the Mako corvettes and the rebel cargo units are going to be the easiest targets to hit. Though the Makos are holding position close to the cargo containers, and both are covered by point defense guns and missiles. It's gonna be hard to get missiles through unless we fire a large volley. The Hillsborough is also an option but we don't have a line of sight, so we can't pre-designate a target." Your weapons officer explained your options. While the cargo containers were the biggest threat, you had to clear out some of the defenses around them before they were easier to kill. Of course, the best way to do that would be to kill the Mako corvettes, they had been built to intercept missiles after all, and it was about the only role they excelled at aside from being somewhat easy to acquire pirate ships. The Hillsborough was a far more deadly threat than them, however, and the sooner it -and it's MAC gun- was taken out of the fight, the better.

"What about the support asteroids? Can we bombard them?" Dyad asked, you XO focussing her attention on the rest of the rebel fleet in hiding.

"Sure, but it's a wasteful enough tactic that I didn't bother bringing it up." The weapons officer explained, his tone telling you how little he thought of that idea.

"Diana, think you can assist with counter electronic warfare?" You asked, while electronic warfare was your AI's specialty, there was a massive difference between jamming the sensors on a ship, and helping dozens of individual missiles fly in the face of multiple independent jamming sources.

"Of course, but I can only provide support to one volley at a time." Your AI assured you, a calmness in her voice telling you how sure she felt in her abilities.

>Target the cargo containers! That will hamstring the rebel retreat far more than the loss of a few ships. (roll 1d20-2)
>Target the Mako corvettes! If you can thin out the defenses around the containers, you can leave hitting them up to your longswords. (roll 1d20-2)
>Target the destroyer! Once that thing is down the rest of the battle will be a cakewalk. (roll 1d20-2)
>Fire at everything! The more damage you can inflict the better! (roll 3d20-4)
>Other (write-in)
>>
Rolled 8, 17, 9 - 4 = 30 (3d20 - 4)

>>3906285
>>Fire at everything! The more damage you can inflict the better! (roll 3d20-4)
>>
>>3906285
>>Target the Mako corvettes! If you can thin out the defenses around the containers, you can leave hitting them up to your longswords. (roll 1d20-2)
>>
Rolled 13 - 2 (1d20 - 2)

>>3906285
>>Target the Mako corvettes! If you can thin out the defenses around the containers, you can leave hitting them up to your longswords. (roll 1d20-2)
>>
Rolled 20 - 2 (1d20 - 2)

>>3906285
>Target the Mako corvettes! If you can thin out the defenses around the containers, you can leave hitting them up to your longswords. (roll 1d20-2)
>>
Rolled 19 - 2 (1d20 - 2)

>>3906285
>>Target the Mako corvettes! If you can thin out the defenses around the containers, you can leave hitting them up to your longswords. (roll 1d20-2)
>>
Rolled 11 - 2 (1d20 - 2)

>>3906285

>Target the cargo containers! That will hamstring the rebel retreat far more than the loss of a few ships. (roll 1d20-2)
>>
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"Weapons, target the enemy corvettes, we need to blow a hole open to hit those containers." You ordered. Your only reason for attacking the rebel base had been to hamstring their escape, and the more containers you could destroy the less they would be able to escape with. However, the only way for you to easily destroy them would be if you took out the vessels defending it. And the crux of that defense was the Mako corvettes.

"Understood, firing archer pods." Your weapons officer announced, before firing off a volley of around a hundred and twenty missiles. Five pods worth of Archers. You might have objected to expending three-times the number of missiles the rebels had fired at you, but given the defenses the rebels had you didn't care.

What happened next was almost the same as your response to the rebel missile attack. A volley of Streak interceptor missiles was fired by the rebel support asteroids, the corvettes themselves, and even a few loose missiles that you were unsure if they came from their destroyer or some of their converted gunboats. Either way, the volley was not enough to account for all of the missiles you fired, and when the two hordes of missiles connected, the results were less than impressive. You didn't know if the failure could be credited to your AI's interference or the coldly calculated intelligence of so many missiles acting in unison. Either way, you only lost a third of your missiles, with a number more only suffering damage that didn't impair their ability to fly towards a target. Your missiles lacked penetration aids but instead made their own by forcing the damaged missiles to the front of the formation to soak up any more defensive fire. And soak it up they did, as more volleys of interceptor missiles mostly destroyed the already damaged missiles. By the time the enemy switched to their point defense guns, only around forty-percent of your missiles had been destroyed, with another twenty-percent damaged. When the volley got closer to the asteroids, however, your fortunes began to change, as while the rebels either lacked or were not willing to part with a large number of Streak missiles, they had more than enough ammo for their point-defense guns and had no qualms about firing off large numbers of decoys. Soon you were losing missiles by the second, but they had built up too much speed to be wiped out. Still, almost all of your remaining missiles had been destroyed, but in spite of it all, just over a dozen missiles found their mark.

>CONT
>>
>>3906433

The first corvette to be destroyed had held its position, the vessel sat nose-on to the incoming missiles, it's flank-mounted guns firing forwards. The first missile to hit had probably lost its warhead, instead dedicating itself to smashing off a gun turret with kinetic force alone. The missile blew off the port-side breakwater PDC, this loss of firepower opened the door the next trio of missiles, which wasted no time in exploiting the chance and killing the enemy corvette, blowing a series of massive holes in its bow, mid-section and finally the engine room. The vessel was torn apart from the force of the hit, through another pair of missiles hitting it didn't help it stay together.

The captain of the other corvette had been smarter and tried to run for safety behind the primary asteroid habitat, turning his aft towards the incoming missiles and attempting to run. His lack of bravery earned his ship a pair of missiles straight to the engines, the force of the impact blew the ship's broadside to face the rest of the remaining Archers, which had not been programmed with mercy. Four missiles blew his ship apart and sent the reactor -which had already been spooled up to burn the engines at maximum output- critical, turning whatever remained into little more than a fireworks show.

Of course, you didn't have much time to pay attention to the missiles as they made their final run on the rebel corvettes, as your attention was called by your AI. "Captain, I am detecting a large power surge from behind one of the rebel support asteroids, the enemy destroyer is charging it's MAC gun to fire!"

>Line up a shot, you want to hit that destroyer the moment it pops out! (roll 1d20)
>Take evasive action! You can't play moa with MAC guns for christ's sake. (roll 1d20+1)
>Other (write in)
>>
Rolled 18 (1d20)

>>3906435
>>Line up a shot, you want to hit that destroyer the moment it pops out! (roll 1d20)
Make my day.
>>
Rolled 8 (1d20)

>>3906435

>Line up a shot, you want to hit that destroyer the moment it pops out! (roll 1d20)

yeet
>>
Rolled 14 + 1 (1d20 + 1)

>>3906435
>Take evasive action! You can't play moa with MAC guns for christ's sake. (roll 1d20+1)
>>
Rolled 19 (1d20)

>>3906435
>Line up a shot, you want to hit that destroyer the moment it pops out! (roll 1d20)
>>
>>3906435
>Line up a shot, you want to hit that destroyer the moment it pops out! (roll 1d20)
>>
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"Weapons, line up a shot of our own, I want that bastard sent to hell the moment he pops out." You ordered. You couldn't risk letting the rebel destroyer get a free shot on you, and having time to retreat back into cover before you could hit it. Unlike the Covenant, you didn't have self-guiding munitions that had the power to burn straight through that asteroid and hit the destroyer on the other side without badly irradiating the nearby space.

"Understood sir, charging the gun." Your weapons officer confirmed his order, before asking your AI for help. "Diana, can I get targeting data bassed off those energy readings?"

"Of course. Commander, might I recommend ordering the crew to brace for impact?" Diana replied to the lieutenant's question, before giving her recommendation to you. You didn't have time to respond before the collision alert alarms came on. You looked to your right in time to see your XO sliding her tablet into the pouch on the back of her service belt before taking a solid hold on the nearby safety rails.

With a colossal crash, your MAC gun fired, seemingly at nothing, but your weapons officer had played his cards correctly. The insurrectionist heavyweight had barely shown it's extreme flank when your gun fired. And in the few seconds, it took for the rebel ship to pop out for a shot, your round screamed straight towards it, a calculated shot that would hit dead-center of the vessel.

However, in the time it took for your round to travel the distance between your ship and the rebel destroyer, the rebel destroyer fired its MAC gun. Perhaps the rebels noticed your sudden energy buildup and correctly guessed that it was you getting ready to shoot them right back. Perhaps they didn't know and were instead going to shoot anyways. It didn't matter, all that mattered was that you had only seconds to acknowledge that they had fired at you and that your engines simply didn't have the thrust to get you out of this one.

>Use skill [EXPLOSIVE SIDESTEP] (roll 1d20 to evade, but risk killing crew members)
>Close your eyes, you don't want to see this one connect. (roll 1d7)
>>
>>3906491
>>Use skill [EXPLOSIVE SIDESTEP] (roll 1d20 to evade, but risk killing crew members)
>>
>>3906491
>Use skill [EXPLOSIVE SIDESTEP] (roll 1d20 to evade, but risk killing crew members)
>>
Rolled 1 (1d20)

>>3906491
>Use skill [EXPLOSIVE SIDESTEP] (roll 1d20 to evade, but risk killing crew members)

DEAD EITHER WAY, SO FUCKING KILL THE LESS AMOUNT OF LADS.
>>
>>3906500
OH GOD I KILLED EVERYBODY.
>>
Rolled 2 (1d20)

>>3906491
>Use skill [EXPLOSIVE SIDESTEP] (roll 1d20 to evade, but risk killing crew members)
>>3906502
AAAAHHHHHHH
>>
Rolled 11 (1d20)

>>3906494
>>3906500
>>3906512
give me a 20 to cancel these rolls
>>
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to all the recklessfags
>>
>>3906519
>Playing it safe
Big rolls big... death tolls? This quest has a history of almost fucking us over at every turn anyways, might as well take as much with us as we can.
>>
>>3906525
Not the quests fault people keep rolling 1 lmao
>>
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>nat fucking 1
>2
>11, which is invalidated by the 1

And with THAT I'm gonna call it for tonight's run. Sorry for the late start and lack of runs, my ISP cut off my internet over not getting a bill, and I had to wait until today to get to the bank to get proof that I had in fact paid them. So fuck those guys. If you have any questions the feel free to ask them, and I'll see you all tomorrow.
>>
>>3906541
>If you have any questions the feel free to ask them, and I'll see you all tomorrow.
How fucked are we? And also, if we get shit stomped will you continue with a new character or call it quits?
>>
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>>3906546
>How fucked are we?
As a rule getting hit ANYWHERE with a MAC round is going to put you in drydock, maybe even force you into a new ship altogether. Though WHERE you get hit has a major impact on how bad it is. Take a round to the ventral hanger and your basically fine on behalf of the dice gods saving you. Take a round to the bridge (yes, thats an option) and it's an insta kill.
>And also, if we get shit stomped will you continue with a new character or call it quits?
We'll continue with a new series/season. Same name and idea, but a different character. Though I'll probably run another quest in between just so that I don't get burned out running the same quest.
>>
>>3906574
>Take a round to the bridge (yes, thats an option) and it's an insta kill.
Well let's hope that's not the case. I"m rather fond of our bridge crew.
>Though I'll probably run another quest in between
Let's hope it's not the case but cool either way. Anything in particular?
>>
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>>3906585
>Anything in particular?
Either a restart of Where Wolves Fear To Tread (Wolfenstien-style WW2) or Pilot Quest. Both are old quests of mine that I made when I was fairly new, I made a few major mistakes with them that you can only really fix with a restart. Though given the fact that I'm going to be back in work fairly soon questing is going to be a hard thing to keep doing.
>>
>>3906599
Can't say I've read them but I understand the need for a restart.
>questing is going to be a hard thing to keep doing.
Just don't force yourself into it. Found out the hard way that's a surefire way to kill any fun in QMing. Anyways, thanks for tonight's run Thunderhead.
>>
>>3906599
>old quests of mine that I made when I was fairly new, I made a few major mistakes with them
Could you elaborate on this? I was in Pilot Quest and haven't noticed much difference from this one. That is, both quests are well-done and fun.
>>
You don't have time to speak the order to fire the emergency boosters. However, in situations like this, you had an alternative method to get orders straight to your AI. The neural implant -a standard piece of kit on all UNSC and FLEETCOM servicemen- embedded in the base of your skull screamed your intent to Diana, the ship's AI could read into your implant and pick up on surface-level thoughts. You knew that she picked up on it as there was an unfamiliar presence in the back of your skull, the telltale sign that something was accessing your implant.

But the order was given too late. It takes around a second or two for the chemicals to mix and combust, and the incoming MAC round will have punched through you by then. You realized this with surprising calmness, a clarity given by powerlessness at the current situation.

You close your eyes...

>roll 1d7
>>
Rolled 2 (1d7)

>>3907123
>>
Rolled 7 (1d7)

>>3907123
>>
>>3907141
K guys don't roll
>>
Need 1 more roll
>>
Rolled 6 (1d7)

>>3907123
Oh shit
>>
>>3907181
Did I do good?
>>
>>3907185
Good job, buddy. You didn't get a 1.
>>
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Sorry for not updating sooner, someone decided to do some shooting nearby and my dog freaked out. It's fairly hard to type when a scared dog is crawling over you and your laptop.

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

You've never been shot at by a MAC gun before. There wasn't much training dedicated to it. Sure, there were a lot of simulations where your "ship" was hit by everything from fighter grade fuel-rod cannons all the way up to energy projectors. But there was nothing aside from a few lessons spaced out over multiple different courses. And generally, it all boiled down to "cry for help and patch up as many holes as possible" and little more. The war with the Covenant ensured that all of the training was focussed on that, and as such, learning about how to react when hit by conventional weapons. The impact slammed you in your seat, you were only saved from being knocked onto the deck by your safety harness. Most of the other bridge crews were saved the same way, but your XO was one of the few who lost her footing and was sent to the floor, hitting her head on the way down. You could hear a colossal crash from far below you, followed by a series of additional thuds as the explosive boosters fired off. There was a muted screech for a seconds before nothing else. Well, noting aside from the pained groans from the injured members of the bridge crew.

"Damage report! Get me a damn damage report!" You yelled as you hit your harness release, getting out of your seat in order to check on your injured XO. Dyad was sprawled on the deck but was making some attempt to get up, you positioned her to rest against one of the banisters while you checked her out.

"We've got damage across multiple sections of the ship! The MAC round entered at deck nineteen and ripped the lower decks off the ventral prong. We've suffered damage to some of our MAC gun capacitors, but we can still fire. Spalling damages has punctured as far up as deck seventeen in some sections, and we have structural tears in multiple areas. Those areas are being shut off. Spalling damage has damaged the secondary venting systems for the reactor core. We've lost the entire ventral hanger, it got shorn clean off. We've lost our secondary heat radiators and a bunch of Streak launchers along with it. Hull integrity in the lower hull is massively down, and we've got superstructure damage. No idea on casualties, but it's going to be severe" Your damage control officer called out the damage readout that his station was being fed by sensors all across the ship. As you were told this, you checked your XO's responses, looking for the signs of a severe concussion or any brain damage. Thankfully, her responses were fine, but she had taken a fairly bad knock. Your biggest concern was the gash on her head, just above her left eye which was bleeding fairly severely.

>CONT
>>
>>3907453

"Can we fight?" You asked as you opened one of the small first aid containers built into the side of your seat, retrieving some bandages to cover the gash on Dyad's head.

"We can fight, though we're going to have to limit the reactor and thruster output to fifty-percent nominal and seventy-percent emergency burn. Obviously, that will have an impact on MAC gun charging." The damage control officer informed you as you began to wrap up your XO's wound. Further back in the room, you could hear the pained moaning of one of the marine guards who had taken a far worse tumble.

>Get back to your post! You're still in a battle here.
>Tend to your XO! You can't just leave her without care.
>Other (write-in)
>>
>>3907457
>>Get back to your post! You're still in a battle here.
>Someone get Dyad some medical care.
>>
>>3907457
>>Get back to your post! You're still in a battle here.
>Someone get Dyad some medical care.
>>
>>3907457
>Get back to your post! You're still in a battle here
>Someone get Dyad some medical care.
Bad but way better than expected.
>>
>>3907457
>Get back to your post! You're still in a battle here.
>Someone get Dyad some medical care.
>>
>>3907457
>>>Get back to your post! You're still in a battle here.
>>Someone get Dyad some medical care.
>>
"Alright, clear the bridge of all wounded, and I need someone to move Dyad with them." You called out your order, making sure to elevate your voice just a bit so that people could hear you over the various stations communicating with the other sections of the ship.

"I'sss aw'right sir. Im fine." Dyad tried yo protest as she attempted to get up, only for you to force her back down.

"No, you need proper medical attention before you're good to go back to work. Just rest for now, I can handle it from here" You assured your XO, you waited by her side for one of the lower-rating deckhands to help her up and away. Probably to take her over to a nearby triage location.

You sat back into your seat, taking a second to inspect the safety harness that had saved you from a mild concussion or worse. It seemed fine, but once this was all over you'd have someone give it an inspection just to make sure. Assuming of course that you managed to get out of this.

>Check up on the rest of the ship, casualty reports should be coming in by now.
>Check the rebel destroyer! How badly did you hit them?
>Prep for an immediate slipspace jump, you can't fight in this state.
>Other (write-in)
>>
>>3907526
>>Check the rebel destroyer! How badly did you hit them?
>>
>>3907526
>>Check the rebel destroyer! How badly did you hit them?
>>
>>3907526
>Check the rebel destroyer! How badly did you hit them?
>>
>>3907526
>Check up on the rest of the ship, casualty reports should be coming in by now.
Check on our own, first.
>>
>>3907526
>Check up on the rest of the ship, casualty reports should be coming in by now.
>>
>>3907526
>Check the rebel destroyer! How badly did you hit them?
>>
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"Diana, get me a picture of the rebel destroyer." You ordered. If that rebel ship had survived better than you then you'd hand in your damn comission.

Thankfully, it seemed as if your commission was safe. While your ship had suffered severe -but survivable- damage, the destroyer had suffered far worse damage. Your round -a shredder round purely to give the maximum chance of hitting something valuable- had entered under the forked bow and had broken apart upon passing through the first layer of armor. This had practically gutted most of the ship, with sections of armor plating having been ripped off from fragments of the MAC round had knocked them off from behind. The round had broken apart well before it reached the reactor core, but a lot of the fragments had remained in the hull and had caused massive internal damage. The reactor core plasma was being blasted through all available vents, and through a couple of holes in the hull caused by your damage. The force of the hit had knocked the vessel back as almost all of the force of the shot was transmitted into the enemy destroyer. Still, the constant burning of the vessel's maneuvering thrusters told you that it was still active, and while you were sure that you had crippled it, a crippled enemy was still an enemy. And after everything that had happened, you weren't in the mood to let that ship stay in anything approaching a fighting condition.

"Commander! There's a large group of enemy small craft approaching! Looks like a mix of fighters, missile boats, and probable SBIEDs." Your sensor officer called out, directing your attention to the horde of attack craft incoming. Dozens of small craft flew straight at your craft, apparently, the rebels thought that their sole MAC shot had messed you up badly enough that their fighters could finish the job.

"Aviation, how're our fighters?" You asked, while you had more than enough options on how to kill the rebel attack craft, you didn't want to waste missiles on a problem that your fighters could handle.

"Shaken, but they should be ready to go. Give them around a minute to get ready for launch." Your aviation control officer replied as his hands danced across his screen.

>Take down those fighters! You haven't come this far to be killed by something so primitive.
>Finish off that destroyer! You need to confirm the kill.
>Other (write-in)
>>
>>3907686
>>Finish off that destroyer! You need to confirm the kill.
>>
>>3907686
>>Finish off that destroyer! You need to confirm the kill.
point defense can do its job
>>
>>3907686
Question can't we use our PDF gun's and things like that to take out the incoming fighter screen, While our Archers are fired at the Destroyer?

If not

>Finish off that destroyer! You need to confirm the kill.
>>
>>3907686
>Finish off that destroyer! You need to confirm the kill.
>>
>>3907686
>Finish off that destroyer! You need to confirm the kill.
>>3907693
Agreed, seems like something our ship should be more than capable of handling. Especially with our own fighter support.
>>
>>3907686
>>3907693
this
>>
>>3907693
Of course! The option to combine actions and attack multiple targets at once is always an option as long as someone suggests it.
>>
"Weapons, get Streaks locked and fired on those attack craft. Bring the point-defense grid up tracking anything that leaks through. And get some Archers on that damn destroyer, I don't want it getting away." You ordered your weapons officer. Right now you didn't have the time to handle your threats one at a time. You couldn't let the destroyer run away and charge for another shot on you while you handled the fighters. You were asking a lot of him, but if he was worth his position he'd make it happen.

"On it sir. Diana, I need telemetry on the incoming fighters. Can you get me a track on them?" Your weapons officer answered, a hint of pain in his voice and the sluggishness of his left arm telling you that he was in pain. You couldn't identify the problem, but the fact that he was working in spite of it spoke volumes.

"Enemy fighters locked and tracked. Targeting data has been sent to your station." Your AI responded, happily providing the data. "I can handle the point-defense systems too. So please focus your attention on targeting the missiles."

"Thanks Diana. All targets locked, firing missiles!" Your weapons officer thanked your AI, before releasing a torrent of missiles at the incoming rebels, and the destroyer that had tried to kill you.

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

>>3907881
dice fucking please for once, work with us.
>>
Rolled 8, 16 - 2 = 22 (2d20 - 2)

>>3907881
>>
Rolled 11, 11 - 2 = 20 (2d20 - 2)

>>3907881
>>
>>3907892
2d20
>>
Rolled 13, 11 - 2 = 22 (2d20 - 2)

>>3907881
redoing this >>3907892 here comes i'm retarded

or just take the first one and add it.

>>3907906
Thanks lad, I'm dumb
>>
>>3907902
So we failed to get the destroyer but kept the strike craft off of us?
>>
>>3907983
pretty sure the destroyer will die unless it has the strike craft move to defend it, given how we gutted it.
>>
Rolled 3, 13 - 2 = 14 (2d20 - 2)

>>3907881
Please...Kill Everything.
>>
The first targets to face the horde of missiles disgorged by your ship was the group of enemy fighters. Unfortunately, the damage you had sustained from the MAC round had taken out a few of your remaining pods of Streak missiles. As such, the volley sent out was far smaller than you would have liked. But even then the results were not nearly as good as you had hoped. While dozens of craft were destroyed, too many missiles lost their track to enemy decoys or faulty targeting. Your battle damage must have been more severe than you had thought, or your Streaks had been passed over for a few quality control checks. Either way, while almost a third of the enemy craft -almost all of the SBIEDs and a good number of missile boats- were destroyed, many of the fighters and the purpose-built missile boats survived. You hoped that they would break themselves on your point-defense guns, but with how today was going you were not happy with your odds.

Your archers took heavy fire from the moment they passed the rebel fighters, dozens of Streak interceptor missiles were fired at them, and the rebel point-defense guns opened fire at maximum range to give their destroyer a chance to survive. But the rebels had rushed their shots, and while over three-quarters of the volley was taken down, a dozen archers made it through the defensive fire. And that was more than enough overkill, it only took a pair of them to polish off the destroyer. The first missile slammed into the upper-forward section of the ship, roughly where it's MAC gun was located. That hit alone would have been enough for you, but the second missile ensured that the ship wouldn't be coming back to haunt you. With a colossal flash, the last archer missile slammed into the destroyer's fuel tanks, spraying the vessel's life-blood into the void. Apparently, there was enough plasma still in the local space to touch-off the venting fuel, the ignition traced it's way back to the ship, touching off the rest of the destroyer's fuel. The resulting explosion blew the ship apart, leaving nothing to salvage, and nothing to survive. Though on the plus side, the explosion also stopped the remaining ten missiles from further desecrating the ship's corpse, so you supposed that there was a silver lining to that cloud.

"Enemy fighters are entering range of our point-defense guns. Engaging." Diana announced as the four gun turrets mounted on top of hangers began to spit hot lead at the incoming rebel attack craft.

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

>>3908047
>>
Rolled 10 - 2 (1d20 - 2)

>>3908047
rollan

>>3908052
SHIT
>>
Rolled 19 - 2 (1d20 - 2)

>>3908047
>>
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>>3908052
Congrats, you've killed us.
>>
>>3908060
I mean that's the 5th critfail this thread so what can I say besides RNG hates us
>>
Use nukes to repel the incoming shuttles?

They are gonna get close enough for a nuke to hit em all when they converge on us.
>>
Rolled 4 - 2 (1d20 - 2)

>>3908081

>>3908047
That'll probably be close enough to fuck us up too.
>>
>>3908081
Worth a shot, the EMP should also affect them
>>
Rolled 17 - 2 (1d20 - 2)

>>3908047
>>
All of your guns screamed into life, the 50mm coilguns covering both the upper hemisphere and lower hemisphere of your ship flung death towards the enemy fighters. However, the rebels were smart, and concentrated their forces in one hemisphere, halving the number of guns able to shoot at them. And things only got worse from there. Your guns had been firing for so long in this engagement that your ready ammo racks were running low, forcing your AI to fall into a predictable targeting pattern as she prioritised groups of fighters over individual craft.

And the targets only got harder to track as the missile boats loosed their deadly cargo. The shorter-range missiles were the size of standard Archer missiles, but these custom weapons swapped the range of an Archer for speed, yield, and penetration aids. Diana targeted them and swatted many out of the void. However, with the missiles in the void, your guns were simply overwhelmed with the number of highly agile targets.

And as one, the rebels stopped their dance around your ship, and as one they dived towards your wounded warship, missiles darting off hardpoints and sailing straight for you.

>roll 2d7
>>
Rolled 6, 6 = 12 (2d7)

>>3908121
>>
Rolled 3, 2 = 5 (2d7)

>>3908121
>>
Rolled 2, 1 = 3 (2d7)

>>3908121
>>
Rolled 5, 4 = 9 (2d7)

>>3908121
>>
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>>3908141
>another 1 (one)
>>
The rebel fighters dived on your ship from above, the fighters accelerating ahead while the gunboats fired their cannons. This attack was concentrated on a few select points of your ship, thankfully not your bridge. But as the damage reports came in, you realized that they had a far more nefarious plan in mind. The ignored your guns -which were clustered over your hangers- and instead dived for the rear of your ship, concentrating their fire on your engine room and drive units. While a single missile could only cause minimal damage to titanium-A battle plating. The all-or-nothing armor scheme that the Paris made use of left some structural pieces open to attack. One of these weaknesses was the structural ribs that connected your engine pods to the primary hull, as while the ribs were made of TR steel beams and surrounded by Vanadium steel. The resulting structural weak spot was what the rebels were hoping to exploit to pin you in place.

You heard a fire-cracker like popping as the rebel fighters targeted more than just the structural ribs that held your ship's engines on the main hull. They targeted the Archer and Streak missiles in their pods, blowing them apart before they could even be fired. The launchers had been reinforced into blowout sections so that if the missiles were blown up in their cells they wouldn't impact the structural integrity of the ship. But in seconds dozens of missiles -some of the last missiles you still had loaded- were destroyed.

"Primary fuel and power lines to the port and starboard drives are offline! Backups are holding steady. Structural ribs are down to eighty-percent strength!" Your damage control officer called out as the rebels finished their first run. The rebel craft diving away from your almost-expended dorsal guns and into the firing arcs of the dorsal turrets. Diana wasted no time in exacting revenge for their attack

>Launch your longswords! You can't let those fighters continue to get precision hits in on your hull. (roll 1d20)
>Blow up the rebel containers! The sooner they're gone, the sooner you can get the hell out of here. (roll 1d20+1)
>Prepare for an emergency slipspace jump! You're getting slaughtered out here. (roll 1d20-3)
>Other (write-in)
>>
Rolled 1 (1d20)

>>3908202
>Launch your longswords! You can't let those fighters continue to get precision hits in on your hull. (roll 1d20)
Fucking gnats!
>>
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>>3908207

>>3908166
Kill me, Pete
>>
Rolled 2 (1d20)

I've actually got a question about the game mechanics. Is it just a straight pass/fail DC or are there degrees of failure and success?
>>3908202
>Blow up the rebel containers! The sooner they're gone, the sooner you can get the hell out of here. (roll 1d20+1)
>>
Rolled 1 (1d20)

>>3908202
>Launch your longswords! You can't let those fighters continue to get precision hits in on your hull. (roll 1d20)
>>
Rolled 20 + 1 (1d20 + 1)

>>3908202
>>Blow up the rebel containers! The sooner they're gone, the sooner you can get the hell out of here. (roll 1d20+1)
>>
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>>3908215
>>3908214
>>3908207
>>
Rolled 8 + 3 (1d20 + 3)

>>3908202
>Prepare for an emergency slipspace jump! You're getting slaughtered out here. (roll 1d20-3)
And who didn't want to put the plasma cannon in the rear? Huh?

Drop a nuke or two at their asteroid or something a a big fuck you.
>>
So this is how our quest ends...
>>
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>>3908216
>late by only a few seconds
GOD DAMNIT
>>
>>3908219
I know nothing but regret....
>>
>>3908222
>>3908229
It's all just fever dream. We're about to wake up on Anchor 9 above Reach any minute now.
>>
options are tied two for two.

I'd switch, but then I'd be doing it for the 20, plus that option had no crit fails.
>>
>>3908232
This quest is so cursed...
>>
>>3908234
Truth. I find my stress from playing only adds to the immersion.
>>
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>"Ha! Ending the last run on failing to dodge a MAC gun blast will be a nice cliffhanger to stop off on. Though I'm happy that this isn't the norm."
>the players promptly get their shit tossed this run
>end on TWO nat ones
Dice gods, what the fuck? I'm gonna call it for tonight's run, both because I'm out of time for tonight and I'm worried that if we keep going without a break nuffle is going to ramp up the fucking. Sorry for the massive break in the middle of the run, my dog got scared by some nearby gunshots. Probably someone shooting cans, but either way he panicked. It's kind of ironic given the fact that he's a gun dog, but it's not fun. If you have any questions then feel free to ask them, I'll post some responses to earlier questions and I'll see you all tomorrow.
>>
>>3906845
>I was in Pilot Quest and haven't noticed much difference from this one.
It's not so much that my style has changed, it's more that there are a few glaring issues that I can see a lot of issues with, and not a lot of answers to. A few random issues with Pilot Quest being:
>1)
I added way too many characters. The standard squadron size of VF-21 at the time was 8 aircraft, all aircraft were F-14 tomcats which have 2 crew members apiece, so that's 16 characters in VF-21 ALONE. Add in a bunch of extra characters outside of VF-21 and you have a huge amount of character bloat. And as such a lot of them got neglected. So if I start it off again I'm gonna massively cull a large number of characters.
>2)
The setting was too convoluted. The idea of a world without nukes was fine, but I added so many deviations on top of that to justify characters or major world features that really shouldn't have been there in a 1980s-1990s world. Sure, some of the stuff could have stayed if I bumped the years forward to the end of the millennium, and I would probably do that. Either way, the world needs to be simplified and brought closer to reality.
>3)
The diceless system sucked. Just plain and simple it sucked. It resulted in me just giving away kills without the players working for it, and with the constant success, it just resulted in me writing the same shit over and over. And it just got so boring that I stopped for large periods of time TWICE. I know many QMs can pull off a fun and engaging story without dice, but I'm not one who can do it sustainably.

>>3908214
>I've actually got a question about the game mechanics. Is it just a straight pass/fail DC or are there degrees of failure and success?
It's a best-of-three system. There is a static DC on completing any action, and one successful role will trump a pair of unsuccessful rolls. However, crit-fails nullify a successful roll even if it's a crit-success.
>>
>>3908269
>It's a best-of-three system.
A lot of QM's trend towards this, keeps it simple and works well.
>There is a static DC on completing any action, and one successful role will trump a pair of unsuccessful rolls.
I personally prefer degrees of success but I can't see anything wrong with a static DC when combat involves having or not having your ship atomized by a tungsten slug the size of a house traveling a not-insignificant fraction of the speed of light.
>However, crit-fails nullify a successful roll even if it's a crit-success.
And I'm all the more salty for it. Let's hope the cavalry get's here sooner rather than later.
Thanks for the run, Thunderhead.
>>
>>3908269
I was with the werewolves quest, but not the piolet one. What did you feel like you screwed up with the first one?
>>
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>I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Greydown. I watched plasma torpedoes glitter in the dark near Jericho VII. All those moments will be lost in time, like tears in rain. Time to die.
>>
>>3908376
If you're referring to how I think I messed up pilot quest, then this post (>>3908269) has your answer.

If your referring to how I think I messed up Where Wolves Fear To Tread then the answer for that is very simple. I shoe-horned in a bunch of occult shit that turned the quest from a somewhat unique dieselpunk WW2 quest into a generic magic quest with a WW2 skin. There was a noticeable drop-off in player after Eugen got his sword, and the quest never really recovered. And then add in the shit mission for season 2 and you have a quest deader than an Ethiopian kid that didn't get his $1 a month.
>>
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"Aviation, send out our fighters right now!" You ordered, your ship was getting mauled, and at such close range, you only had two options to engage them. One was your point-defense guns, which had performed poorly thus-far. The other option was your fighters, and you couldn't hold them back any longer.

However, as the fighters began to launch tiny explosions began to pepper your hull like rain. Each explosion was barely enough to crater your armor-plated hull and turrets, but that wasn't what they were intended to destroy. As your longswords launched they flew straight-first into the improvised minefield. The crews weren't expecting it and flew straight into them.

You lost four of your longswords right off the bat. One took a mine straight to the cockpit, followed by a handful more to the rest of the hull. Another lost its port engine, the sudden loss of thrust and uneven propulsion sending the fighter careening into his wingmate, the impact taking both of them out of the fight. The final longsword to die was simply in the wrong place at the wrong time, as it flew into a large group of mines and was simply obliterated.

"Alpha flight is wiped out! Bravo flight is down to sixty-percent strength." Your aviation control officer called out. You had to force yourself to fight the urge to put your head in your hands. This attack was meant to be a quick affair, a matter or in and out, and things had gone all wrong.

"The enemy fighters are attempting to perform another pass. Point defense guns are already engaging." Your AI informed you, and right now you were about hating her lack of emotion. You were getting damn worried right now, and if you could read your crew's mood, you weren't the only one.

>Roll1d20-2
>>
Rolled 2 - 2 (1d20 - 2)

>>3908672
>>
Rolled 9 - 2 (1d20 - 2)

>>3908672
>>
Rolled 19 + 2 (1d20 + 2)

>>3908672
>>
>0
>7
>17(?)
>>
>>3908678
Thank goodness.
>>
>>3908684
I just hope your 0 doesn't equal a crit fail...
>>
>>3908686
I'm going to cry if it is.
>>
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The rebel fighters had been smart thus-far. Concentrating their assault on one flank, mixing ECM and bluff attacks to draw fire away from the real threat. And then sprinkling small but deadly mines in their wakes to catch any fighter you sent out to pursue them. They had been smart, but they were starting to flag. Their formation hadn't been directed with the same intelligence after their first attack run. And more of them fell to your ventral guns than to the dorsal guns.

However, they recovered and pressed their attack once again. This time, the rebel fighters wasted no time in pressing their attacks while their gunboats held back and provided jamming support. Your two remaining longswords dived into the dozens of fighters, braving the flak fire and rebels fighters in an attempt to save your ship from the attack. However, they only succeeded in further breaking up the rebel formations, not managing to stop them. And the cost of their actions was far more severe for them. One longsword was torn apart by medusa missiles launched by rebel baselard fighters. The other suffered damage, but survived past them, leaving the longsword to face the handful of remaining gunboats on its own.

>roll 2d7
>>
Rolled 4, 7 = 11 (2d7)

>>3908742
>>
Rolled 4, 6 = 10 (2d7)

>>3908742
>>
Rolled 2, 4 = 6 (2d7)

>>3908742
Dont worry guys ill make it worse!
>>
This time, the rebels already had damage to exploit and exploit it they did. They started by firing a volley of missiles at the lower prong of your ship, obviously intending to permanently take your MAC gun offline. A sudden turn to port saved you coils from being destroyed, however, instead the missiles slammed into something far more important. The sheer concentration of missiles blew apart the turrets mounted underneath the starboard-side hanger unit. Munitions punched through thin sections of armor and shattering fuel lines. Secondary explosions ripped through the hangers, lighting off stored fuel, munitions, and other flammable materials.

As that was happening, the rebels fighters diverted their attention to the rear sections of your ship. They focussed their fire into the gap where your ventral hanger had been blown off, the underbelly of your engine room and the spars connecting the engine pods to your ship. You felt the ship shudder as the rebels repeated their tactics, causing more and more damage to your ship as they took it apart

"Fuel line detonations in starboard-side hangers two, three and four! Secondary explosions, we've lost pelicans three and four. We've lost ventral turrets two and four." You were fed more and more information about how your ship was being badly mauled. "We've got more damage to the structural ribs, now down to fifty-percent integrity."

"What are the rebel fighters looking like?" You demanded from your crew. Your ship was getting chewed up here by a bunch of snub fighters, and they were flying circles around your ship. Your guns SHOULD have been inflicting major losses, but from their aggression, the rebels were either uncaring about their losses, or simply hadn't reached that point where they would retreat.

"The rebel fighter group is down to thirty percent combat strength, all SBIEDs have been destroyed and our longsword is polishing off the gunboats." Your aviation control officer announced, himself sounding very strained at the developments.

>roll 1d20-2
>>
Rolled 5 + 2 (1d20 + 2)

>>3908807
>>
Rolled 4 - 2 (1d20 - 2)

>>3908807
>>
Rolled 14 - 2 (1d20 - 2)

>>3908807
>>
>>3908808
>>3908811
>>3908815
Hopefully that last roll is good enough. Also would be nice if our reinforcements didn't take fucking forever to show up
>>
>>3908807
Thunderhead, Why the fuck is this quest so jinxed?
>>
>>3908840
Fuck if I know, I think that the dice gods are just looking for a punching bag.
>>
>>3908853
Please have mercy on our poor cursed souls
>>
>>3908853
Only silver lining is that this is against the Innies and not the Covenant
>>
>>3908853
Every fucking time, Like god damn. Its amazing but it hurts.
>>
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As the rebel fighters flew up and past your ship, they flew straight onto the flak barrier set up by Diana, your AI had directed nearby crews to prioritize loading the guns with fresh ammo belts, taken from nearby storage bays that had survived the rebel attacks. As such, she could afford to be liberal in her application of fire. But the rebel losses were starting to show a serious effect on their ability to confuse her and lure incoming fire. Where before the rebels would form into separate groups for seconds to draw concentrated fire, before dispersing as another group formed to take the fire away from them, now they simply didn't have the numbers to pull off such complex maneuvers. Soon your guns were felling a constant stream of fighters, each individual turret concentrating its attention on a single fighter until it was torn apart before engaging another. And having sustained such vicious casualties already, the rebel attack wing simply couldn't sustain the attrition.

Finally, the rebels called off their attack, the stragglers burned hard back towards the cover of their base. You contemplated firing off a volley of Streak interceptors specifically to wipe them out, but you had no idea how much of your missile stocks remained. The rebels had specifically targeted many of the launchers, and you didn't like the idea of wasting missiles on a defeated foe when there were still missile launchers nearby. Wiping them out would mean nothing if you were killed by a missile volley a few minutes later.

For now, you were out of the firing line, but from the various fires raging across different sections of the ship, you weren't in the clear just yet.

>Launch SAR pelicans and start repairs! You can't put your ship back in harm's way without performing some repairs.
>Press the attack! You have a chance right now, you would be stupid to waste it.
>Turn and escape! You have a window to leave, you need to get out of here.
>Other (write-in)
>>
>>3908886
>Launch SAR pelicans and start repairs! You can't put your ship back in harm's way without performing some repairs.

The Admiral is gonna rip us a new one if we press on with the attack in our current condition. We should grab any survivors/prisoners and gtfo.
>>
>>3908886
>Launch SAR pelicans and start repairs! You can't put your ship back in harm's way without performing some repairs.
>>
>>3908886
>>Turn and escape! You have a window to leave, you need to get out of here.
>>
>>3908886
>>Turn and escape! You have a window to leave, you need to get out of here.
Still launch the SAR Pelicans to retrieve people but we are OUT.
>>
>>3908886
>>Turn and escape! You have a window to leave, you need to get out of here.
Agreed with yellow. Recover who we can and scoot, we've done enough as it is, and got our asses mauled. Good K/D though, I'd say.
>>
>>3908886
>Launch SAR pelicans and start repairs! You can't put your ship back in harm's way without performing some repairs.
>>
>>3908886
>>Turn and escape! You have a window to leave, you need to get out of here.
>>
"Aviation, launch our remaining pelicans to pick up any of our pilots who managed to punch out. Nav, take us out of here slowly, we've done as much as we can here." You ordered your crew. You had to get moving before the rebel frigates cast off and came after you. Sure, your MAC gun gave you an advantage at range, but a trio of semi-intact frigates against your damaged Paris wasn't a fight you could win.

"Understood, should I recall our last longsword?" The lieutenant in charge of your embarked craft asked as he relayed the orders down to your last remaining pair of dropships.

"Not right now, keep them out until after the pelicans have recovered our pilots. Then have them destroy our wrecked longswords, I don't want the rebels salvaging them." You replied, at the very least you could deny the rebels any loot from your ship, even if they would have a very hard repairing whatever they found.

"With all due respect commander, if we retreat immediately, we will leave the enemy supply containers intact. And with most of the enemy defensive infrastructure gone, we are in a prime position to destroy it and deny the rebels their best chance of moving freight out of the system." Your weapons systems officer pointed out, the man keeping his voice low and level. He knew that it wasn't his place to advise you on the best course of action. Commanding officers tended to get a bit annoyed when their underlings tried to suggest something above their station, and while you weren't one of those officers the lieutenant was stepping on thin ice.

"We can't risk the rebels losing one of the few things they have left to protect. If that thing goes, they may just send the rest of their ships out to finish us off rather than assigning them to protect their next freighter." You replied, while you agreed with his assessment of the situation, you couldn't risk a retaliatory strike by the rebels.

"We came out here specifically to destroy those containers sir, leaving with our mission incomplete would render everything we did fruitless." The germaphobic man replied, his voice still level in spite of the charged nature of his words. After all, you couldn't say something like that without putting everyone's minds towards the losses you had sustained.

"Our objective was to attack the rebels while most of their fleet was in drydock. We did that, and now they're down by half of their overall number of warships. And given the nature of their forces, replacing those losses will be very hard." Diana replied for you as you contemplated your chances. Getting one last volley off would cripple the ability of the insurrectionist fleet to move out of the system. However, it would be tantamount to kicking the hornet's nest and running away. If the rebels decided to engage you, then you'd be up shit creek without a paddle.

>CONT
>>
>>3908957

>Hit the containers! You came out here to destroy them, and that's what you're going to do. (roll 1d20-3)
>Leave the containers! You can't risk getting the rebel fleet on your ass again, you won't survive it.
>Other (write-in)
>>
>>3908957
We better be charging our damn slipspace drive.

Can we wait until we have our SAR pelicans back aboard, then

>Hit the containers! You came out here to destroy them, and that's what you're going to do. (roll 1d20-3)

Before we bail?
>>
>>3908964
You can do that, but if you want to jump into slipspace then you're gonna have to patch up the massive section of missing hull on the bottom of your ship in order to keep the ship insulated against the massive amount of radiation caused by jumping into slipspace. You have repair drones, so actually patching up the damage is going to be possible.
>>
>>3908958
>>Leave the containers! You can't risk getting the rebel fleet on your ass again, you won't survive it.
>>
>>3908957
This is a hard one. But, ultimately, us and our crew surviving is more important than not. Kind of really wish we brought those corvettes or another frigate along with us now. But oh well.
>Leave the containers! You can't risk getting the rebel fleet on your ass again, you won't survive it.
>>
>>3908958
>>Other
Fire one of our nukes at the containers but set it to remote detonation while we retreat and repair.
>>
>>3909005
Shit, I forgot we had nukes. Changing my vote.
>>3909002
>>3908957
>Other
>Mask a shiva with our remaining missile munitions and target the the containers.
>>
>>3908958
>>3909005
Supporting
>>
>>3908886

>Launch SAR pelicans and start repairs! You can't put your ship back in harm's way without performing some repairs.
>>
>>3908957
backing this vote >>3909010
>>3909005
>>
>>3908985
>>3908957
Well fuck it, we need to be able to jet as soon as we hit the containers so guess we'll have to lick our wounds for now.
>Other (write-in) Leave the containers for now, get patched up and see how things develop.

Maybe our reinforcements will show soon. If not, well we still got a full complement of nukes to mix in with an Archer barrage.
>>
>>3909005
>>3909010
>>3909028
>>3909056
Can we not? As per >>3908985 we can't make a Slipspace jump until our hull is patched up some.
>>
>>3909060
Er yeah? Why is firing one missile somehow preventing the ship from being patched up?
>>
>>3909010
>>3908958
Changing my vote one last time back to
>>Leave the containers! You can't risk getting the rebel fleet on your ass again, you won't survive it.
We have time to repaire. The rebels aren't going to get their ship thrown together in a day, and we can jump back in after some basic repairs, sling a few MAC rounds and nukes, then call it a day until reinforcements arrive.
>>
>>3909062
Because a Shiva missile is -not- stealthy. Rebels will see it? The fleet will be on our ass? And it's really hard to fix massive damage while dodging shots and...let's be honest, the dice love to make us facetank.
>>
>>3909066
Nah once we get out let's not go in again. Our MAC gun capacitors were damaged as well as our maximum speed. If the remaining frigates can catch up to us we're fucked. Also the subprowler is still here so they can monitor the situation without us going in again.
And also OOC but I don't trust our damn dice rolls.
>>
>>3908958
>Leave the containers! You can't risk getting the rebel fleet on your ass again, you won't survive it.
We are not in any shape to antagonize them.
>>
>>3909080
Truth, the dive have been fucking us hard this thread. And yeah, we can monitor. Hopefully we get reinforcements within the next few days.
>>
"Alright, I've made my decision." You announced, getting the attention of everyone who was listening to it. All four-or-five people and a single AI. "Aviation, deploy our repair drones to recover the hull patches stored in our ventral hanger. If possible drag the entire hanger back to the ship and tac-weld it on so that the patches can be quickly removed. Damage control, get those hull patches applied well enough for us to jump to slipspace. Nav, make sure the slipspace drive is charged and ready. I want us good to jump as soon as possible."

You could see your weapons officer getting ready to complain, so you pre-empted him by telling him his role in all this. "Weapons, I want a firing solution ready for a Shiva nuclear missile shot straight at those containers. I want it covered by a volley of Archers to soak up any defensive fire. Have the solution ready, but don't fire until I give the order."

Your bridge crew followed your orders silently, though you could tell that more than one of them was relieved by the prospect of quickly leaving. But you didn't have long to enjoy the peace and quiet as your comms officer called your attention, the bitter tone in her voice telling you exactly what she thought of the person on the other end. "Commander, we're being hailed by the rebel base. Looks like their boss wants to talk with you."

>Answer the call, this should be interesting.
>Ignore the call, fuck that guy.
>>
>>3909094

>Answer the call, this should be interesting.
>>
>>3909094
>Answer the call, this should be interesting. "Diana, this time don't activate the camera on our end unless I ask?"
>>
>>3909094
>>Answer the call, this should be interesting.
Of course be ready for anything sneaky as well
>>
>>3909094
>>Answer the call, this should be interesting.
>>
>>3909094
Can they use the hail to home in on our location?
>>
>>3909105
Pretty sure they already know our location, bro.
>>
>>3909105
If they're hailing you then they already know where you are. It's kinda like phoning someone, sure you CAN trace it, but if you already have their number then you already know that they are there.
>>
>>3909094
>>Answer the call, this should be interesting.
>>
>>3909112
So it's a safe bet they're watching for missile launches or have radar aimed our way.
>>
>>3909118
They've probably had sensors on us the entire fight, it's not like our whole assault was exactly stealthy
>>
>>3909118
Given the fact that multiple MAC rounds have been fired, hundreds of missiles, and dozens of strike craft have been launched in the course of this battle. It's a safe bet that if someone threw a pan of microwave popcorn out the airlock it would get cooked by the sheer amount of radar emissions being put out alone. You're not a stealth frigate, you can;t just disappear the moment combat ends.
>>
>>3909172
Yeah, I know. I just wanted that to be abundantly clear for the anon who wanted to try and sneak in a Shiva on its own that said missile would be readily detected, and that the rebels aren't dumb enough to mistake a single launch by itself as anything but a nuke.
>>
>>3909199
I never said my proposal was to sneak the missile in.
>>
>>3909205
Well, they're just as vulnerable to point defense and countermissiles as Archers. Moreso since there'd only be a single target to track and focus down.

So -not- sneaking one in is a nonstarter.
>>
"Put him through. Let's see what the bastard wants." You ordered. And within a few seconds, the picture from inside the rebel base's CIC was plastered on the front viewport right in front of you. Unlike your bridge -which had a few loose ceiling panels and lights fixtures from the MAC round impact- the rebel CIC was practically intact. The insurrectionists were intact and pristine, while you and your deck crew were nursing bruises and wore uniforms crumpled and creased by being thrown around in your seats.

"Hello, commander." The rebel officer beamed at you, and you couldn't help but feel an irrational urge to punch the bastard. "I must admit, I'm surprised to see you still kicking, most of the time a MAC round is enough to damage a ship badly enough that strike craft can finish the job. I wonder if the boys have been going soft over the years."

"Not for a lack of trying." You remarked, before pushing for him to get to the point. "What do you want?"

"Oh commander, can't two opposing officers simply talk without malice or scheming? It's not a luxury that many officers get to enjoy these days." The insurrectionist asked, leaning back in his chair as a junior officer passed him a cigarette, just some random civilian brand, the electrical tape that was wrapped around the carton prevented you from finding out who was supplying them from that angle. Assuming of course that they made bulk orders.

"Last time I let you ramble on you dropped a fleet on me. I'm not about to let you stall for time like that again." You pointed out, while your enemy must have seen this all as a game -or close to it for the severity of the situation not to sink in- you didn't have the time or patience to let it play out that far.

"Fine, I'll get to the point." The man's smile seemed to drop a little bit as if he had been looking forward to the chance to talk. He took a long drag of his cigarette in preparation for what came next, before speaking. "I want you to let me and my people go. That's all."

>Deny him and cut the call. What kind of a stupid officer does he take you for?
>Let him talk. Maybe he can offer something to make it worth your while.
>Other (write-in)
>>
>>3909222
>Let him talk. Maybe he can offer something to make it worth your while.
>>
>>3909222
>Let him talk. Maybe he can offer something to make it worth your while.

We're the ones playing for time now, every extra second for SAR and repairs is valuable. Just keep an eye out for tricks and don't promise anything.
>>
>>3909222
>>Let him talk. Maybe he can offer something to make it worth your while.
Make him get to what he can offer us ASAP or we're cutting the call.
>>
>>3909222
>Let him talk. Maybe he can offer something to make it worth your while.
Let's keep him talking. Though, to be honest, that's probably what he's doing to us.
>>
>>3909222
>Other (write-in) Say nothing cut the coms he's just trying to buy time.
>>
You keep silent, and the rebel officer takes this as his cue to continue. His smile broadened back to its original size. "Well, at least I've got your attention. That's good. The UNSC doesn't get enough young blood that's willing to listen to us when we try to cut a deal. You'd think more people would pay more attention to your Admiral Cole, Psi Serpentis would have been a massacre if we-"

"Sir, you're rambling again." An eerily familiar voice from off-screen informed the officer, causing him to pause and cough in an effort to recompose himself.

"My apologies, I'm told that's a bit of an issue of mine. Though my XO makes sure to keep me in check, something that I owe her no small amount of gratitude for." The innie commander apologized, before complimenting his second in command. He continued the train of thought with his next question. "Tell me, what happened to the young woman by your side?"

"She's fine." You don't gratify him by telling him what happened to Dyad. Partially because you don't want to tell an enemy pertinent information about high-ranking members of your crew and partially because you don't think that telling him that she got knocked over and concussed by the MAC round hit would give a good impression.

"Playing your cards close to your chest. I see how it is." The opposing officer lent back in his chair, nodding as if he had figured something out. "Getting back on topic though, if you allow me and my people to escape then I can provide you with some things that I'm sure you would appreciate. Half of the items would be given right now, and half would be left as a dead-drop in another system for you to collect after we leave and can confirm that no UNSC or ONI vessels followed us."

>"What kind of things are you offering?"
>"Why should I take your word?"
>"Where would I have to go to collect the other half?"
>"Who do think I answer to? I can't make that call."
>Cut the call, you're not interested.
>Other (write-in)
>>
>>3909314
>"Why should I take your word?"
Can we also get a progress report with our escape and firing solution?
>>
>>3909314
>"Why should I take your word?"
>>
>>3909314
>"Why should I take your word?"
Consistent with our previous demeanor.
>>
>>3909314
>>"Why should I take your word?"
>>
>>3909314
>"What kind of things are you offering?"
Hes gonna offer everything they can't take with them since we trashed half their fleet and most of their carrying capacity in shuttles.

Also keep a eye on the radar or something. Watch from any blind spots created by asteroids and debris.
>>
"Why should I take your word?" You asked, trying to keep any hint of malice out of your voice. While the question was a legitimate one, it was hard to make a sentence like that sound non-threatening.

"Commander, you obviously don't know much about insurrectionist politics. Not that I blame you, I highly doubt that the UNSC gives classes on it anyways. And even then, it would be a long course, so many different movements get lumped in with us. Fascists and communists, anarchists and reactionaries. The politics between each cell is something that even I have trouble with, and I've been at this for years." The officer began to ramble again, and you could start to see just why it was a problem.

"Sir..." The voice out-of-shot spoke again, getting the officer back on track.

"Yes, yes. Look, the point I'm getting at is that you can't get to a position like mine without gaining a reputation for being trustworthy. That was the reason why there was a large stockpile on Crescent. It was essentially a bank for items that certain cells wanted to keep, but didn't have the infrastructure to keep safe on their own. So they would send the time to us to watch over and keep out of the hands of other cells." The rebel continued, brushing off his XO's reminder as he continued with his explanation.

"So you're trustworthy because you're... a banker?" You said, a bit of confusion in your voice. Most of the time, rebel groups had major grievances with existing banks and were naturally not trusting in anyone who called themselves a banker.

"Not really, I don't handle finances. I just look after things that other cells don't want to loose but also can't afford to keep around. And they trust me with quite a bit of stuff." The officer explained further, his smile dropping a bit at being compared to someone who dealt in credits and interest rates.

>"What kind of things are you offering?"
>"Where would I have to go to collect the other half?"
>"Who do think I answer to? I can't make that call."
>Cut the call, you're not interested.
>Other (write-in)
>>
>>3909475
>"What kind of things are you offering?"
>>
>>3909475
>Other
And what faction are you?

We've got more to lose than you if we risk "trusting" you.


>"What kind of things are you offering?"
>"Where would I have to go to collect the other half?"

>other
So you keep all the good stuff, and I get the leftovers that you can't take.
>>
>>3909475
>>"What kind of things are you offering?"
>>
>>3909475
>>Other (write-in)
I've lost more than a few of my crew over this. Letting you go is not only an insult to our dead, it's also not my call. You've had the chance to surrender multiple times but if you intend to flee I cannot let you go.

You have until we finish making launch preparations to reconsider.
Fair winds and following seas to you.

>Cut the call.
>>
>>3909475
>"What kind of things are you offering?"

Remember, we're playing for time to grab our pilots and try to patch up enough damage to make a slipspace jump after we fire everything.

>>3909756
Please do not. We're still damaged, and they still have combat-capable ships that can exploit that. We're also slower due to reactor damage.
>>
>>3909756
Seriously i wonder what goes through some of yalls heads or if you even actually read the threads

>>3909475
>what are you offering?
Gotta keep stalling, although i doubt this conversation is anywhere long enough to finish repairs and SAR.
>>
"What kind of things are you offering?" You asked, going to the crux of his offer.

"Weapons and equipment mostly. Surprisingly enough you can pick up quite an interesting selection of items if you work hard enough." The rebel officer stated, casting your mind back to what you had found in the rebel supply cache.

"Like covenant weapons and vehicles." You stated, and you could see the insurrectionist leader bristle at your statement, as both of you knew the risks associated with hauling enemy tech. With how advanced the alien aggressors were, there was a very real chance that anything could have a tracker on it. And if the covenant managed to trace it all the way to an inhabited colony, then that would be game over for the millions of people living there.

"Well, the UNSC has a far more conservative opinion towards them than most cells. And more than a few 'corps are willing to deal with us to get them." The commander explained, gesturing at you with his cigarette before taking another drag. "I'm not going to name them though, companies willing to operate with us are worth their weight in gold."

"Fair enough. What information can you tell me though?" You asked for something that you couldn't loot after a battle. Any old private could put a few rounds in a grunt and steal a plasma pistol, and people were caught doing it often enough that the regs had to make an exemption to looting for battlefield use. Elite plasma swords could sell for millions on the black market, and people would sometimes kill to obtain one. But information was worth far more than a hold full of plasma swords, especially given your current benefactor.

"I'll be honest with you. I can give you information, but only stuff that would serve both my interests and possibly other rebel cells. But it will still be useful to the UNSC. Don't worry, your reward will include a mix of information and equipment. Some that you may find very interesting." He admitted, and you could see his angle. While giving up hard to obtain equipment was a sure-fire way to lose respect and resources, it would be worth it if he could get a UNSC officer and his ship on-side.

>"Sounds to me like you want a hitman."
>"Where would I have to go to collect the other half of my reward?"
>"Who do think I answer to? I can't make that call."
>Cut the call, you're not interested.
>Other (write-in)
>>
>>3910547

>"Where would I have to go to collect the other half of my reward?"
>"Sounds to me like you want a hitman."


I mean, killing Innies is killing Innies, and ONI does like their info. We're not gonna see jack shit of this more than likely, but giving ONI the name of a system that these folks use for dead drops is still something.

Does ONI have a habit of working with certain Insurrectionist groups to nail more troublesome and active ones? Or are they all to be eliminated on sight? I'm still leaning towards nuke and jump, but smugglers are..more tolerable than terrorists and our ass is in a cleft fork.
>>
>>3910547
>>"Where would I have to go to collect the other half of my reward?"
>>3910584
I'd imagine so. They're everything bad we imagine about the worse ABC agencies in the USA and across the world + grimdark science fiction stuff.
>>
>>3910547
>>"Sounds to me like you want a hitman."
>>
>>3910616
>>3910547
I'm just trying to figure out if cultivating a source/contact is within our mandate or if it's the sort of thing that'll get us cashiered and disappeared or court martialed.
>>
>>3910682
I"m gonna say big no on that. We're an errand boy at this moment for ONI, if that. Smash a few innie cells, collect some covvie tech, and in a year or two I"m sure they'll throw us a bone and some leeway with how we handle missions.
>>
>>3910584
You have no idea how ONI would react in character. While most of the insurrection has apparently disbanded following the arrival of the Covenant, a good number of cells are still active and still harassing the UNSC. And given the very distributed nature of the insurrection and the lack of a centralized command structure, any deals would have to be handled on a case-by-case manner. Back when the insurrection was a major problem, there was a kill-on-sight rule, but with the war going the way it is, everyone may be a bit more flexible.

One thing you DO know for certain is that ONI has a reputation for getting "inventive" when it comes to dealing with rebel groups. And they do have some amount of trust in you, at least enough for them to trust you with an operation like this.
>>
>>3910700
Oh good. So if the offer is sweet enough we can at least nibble without it ending the quest. Hopefully our next update will have some kind of info on how repairs and SAR are going.
>>
need a tiebreaker
>>
>>3910761
>>3910696
Alright then, I"ll change my vote to
>"Sounds to me like you want a hitman."
>>
"Sounds to me like you want a hitman." You assumed what his end-goal was, aside from getting himself and his people out of the system. "You can't openly move against competing rebel cells, as that would ruin your reputation, so instead you want someone in the UNSC who can take down those cells while you retain plausible deniability."

At this, the opposing officer laughs. He stops to cough as his lungs protest as the sudden exertion, but he still continues to chuckle as he speaks. "You... you think that you're that special? Oh my boy... you've proven that you're tough, but to think I'd want you for an assassin?"

The voice off-screen urges the rebel commander to calm down, but he brushes it off with a wave as he continues to talk. "Commander, getting rid of a cell these days is as simple as having someone masquerade as a turncoat and having them give the intel over to ONI. I have no need for a hitman, though if you're offering your services then I'd be happy to take you up on it."

You assume that he's joking, and decide to ask something else.

>"Where would I have to go to collect the other half of my reward?"
>"Who do think I answer to? I can't make that call."
>Ask your aviation officer how SAR is going, you need to be ready to jump out if he's just stalling.
>Cut the call, you're not interested.
>Other (write-in)
>>
>>3910859
>>Ask your aviation officer how SAR is going, you need to be ready to jump out if he's just stalling.
>>
>>3910859
>>Ask your aviation officer how SAR is going, you need to be ready to jump out if he's just stalling.
>>
>>3910859
>Ask your aviation officer how SAR is going, you need to be ready to jump out if he's just stalling.
>>
>>3910859
>Ask your aviation officer how SAR is going, you need to be ready to jump out if he's just stalling.
>>
"Aviation, how is search and rescue going?" You asked your aviation control officer, you decided not to ask about repairs as you didn't want the rebels to know that you were busying yourself with reapir work rather than being on a combat footing.

"All surviving longswords have been recovered, bravo two is almost done destroying the wreaks." The lieutenant reported, before then turning to face you. "There's also the matter of the rebel pilots. A good few of them punched out and are still floating about in either survival suits or in escape modules. Should we recover them or should we leave them behind?"

Upon hearing that some of his men survived, the rebel officer lent forwards in his seat. A look of genuine concern on his face. "If you don't mind picking my men up, I can send a shuttle over to retrieve them. I'll make sure to add an extra something to the payment I'll be giving you."

>Recover and return the rebels. You might as well add to the bonus you'll be getting. (+1 [INSURECTION] reputation)
>Recover the rebels, but don't return them. ONI will want as many prisoners as possible.
>Leave them to die. For all the damage they caused and crew they killed, those bastards deserve to choke.
>Other (write-in)
>>
>>3910975
>Recover and return the rebels. You might as well add to the bonus you'll be getting. (+1 [INSURECTION] reputation)

I like the idea of us being a gentlemanly sort of officer, but the time it takes for him to get a shuttle out to pick up the pilots is more time for us to repair without hostilities.

Then we nuke/archer them all.
>>
>>3910975
>Recover and return the rebels. You might as well add to the bonus you'll be getting. (+1 [INSURECTION] reputation)
>>
>>3910975
>>Recover and return the rebels. You might as well add to the bonus you'll be getting. (+1 [INSURECTION] reputation)
>>
>>3910975
>>Recover the rebels, but don't return them. ONI will want as many prisoners as possible.
Are you guys actually interested in building brownie points with an insurrectionist cell? I thought we were just stalling for time.
>>
>>3910975
Ask him about the symbol on his shirt. Seems hes part of a faction, since that hardly seems fitting for a Banker or whatever he calls himself.

>Recover and return the rebels. You might as well add to the bonus you'll be getting. (+1 [INSURECTION] reputation)
>>
>>3910975
>recover the rebel pilots and dont return them
If theyre valuable enough to that POS to ask for them back he will be reluctant to engage us again.

>>3911079
Yeah not liking this at all. These fuckers just about obliterated us and now were trying to make friends? Fuck no
>>
>>3911079
>>3911132
I don't think we're gonna actually get the brownie points since the plan is still to convincingly stall for time and then missile the shit out of them before we make our slipspace getaway.
>>
"If you're willing to pay, then sure." You nodded, before turning to face the rebel officer. "Aviation, pick up the rebel pilots, give priority to those in survival suits over those in escape modules. Watch for sidearms and hand grenades."

"Thank you commander, you're charity will not go unremembered. Assuming of course, we can come to an agreement on being allowed to leave." The rebel commander lent back in his chair, a content look in his eye as the perpetual smile returned to his face.

>"Who do think I answer to? I can't make that call."
>Accept his offer! You're not in any shape to stop them anyways, and the intel will patch up any issues ONI finds. (+1 [INSURECTION] reputation, gain x2 combined supply/intel drops)
>Decline his offer! If you wanted to let them go then you wouldn't have attacked them in the first place. (+2 [FLEETCOM] reputation, -1 [INSURECTION] reputation)
>Other (write-in)
>>
>>3911166
>"Who do think I answer to? I can't make that call."

I fucking wish we could side with them but if we hadn't given the Engie over too ONI earlier on. We'd be wasting its life.
>>
>>3911166
>"Who do think I answer to? I can't make that call."
>>
>>3911166
>Other (write-in)
Kill the feed for a moment, speak to our oni attache.
>>
>>3911166
>>"Who do think I answer to? I can't make that call."
>>
>>3911166
>>"Who do think I answer to? I can't make that call."
>>
>>3911147
>"Who do think I answer to? I can't make that call."
>>
>>3911236
>>3911166
Replied to the wrong post.
>>
"We both know who I answer to, I can't make that call." You pointed out a flaw in this plan. Even if you wanted to take him up on that offer, you had already sent off to ONI -and by extension, the rest of the UNSC- that the space around the rebel base was clear and they could bring in reinforcements. If you just gave up and let the rebels leave, then you'd be looking at riding a desk for the rest of the war, if you were lucky.

"Is that person you answer to still in the system? Did ONI give you another prowler to snoop around the system?" The rebel commander asked, his tone telling you that the questions were not meant to be answered. "I don't think so, so that makes you the highest authority here. This is absolutely a call you can make."

"Well you hit the nail on the head there, were you once part of the fleet?" You asked, hoping to pry a bit more information out of the man, maybe make him ramble a bit more.

"No, I was a merchant. But my XO used to be in the same position as you. She-" The innie slipped, giving up the former occupation of him and his XO. And while you didn't have much to go on, the list of female UNSC and CMA officers known to have defected to the insurrection was acceptably short.

"Opsec, sir." The voice from out-of-shot hissed at the officer,

"Ah, my apologies. Back to you however commander, you have more than enough of an argument on your side to save your command. You did as you were told, our reinforcements showed up and you sustained major damage attempting to hold them off. You were unsuccessful, on account of having to defend from attacks from multiple angles while completely alone. You retreated and attempted a second attack at a more opportune time, you were badly mauled in this attack, and had to retreat in order to save your crew and your ship." The rebel officer reasoned, vigorously gesturing with his hands as if to make the point even more appealing. It didn't work, if anything it made him look like he was having a seizure. Though it was a valuable bit of information about him, something you could hopefully use. "And after you retreated, you made a deal with us in order to ensure the survival of your ship and crew. All the while managing to get as much information as possible."

With one final flare of his hands, the rebel officer leaned back in his chair, seemingly exhausted by his rant. "There! A report so logical and easy to understand that even the most heartless of ONI spooks would understand and emphasize with it!"

You were about to respond when the voice from outside the view of the camera spoke again, this time directed at you. "Please think about it, Commander Wells. A lot of lives rest on your decision."

>CONT
>>
>Talk it over with your crew! You need to make sure that they are on-side for this one.
>Accept his offer! You're not in any shape to stop them anyways, and the intel will patch up any issues ONI finds. (+1 [INSURECTION] reputation, gain x2 combined supply/intel drops)
>Decline his offer! If you wanted to let them go then you wouldn't have attacked them in the first place. (+2 [FLEETCOM] reputation, -1 [INSURECTION] reputation)
>Other (write-in)
>>
>>3911300
>Talk it over with your crew! You need to make sure that they are on-side for this one.
>>
>>3911300
>Talk it over with your crew! You need to make sure that they are on-side for this one.

Time to rise through the ranks or crash and burn.

Since we are already burning I say we crash next.
>>
>>3911300
>Talk it over with your crew! You need to make sure that they are on-side for this one.
If this means "let's pretend for now" then sure.
>>
>>3911300
>Talk it over with your crew! You need to make sure that they are on-side for this one.
>>
>>3911300
>>Talk it over with your crew! You need to make sure that they are on-side for this one.
>>
>>3911300
>>Talk it over with your crew! You need to make sure that they are on-side for this one.
>>
>>3911300
>Talk it over with your crew! You need to make sure that they are on-side for this one.

The last thing we need is someone deciding they can't work with the Innies in good conscience and us losing someone with critical expertise or getting sabotaged.

I still think we should launch and leave as soon as practical but it sounds as though this guy has swayed most anons with his pragmatic arguments.
>>
>>3911652
I"m really hoping no one is seriously considering this. There is nothing they can offer us that ONI/FlEETCOM can't. Barring info on more cells to raid.
>>
>>3911300
>Decline his offer! If you wanted to let them go then you wouldn't have attacked them in the first place. (+2 [FLEETCOM] reputation, -1 [INSURECTION] reputation)
>>
>>3911300
>Talk it over with your crew! You need to make sure that they are on-side for this one.
Only to buy more time, no way in hell were actually doing this. Soon as were ready to go blast his ass and jump out.
>>
You're slightly taken aback at the fact that the rebels know who you are, you don't remember giving them your name. You counter your worry by putting on a false smile and making your excuses to leave. "I'll have to talk it over with my crew, just to make sure that everyone important is alright with it."

"Take your time, the last thing any of us want is someone stupid taking your place." The rebel commander nodded, before turning to someone off-screen. "Cut the feed."

And with that, the connection between your ship and the rebel base was cut. Allowing you to relax and breathe a sigh of relief, you didn't like putting on a facade, especially to someone who would probably have no issues with blowing up a bus full of kids. "Alright, what are everyone's opinions? Should we take them up on this?"

"Sir we are not in any condition to engage them." Your damage control officer rushed to tell you, apparently wanting to get his word in first. "We've not even got a third of the large-scale armor patches fitted, and we haven't even started on the smaller punctures. It'll take hours at the very least until we're fully buttoned up."

"We still have the structural stability and engine output to jump out, but we'll likely lose a quarter of the ship to penetrating radiation during transit. Though a good number of those sections were damaged and depressurized anyways, engineering teams are applying internal shielding at pressure bulkheads." Ensign Toulali -your navigation officer- reported, his station getting updates on the condition of the hull just as often as the damage control officer.

"As much as I hate to run from a fight, I have to agree with dam-con. Our offensive air group is down to a single fighter and one bomber, we're down a quarter of our point-defense guns are down and the remaining guns are probably running low on ammo. We'll be fucked if the rebels send another swarm of strike craft at us again."

"We can't run from this sir! Sure, we're damaged. Sure, we're running low on ordinance. But we can't just let them run! We still have our nukes, and the MAC is still operational." Your weapons officer insisted, allowing a bit of emotion to come into his voice.

Getting further comments from the rest of the bridge crew all but confirmed the crew's opinion for you, which was that the crew was split down the middle on the matter. And that didn't solve it for you.

>Get your XO's opinion! She may be down in the medical bay, but you need her opinion on the matter.
>Ask Diana for an assessment! Your AI can give you a far better rundown on your ship's capabilities than anyone else.
>Ask your intelligence officer! She's the closest you've got to a dedicated spook onboard.
>Other (write-in)
>>
>>3912265
>Get your XO's opinion! She may be down in the medical bay, but you need her opinion on the matter.
>Ask Diana for an assessment! Your AI can give you a far better rundown on your ship's capabilities than anyone else.
>Ask your intelligence officer! She's the closest you've got to a dedicated spook onboard.


Honestly, we should do all of these.

A stiff breeze is enough to destroy us, so we really should avoid combat.

We could flip this. If we accept this offer while talking it over with the spook, mabye we can get oni to support us by acting as a "mole" for them.
>>
>>3912265
>Ask the ones that matter, XO/AI/Spook
>>
>>3912277
Supporting
>>
>>3912265
>>3912277
Support, this isn't something we'd just mull over with a single member. However, our intelligence officer isn't actually ONI, she's just acting as an in-between for us. But we still have actually ONI operatives in system, the sub-prowler is crewed by actual spooks. We could probably shoot them a message and see if ONI is going to hamburger our ass or not with this..
>>
>>3912300
Good idea, they also heard everything we just discussed with the rebels anyway
>>
>>3912265
So, putting it into an actual option for my self then
>Speak with XO, AI, and Int Officer, and contact our sub-prowler about the situation.
>>
>Get your XO's opinion! She may be down in the medical bay, but you need her opinion on the matter.
>Ask Diana for an assessment! Your AI can give you a far better rundown on your ship's capabilities than anyone else.
>Ask your intelligence officer! She's the closest you've got to a dedicated spook onboard.
>>3912277
Agreed we've got the time to do all of these and we definitely need the input. Weapons officer will be okay when we let him know we're gonna alpha strike on our way out, but I just don't see us coming out ahead.

Chilling thought, what if the rebel pilots really aren't that important and it was just an excuse to get a shuttle of explosives inside our point defense envelope? Or it may even be loaded with what passes for Innie boarding specialists. Something to keep in mind.
>>
"Intel, do you think ONI would sign off on something like this?" You asked you needed to know how they would respond to this. If they didn't like your handling of the situation, then they would make sure you suffered for it.

"I'm not sure. While the information we would acquire would be useful, it's highly likely that any intel given freely to us is going to be more beneficial to the rebels than to us. Any information on other rebel cells may be a ploy to remove rebel cells that aren't co-operating with the cell we're facing right now. And the biggest advantage the UNSC has over the insurrection is the fact that they're so fragmented, and if power starts to get consolidated then we'd have a repeat of Operation Trebuchet on our hands. And while combating any Covenant incursions would be far more beneficial to us, the UEG doesn't have the units to then start policing those sections of space, freeing it up for insurrectionist incursions." The spook explained. She had been on the fence when it came to leaving or fighting, apparently weighing the pros and cons of the issue. And she certainly had a point, the rebels would never willingly give away anything that would compromise their activities. Instead, they would give you information that would ultimately serve their own ends.

"Could we get the spooks on the sub-prowler to sign off on the deal? They're officially part of ONI after all." You asked, technically speaking, the crew of the sub-prowler were official members of ONI. And while you weren't able to contact them, you could hopefully use them to get the deal approved.

"We could, but they don't have much internal power within ONI. Generally speaking, if a member of ONI gets farmed out to us then that's only because they don't have enough say within ONI to get assigned elsewhere. As such, they probably don't have the sway to sign off on it." The intelligence officer shook her head, and you could see her reasoning there. It was the same reasoning in the fleet, the smaller your ship the lower your rank. Of course, you kind of bucked the trend with your assignment to a heavy frigate, but it fits well enough.

"Can we contact them? I'd like their opinion." You asked while you were a bit disappointed that they didn't rate that highly in ONI, they were still useful for their points of view.

"Not without blowing their cover sir, I'm sorry." The lieutenant shook her head, you had kind of expected that response. But it still cut off a valuable point of view that you would do well to use.

"Great, well. Thanks for your opinion." You thanked the spook, before turning your attention to your AI. "Diana, given the status of the ship, and what we're being offered. What do you believe the best course of action is?"

>CONT
>>
>>3912625

"Engaging the enemy in our current state would be very risky. While the MAC gun is still technically operational, and while we do have all three of our Shiva nuclear missiles, we don't have enough interceptor missiles remaining to defeat multiple concentrated missile attacks. Not to mention that our point-defense network is compromised. I can't guarantee that we would survive." Diana gave you an assessment of the ship's status and a poor assessment of your chances in a fight.

"And the offer? How do you rate it?" You asked the AI, while the AI gave your chances in a fight a poor rating, you needed to know how she rated the chances of the rebels holding their end of the bargain.

"If the rebels are entirely genuine with us, then the information could be useful. Especially if we can find out where the rebels are recovering their alien weapons and equipment from. And any information on active rebel cells would be useful for ONI as a means to find other cells. However, they may be less than genuine with us, and send us information that could be actively harmful to us." Diana explained, the AI taking a far more pragmatic view on it. You could see the lines of code in the AI's avatar as she mimed putting her hand on her chin as if she was imitating being deep in thought.

"But that doesn't cover the equipment front, they would be stupid to give us their best stuff. They'll probably give us whatever they can't carry out anyways." The comms crackled into life, allowing your XO to speak to you from down in the medical bay. The sounds of pained moaning, rapid footfalls and shouting in the background confirmed that they were operating at full tilt.

"Dyad, were you listening in?" You asked your XO, you were a bit taken aback at her having found out that you were talking to the rebels. But you weren't about to say no to her opinion.

>CONT
>>
>>3912626
"Yeah, I've also been looking at the damage readouts on my tablet. And we're going to be for a world of hurt if we get hit. However, we have the firepower advantage if we decide to take them on. Though only if we manage to kill their Stalwart before it can fire off it's Archers. We'd be able to pin them here, but if we get hit too hard then we'll die. Taking their offer would be much safer, and there's the guarantee that we get actionable data that the UNSC might not get if we pin them here. They could easily wipe their databases before the fleet gets here, and then we'll not have any data on other cells." Dyad reasoned, she seemed slightly out of it from her tone of voice. The medics must have given her some anti-concussion medication and some painkillers. But in spite of that, she still gave you an informed appraisal of your current situation.

"So should we take their deal?" You asked, right now you needed a simple yes or no.

"That depends on you, sir. We have a guarantee of actionable data, some supplies, and actually surviving if we take them up on the offer. But then we would be relying on them not to screw us over. A nuke in those supplies would destroy our ship, and bad intel could drop us right into a Covenant staging ground. But on the other hand, the supplies could lead us straight to where they're getting their weapons from. And good intel could help to stop at least one or two terror attacks. It's a gamble, but it's got better odds than taking a straight-up fight." Dyad turned away the responsibility of deciding on how you should handle the rebel offer. You didn't blame her, the drugs coursing through her veins probably made pure judgment calls a bit of a challenge. But at the same time, it put the final decision on you.

>"Will destroying their containers slow them down now?"
>"How would you engage their fleet?"
>"Could Diana hack their systems?"
>"Dyad I need a yes or no."
>Contact the rebel commander, you've made your decision.
>Other (write-in)
>>
>>3912632
>"How would you engage their fleet?"
>"Could Diana hack their systems?"
>>
>>3912632
>>"How would you engage their fleet?"
>>"Could Diana hack their systems?"
>>
>>3912632
>"Could Diana hack their systems?"
>>
>>3912632
>>3912638
Supporting.

As much as I find myself warming to the governor and getting increasingly fucking annoyed that our reinforcements are a no-show, we can still take steps to further our mission by nuking the shit out of those containers.
>>
>>3912632
>>"How would you engage their fleet?"
>>"Could Diana hack their systems?"
>>
"If it came to it, how would you engage the remaining rebel fleet?" You asked your XO. While you had your own ideas on how to handle the rebels, you wanted to get your XO's opinion on if you could actually take them.

"How much of their fleet is left? And how much of our ordinance is still available?" Dyad asked, your XO was too far out of the loop to know how much the battlefield had changed, and what you still had left to throw around.

"There should be just the three frigates and the armed merchantman, plus any remaining defenses." You gave the lay of the battlefield to your XO before telling her about how many arrows remained in your quiver. "The MAC gun's still up, though it's capacitors may be damaged. We have our nukes too, but we're running low on Archers and Streaks. And our point-defense network is compromised."

Dyad was silent for a few seconds as she thought it over, before then beginning with her brief. "If this comes to a fight, we need to end the fight as soon as possible. We'll have to hit the Stalwart with the MAC gun, we can't let it overwhelm our defenses with Archers. The Berlins should be easier kills, but if they refitted them to modern standards then we'll be in for a world of hurt. Though we won't know until the shooting starts."

"And nukes?" You asked, your nuclear stockpile was probably the last reliable weapons system you had available, but given the circumstances, you weren't willing to start slinging them around.

"That's your call sir, they have the power to smoke an innie ship in one hit, but only if we give them the cover they need to get close. Not to mention that they'll screw with any nearby electronics. You might want to save them for confirming kills." Dyad cautioned you, before then adding. "I want to reiterate sir, we're not in a good position to fight right now. If we had time to patch up them maybe, but we might not have the time before they force us into a decision. A deal may be the best option."

"Alright, thanks for your help Dyad. Now get some rest, you've earned it." You thanked your XO for her reading of the current events, even though she was nursing a head wound that it could be argued you were responsible for.

"Will do sir, XO out." Dyad cut the comms link, allowing you to pose your next question to her competitor for being your key advisor.

>CONT
>>
>>3912882

"Diana, do you think you can hack their systems?" You asked it was a far more sneaky option than trying to brawl the rest of their fleet. And it potentially had far better payoffs.

"We'd need a link to the rebel base. The sub-prowler could work, but if they're found out then we can't save them. I could also try and hack in via the comms connection, but that's a lot more obvious. They will have erected firewalls and will be actively monitoring for any signs of intrusion." Diana explained, you internally decided on the latter method, you wouldn't put the subprowler at risk.

"But could you defeat it?" You asked, pushing at the point.

"It would be risky, as they would be monitoring the channel in a variety of ways, and would cut the call the moment they detected a large volume of data being moved. But as an intrusion AI I have a comprehensive archive of known counter-intrusion methods and how to handle them." Diana stated with confidence, your AI giving you a happy smile at the prospect of being able to do what she was born to do.

>Contact the rebel commander, you've made your decision.
>Contact the rebel commander, but keep him talking. You need to hack their computer network.
>Ask your crew something else (write-in)
>Other (write-in)
>>
>>3912884
>Contact the rebel commander, you've made your decision.
>>
>>3912884
>Contact the rebel commander, you've made your decision.

As tempting as it is, we can't accept their offer. We'll be jumping out as soon as we've repaired enough of our damage to survive slipspace and/or we've offloaded their pilots as agreed.

Any shenanigans will be met with MAC fire, all our Archers, and nukes.
>>
>>3912884
>>Contact the rebel commander, you've made your decision.
To be blunt I don't trust our rolls.
>>
>>3912902
>>3912884
This
>>
>>3912904
Yeah. There is the fact that the dice like to keep us on our toes.
>>
>>3912884
>Contact the rebel commander, you've made your decision.
Gonna go with >>3912902.
>>
>>3912884
>Contact the rebel commander, you've made your decision.

Tell them we'll accept their deal but no dead drop point, leave all the stuff here in this system and spread out a bit, with no traps or anything and we'll take their deal.

This is the only condition we will accept.
>>
>>3912884
>>Contact the rebel commander, you've made your decision.
>>
"Comms, patch us through to the rebel commander. I've made my decision." You ordered. You'd made up your mind on what you would do, and there was no point in wasting any more time.

"Should I attempt to hack their computer network during the communications sir?" Diana asked, your AI seeming a bit eager to get started. If the additional lines of code running through her holographic avatar were any indication, she was already activating those portions of her programming.

"No, I don't want this to go south just because we decided to get some extra intel." You clarified as the connection was established. You lent back in your chair and looked dead ahead at the projected screen as it flickered into life, showing you the pristine view of the rebel command facility. And the well-groomed man that commanded it all.

"Ah! Commander Wells. I trust that you have talked our little offer over with your crew?" The rebel officer greeted you with his usual grin, once again you had to suppress the urge to punch the screen in an attempt to wipe that smirk off his face.

"That I have." You stated, you knew the implications of his decision, and you were prepared to accept them.

"And your decision is?" The rebel officer asked, his grin dropping a bit as it gave way to his anticipation.

>Accept his offer, you're not in any condition to fight them. (+1 [INSURECTION] reputation, gain x2 combined supply/intel drops)
>Negotiate his offer, you want to make a couple of changes to the deal (write-in what you want)
>Decline his offer, you're not in the business of dealing with rebels. (+2 [FLEETCOM] reputation, -1 [INSURECTION] reputation)
>>
Rolled 2 (1d2)

>>3913040
Whatever the dice I am rolling picks
>>
>>3913040
>>Decline his offer, you're not in the business of dealing with rebels. (+2 [FLEETCOM] reputation, -1 [INSURECTION] reputation)
>>
>>3913040
>>Decline his offer, you're not in the business of dealing with rebels. (+2 [FLEETCOM] reputation, -1 [INSURECTION] reputation)
>To the Innie Commander, Nuts.
>MAC Round the astroid base again and jump out of system.
Fuck innies.
>>
>>3913040
>>Negotiate his offer, you want to make a couple of changes to the deal (write-in what you want)
If they want to leave they can leave with the remaining frigates and leave the sutff behind. No dead-drop.
>>
>>3913040
>Decline his offer, you're not in the business of dealing with rebels. (+2 [FLEETCOM] reputation, -1 [INSURECTION] reputation)
>>
>>3913040
>Decline his offer, you're not in the business of dealing with rebels. (+2 [FLEETCOM] reputation, -1 [INSURECTION] reputation)

We'll turn over their pilots, any bullshit gets a MAC round, and archer volley with nukes for flavor.
>>
>>3913051
I want to remind folks that we're not yet ready to jump.
>>
>>3913040
>Negotiate his offer, you want to make a couple of changes to the deal (write-in what you want)
No dead drops and no traps. or security systems they forgot to disable.

They say no, then we decline.

"I'm going to have to decline the deal then, too much liability and risk on my part. Not to mention the consequences from ONI or fleetcom afterwards."

Last part optional.
>>
>>3913112
Truth. But c'mon, this is a perfect Bastogne moment. The Covenant would never give us a chance like this.
>>
>>3913040
>Decline his offer, you're not in the business of dealing with rebels. (+2 [FLEETCOM] reputation, -1 [INSURECTION] reputation)
With >>3913106's stipulation.
>>
"I cannot allow you to escape this system. Corroborating with insurrectionists is a capital offense, and I will not be bought." You gave your answer, you wouldn't be taking his offer. You instantly saw the ghost of smile drop off his face, his jaw hanging slack for a couple of seconds while he digested your words.

"Commander Wells, please see reason. An engagement between our fleet and your ship would end in your slaughter. It's a stupid thing for your crew to lose their lives over." The rebel officer tried to argue, but he saw the look in your eyes that said that you would not be moved by his words any longer. "Commander. Please, we have civilians onboard. You can't..."

"A full UNSC fleet will be arriving soon, I hope that by that time you will have come to the decision to lay down your arms willingly. If you truly do-" You ignored him, you knew now just how much the innies had to lose. You started with a typical offer of surrender, but you were interrupted by a shout from the other side.

"I can double your reward!" The innie commander snapped, thinking that you were simply trying to extort him. "I can give you intelligence on the cells we've had dealings with! Advanced Covenant technology, military-grade fusion weapons, we can work something out!"

"If you truly do have civilians onboard, then I implore you to lay down your arms and surrender. I am willing to allow an unarmed shuttle to dock with my ship in order to pick up your pilots, but that is the most you're getting." You continued to ignore his offers and pleas. You knew that you had lost dozens of men and women in this debacle

The rebel commander was silent for a few seconds, he slowly digested how the situation had changed, before sighing and standing up. The camera panned back and up in order to keep tracking him without showing more of the command room. He sighed, before speaking again. "In which case commander, we have nothing else to discuss. I sincerely hope that you are proud of what you have done, as I am sure that you will be the one who will have to write the letters of condolence to the mothers of your crewmembers."

"Detecting multiple drive signatures!" Your sensor officer announced, calling your attention to the rebel ships that had just been set upon you. "Tally one Stalwart class frigate and two Berlin class frigates casting off!"

"To the commander of the Insurectionist forces, nuts!" You addressed the rebel commander, referencing one of the finest moments of the nation your ship paid homage to.

"Goodbye, Commander Wells." The rebel officer said solemnly, before cutting the connection and leaving you to face your fight.

>Target the Stalwart! You need to kill it first. (MAC / NUKE / ARCHERs)
>Target one of the Berlins! They'll rush you. (MAC / NUKE / ARCHERs)
>Jump out! You can't fight on the defensive.
>>
>>3913219
>>Target the Stalwart! You need to kill it first. (MAC)
Archer and nuke the Berlins, keep them honest, and we have them ready to go anyways.
>>
>>3913219
>Target one of the Berlins! They'll rush you. (MAC / NUKE / ARCHERs)
Target whichever ones have the most AA ability to intercept our shots.
>>
>>3913246
that stalwart can kill us in a missile swarm, we need to kill it first.
>>
>>3913219
>Target the Stalwart! You need to kill it first. (MAC)
>>
>>3913219
>>Target the Stalwart! You need to kill it first. (MAC)
>>
"Weapons, get the MAC online and ready! Target the Stalwart!" You ordered, the damn light frigate could just swamp you with missiles. You wouldn't let that happen.

"MAC gun is already charged and ready, calculating targeting solution." The weapons officer informed you as a low humming tone began to emanate from the front of the ship

"Repair crews are disengaging from the hull and are seeing refuge on the repair drones. We can pick them up after the MAC gun has fired." Your damage control officer informed you. While a lot of the repair work had been done by your three repair drones, the presence of your onboard repair crews had helped to expedite the process.

"Detaching ventral hanger and repair drones. Weapons, you are free to fire." Your aviation control called out, the man detaching the remains of the destroyed ventral hanger in order to reduce dead weight for combat maneuvering.

"Solution acquired, MAC operational, firing!" The weapons officer called out as the ship began to rumble. You weren't sure if it was fatigue, or if the stress of combat was finally starting to have an effect on your ship. Either way, you felt the ship rumble as the magnetic coils of the MAC gun charged, making ready to send a solid slug of tungsten at the target.

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

>>3913396
>>
Rolled 11 + 1 (1d20 + 1)

>>3913396
>>
Rolled 20 + 1 (1d20 + 1)

>>3913396
>>
>>3913442
Seriously, the rolls. This quest and rolls.
>>
>>3913446
ITS ABOUT DAMN TIME
>>
It's fairly obvious that nobody was fucking around anymore, case and point being the shot that your weapons officer just made. The MAC gave its telltale charge and roar, and spat a massive round into the void at ludicrous speeds. However, the rushed job was not lacking for quality. The rebel Stalwart had just burned out of its dock, showing its belly as it accelerated up to combat speed. Your weapon's officer didn't take the easy shot, instead waiting for the ship to dip it's nose towards you so that the MAC round would tear through more of the ship. Overpenetration was a real issue when shooting at lighter ships, and the Stalwart was the lightest frigate class still serving in the UNSC. The older Berlins matched it's outer skin in thickness, but had better structural integrity.

The round impacted just as the vessel was bringing it's bow down to face you, but it wasn't fully level on with you. The shot was incredibly well-timed, the round passed straight through the lower spar and into the guts of the ship. The round punched clean into the ship's over-sized reactor module, and the results were devastating. The Stalwart was a fast and light frigate -in essentiality, an even further stripped down Charon class- but all that speed came at a cost of featuring a massively over-clocked reactor module. And it was no secret that when it went up it did so with quite the explosive destabilisation.

Having so recently been on the receiving end of a MAC round, you felt kind of sorry for the rebel crew. The scary thing about a MAC round wasn't how it hit, but rather how little warning you had before it was in you. Though you could take solace in the fact that for almost all of them the end was quick and painless. Getting vaporised by plasma or a major does of Epsilon radiation tended to turn the lights off very quickly. And both were released by the reactor core and slipspace drive going up. The entire aft section of the ship was vaporized, the middle section was bathed in radiation that killed everyone in an instant, and the forward sections were vented into the cold hard void.

"Stalwart down! That fucker isn't getting up from that!" The weapons officer hollered, sounding even more pleased at the hit than you were. "Captain, permission to divert power from the slipspace drive to recharge the gun?"

>Recharge the gun! With the Stalwart down your chances just got a whole lot better.
>Keep the drive charged! You aren't about to loose your way out just to get the gun back.
>>
>>3913532
>Keep the drive charged! You aren't about to loose your way out just to get the gun back.
>>
>>3913532
>>Keep the drive charged! You aren't about to loose your way out just to get the gun back.
Glad you thought this was a good Nuts moment too.
>>
>>3913532
>Recharge the gun! With the Stalwart down your chances just got a whole lot better.
>>
>>3913532
>Keep the drive charged! You aren't about to loose your way out just to get the gun back.

What we do next depends on if the Berlins break off or not.
>>
>>3913532
>>Keep the drive charged! You aren't about to loose your way out just to get the gun back.
>>
>>3913532
>>Keep the drive charged! You aren't about to loose your way out just to get the gun back.
>>
>>3913532
>Keep the drive charged! You aren't about to loose your way out just to get the gun back.
>>
This thread has been a wild rollercoaster.
>>
>>3915684
I think you mean hellercoaster. Only started looking up after we nailed their stalwart.
>>
>>3913532
>>Recharge the gun! With the Stalwart down your chances just got a whole lot better.
its all or nothing
>>
>>3915684
It usually is.
>>
>>3915684
>>3917737
We've still got more than half a ship. That's better than most UNSC captains would do in our situation.
>>
"Keep the drive charged, we need that ready as a way out." You answered, before posing a question of your own. "What's the status of those Berlins?"

"Berlins are still charging, it looks like they're trying to get a missile lock." Your weapons officer called out, but before you could give him orders on how to engage, multiple consoles across the bridge began to light up as pinpricks of blue light began to appear a few thousand kilometers off the port-side of the ship.

"Slipspace rupture detected! Slipspace rupture detected!" Diana crowed as you watched the slipspace portals as ships dropped right out of them. Your heart stopped for a second as the idea that they could very well be further rebel reinforcements popped into your mind. But as the ship's classes were identified, you couldn't help but feel a mix of happiness and anger at the fact that -of all the times they could choose- your reinforcements had chosen right now to show up.

Your reinforcements consisted of five vessels; a Halcyon class cruiser, a Halberd class destroyer, a pair of Charon class frigates, and a sole Mariner class fast transport. Your ship's internal systems immediately identified half of the warships as being the other vessels that made up your wolfpack. The destroyer Adelaide and the frigate Concord Hymn immediately establishing a data-link with your ship, only a few seconds faster than the rest of the fleet. The UNSC fleet wasted no time blowing the pair of rebel frigates apart. The Halcyon fired first; while the light cruiser turned armed auxiliary transport lacked the firepower to take on anything close to a peer covenant warship, it's comparatively underpowered MAC gun was more than enough to cause critical damage to the leading Berlin class frigate. A follow-up shot from it's escorting Strident-class light frigate ensured that the rebel vessel was guaranteed to be out of the fight. The trailing frigate, on the other hand, received the same number of hits from a single ship, as the sole Halberd fired both of it's MAC guns into the frigate, snapping the warship in half. You don't have much time to glower at your sudden stroke of miss-timed luck as the comms-screen once-again materialized over the viewport. Showing you the familiar view of the bridge of the UNSC Adelaide, and it's grinning captain.

"Commander Wells! It would seem as if the ONI report was not exactly... accurate. It is good to see that you made the best of the situation!" Captain Petrovich greeted you with a weary grin, the Russian officer seemed relieved to see you. Perhaps having seen the damage to your ship and assumed that you had been as damaged as your vessel.

>CONT
>>
>>3919372

You were speechless for a few seconds as you try to contain the stream of questions and insults. You take a second to compose yourself, before asking. "Excuse me sir, but where the hell have you been?"

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

And that's where I'm gonna call it for this run. Sorry for the few-day delay, I know that's had an impact on how much actually got done, hence why we ended like this. I absolutely refuse for this to be dragged out over another thread. In other news, I've started another job which has some ups and downs for running. On the upside, it's a 4-day week, so I can hopefully run for 3-days a week so that would be one more than my previous job. But on the downside, the working days are 10-hour days with an early start, and that will tire me out and prevent me from properly running on those days. So actually being able to run consistently may not be possible. As such, next week's thread will be another trial thread to see if I can make the thread compatible with my job.

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!
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>>3919373
Hay, not too shabby of a wrap-up all things considering. Hopefully the new job works out for you. And as much as I like this quest, don't feel the need to run yourself ragged over it.
Did we loose that Covvy AA gun? If not, how many ONI brownie points did we score?
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>>3919373
Was beginning to wonder if they'd ever show.

Good luck with the new job, 4 on/3 off is a neat schedule to have and I hope it works out for you.
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>>3919419
You'll get a damage report of just how much covenant tech you ended up loosing and how many ONI points you'll be getting in the next thread. Though as the Covenant AA gun was already getting extensively examined by your chief engineer you'll still get some ONI points for it even if you loose it.

>>3919450
For clarification, when I rolled the dice to see how long it would take for the reinforcements to show up I got a nat 1. That would have resulted in them showing up well after either the rebels escaped or were wiped out. I had to bump that up for the sake of convenience though.

A 4/3 split is very good, especially if I can manage an update on each work day. That would be pretty manageable.
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>>3919373
Thanks for running
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>>3919458
Oh.

Well, with how many nat 1s we got in the open, can you share how many we got behind the scenes? Just for curiosity in exploring just how cursed this quest is.



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