Thread #6353859
For House and Dominion: A Knight's Tale That slow typing guy 01/02/26(Fri)16:20:05 No.6353859 [Reply]▶
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For House and Dominion: A Knight's Tale
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H&D Wiki: https://houseanddominion.fandom.com/
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You are Joanna Farrell, a would be Knight from the Dominion of Royal Houses. You are among the few remaining survivors of House Meros, a minor House that fell during the turmoil and wars of the early 41st century. Now you and other aspirants have ventured out into the unexplored regions of the universe aboard the starship Bertrand to seek your fortune and gather resources to someday reclaim your lost House.
>The Crew
The now landless 'Errant' Knight Dar'el Camdie has gathered your group of Knight aspirants in the hopes of forging you into a force to be reckoned with. Despite his age he's a capable fighter and tough by the standards of the Dro'all.
Chief Miriam Hannah is in charge of your ship the Bertrand and has been acting as its captain for years now.
Sergeant Mulyadi Reza commands the marines aboard ship and acts as your training officer.
Sergeant Ram is a veteran who helps lead the squad of marines under your command.
>The would be Knights
Alar Ul'torel is a Dro'all Noble. A skilled Medic in addition to their training to one day become a Knight, they've gone out of their way to be friendly to everyone on the team.
Kalnit Bakor is a Kavarian. A drone specialist, you've made an agreement with him to trade a suit of Power Cell Armor between you depending on the requirements of the mission.
Ninnik Gehell is one of the diminutive Shallan. Though trained primarily as a pilot you've helped encourage them to keep up with the rest of the team in small arms combat.
Silvar Valnetios is one of the elf like Hune. Though sometimes distant he is a capable fighter, always ready to charge into the thick of the action.
Talaat Matevosian is another Human. A close combat specialist he has a fierce rivalry with Silvar, always striving to outdo him.
Vayall Trin'qua is a Dro'all Noble. Though still among the richest families of House Meros they've had trouble adjusting to the fall. A gifted sharpshooter.
As for you, you're nobody special. Not even from a noble family like most of the others. Your parents however were loyal to the House when it would have been all too easy to leave it behind. Because of that loyalty you were sent to the academy to be trained. You now have a chance to become an Errant Knight under Dar'el Camdie's tutelage. You'll still be without lands or a legitimate title, but it would be a first step to refounding or reclaiming House Meros and setting things right.
You will be a Knight of the Dominion some day.
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>The Ship
The Lord Class Assault Transport Bertrand is your mobile base of operations. Able to support special forces units, land ground troops and vehicles, or launch squadrons of starfighters. Knight Dar'el is confident that it will be a valuable asset to the Alliance and your cause.
>The Arnach Archipeligo
https://houseanddominion.fandom.com/wiki/Arnach_Archipelago
A distant galaxy cluster still being explored and charted by the Navigators Guild, this region is already inhabited by a number of alien species. Your operations are expected to be focused on the Bright Tapestry Galaxy, home to the insectile Izuan species.
First contact with the Izuan has been more complicated owing to a decentralized government. This has resulted in the need for dozens of separate first contact events just within the Izuan people's home galaxy.
The Izuan civilization is proving far more unstable than initially thought and the Factions Alliance task force sent to monitor the situation is requesting reinforcements. With civilian contact teams in distress it seems you'll have plenty of chances to play hero and make some money from the Alliance in the process. Money you desperately need if you ever hope to rebuild your House.
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>Last Time on A Knight's Tale
You've been put through intensive training by Sergeant Reza during your flight to the Arnach Archipeligo. Using what time was available you've focused your efforts on a few key areas.
Agility - You have unlocked Dodge Roll and can evade many attacks without penalty.
Ranged Weapons - You are considered a Marksman with most firearms.
Power Armor - Armor is like a Second Skin to you.
Your arrival in the cluster went without incident and you linked up with the Alliance fleet. The Alliance has been coordinating with the Navigators Guild exploration efforts and hoping to defend the civilian scientists and ambassadors. Now it's your job too and the Alliance is paying you well.
You saw combat for the first time fighting a band of pirates who were in the middle of setting up a concealed base. While boarding the station you scored your first kills. Four people -pirates all- dead at your hand. Though you had to take a moment you'd still had the presence of mind to take cover first. They say it gets easier.
Seeing Knight Dar'el win a duel against the pirate captain, then all of you making off with loot rounded out your first outing. It wasn't what you expected but some more victories like that will fill out your roster with the equipment you all need.
Back at the fleet you and Vayall had clothing tailored from salvaged nanoweave material. You now have clothing that can save your life from small arms fire. Handy when a Knight might be considered a high value target.
Before arrangements could be made to offload some of your salvaged goods to friendly contacts, all of you were called to action once more. The Bertrand and crew were needed to extract Guild and Alliance contact personnel from an Izuan colony world. Riots have broken out on dozens of worlds as the Izuan worker class have learned the Alliance has medicines that could allow anyone to have children. Something not normally possible for them.
On the colony world of 'Purplewood' you and the Marines deployed with ballistic shields and stun weapons. At one location after another your team helped evacuate contact teams and get them out via shuttle. All while taking pains to avoid antagonizing the locals.
Then everything started to go wrong.
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Knight Dar'el deployed to the surface with reinforcements only for someone to start jamming your communications. Switching to line of sight helped but proved impractical when inside of buildings. The next location you were sent to assist turned into an ambush. Pirates, mercs or whoever they were seemed to be hoping to take a Dominion noble hostage. They even offered your Marines free passage if they handed you over.
That wasn't an option. With your House long gone there's no one to ransom you to.
In the close quarters indoor fighting that followed your squad used their shields to full advantage. Closing to melee nullified the enemies superior ranged weapons. You stabbed and lashed out with your High Frequency blade so many times your arm started to go numb from the impacts. The fight was won, though some hostiles escaped.
Worse, not only was the Bertrand under attack in orbit but the mercs had a stealth LST operating over the city. A Landing Support Transport is a craft large enough to support full on energy shields unlike common shuttles. With the Bertrand in retreat nothing in your inventory can scratch it.
Despite the risk a shuttle was called in to evacuate a wounded VIP and one of the captured hostiles. Using the surrounding buildings for cover they managed to pull off a landing and pickup.
As tempting as it might be to shove off you're not done in this city yet. You're going to go aid Knight Dar'el. He's still out of contact.
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"We're moving out on foot. Tell Vayall to head for Knight Dar'el's position at best possible speed but to watch out for that LST."
The pilot of Shuttle One wishes you good luck out there.
All of you bail out of the loading ramp before the shuttle dusts off again. One of the marines grabs another medkit before departing.
"Some of us are still a little messed up after that brawl."
As the shuttle departs everyone heads back inside for a moment. The dead mercs have the same class of armor as yours and some of it can be salvaged to fix up your own gear. Ram helps you replace the damaged shoulder guard on your armor while the the medics do a quick once over of everyone that hasn't been treated. Most also take the time to scavenge weapons and the Sergeant hands one to you.
"If we're running into more of these assholes you might want to swap out your phase rifle for a repulsor rifle."
You take the offered weapon and grab some ammo from a nearby body. You still have a sidearm that can stun any hostile Izuan civilians you encounter. The shield is a bit worn after the recent fight, sporting a grouping of craters from repulsor shots, but it's still adequate to keep a crowd at arms length.
"We've wasted enough time. Sergeant, let's move."
"Move it out!" Ram orders.
Back out on the street the squad picks its way past a few craters the LST blasted in the sidewalk and start jogging east, picking up speed.
There's been no contact with the Knight since the shuttles lost line of sight with him on entering a building. From the city maps it looks like a warehouse that must supply nearby businesses. It was the source of another distress beacon, one flagged as belonging to a missing contact team member. Just like the trap you fought your way out of. It was a legitimate distress beacon, which means someone probably is wounded for real and needs recovery.
"Shuttle Five to ground teams. The crowd of Izuan civilians near the Knights position are breaking up somewhat. Still seeing numbers of them staying near the building entrances."
You copy Shuttle Five and keep moving.
Rounding a corner and headed south your squad double times it, headed for the next cross street. You feel better knowing that Vayall and her team should be on the way. With their flight packs they should make good time and should blend into the city well enough not to attract attention from above.
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At the cross street you encounter the civilians streaming your way. Some are on their own others are in groups. A few are carrying placards with political slogans. It doesn't take long for them to notice you and start pointing.
You could use your shields to push through the few groups that are blocking your path. Or you could fire your phase weapons in the air to scare the civilians enough to clear a path. So far you've avoided directly attacking any Izuan but making an example of someone who wont get out of your way might get the message across.
[ ] Push through with your shields
[ ] Fire warning shots
[ ] Make an example
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>>6353866
For House and Dominion!
I'm not entirely certain what is the correct choice here. One option sees us slowed down by people and delaying our arrival. The other lets the enemy know we are here and where we are coming from. The last is a diplomatic incident and bound to have the Alliance angry with us and docking our pay.
I guess if Vayall is coming in with jump packs. I guess having the badies focused on us gives them a chance to come in from behind and surprise them.
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"We're on the clock. Fire warning shots in the air."
Making sure the rifle is slung you draw your pistol and fire a trio of shots into the air.
"Clear a path!" You shout, hoping that your suit will carry your voice or a translation loud enough.
Those near to you quickly get out of the way. It's only when you get near an especially large group that they dont move with the sort of haste you'd expect. Still, enough of a gap opens to push your way past more quickly that you might have otherwise.
You're halfway down the street firing off another burst when a pair of Repulsor rifle rounds flash down the street from ahead and strike the lower side of your shield. The Marine next to you takes a hit to his shield as well.
"Sniper!"
This isn't good. You have no cover to speak of besides your now somewhat worn boarding shields and the civilians. An Izuan too far out in the middle of the road gets hit in the leg and goes down, getting in your way. A few more shots land kicking up pavement and forcing you to the side. They're trying to slow you down.
The fire stops a moment then a larger projectile sails in causing the middle of the street to explode. That didn't look like a grenade. Clearly they dont want you going that way.
One of the marines ID tagged as Joral skids to a stop and fires through the rising plume of the explosion, putting down a steady stream of shots.
"Second floor balcony. Got them pinned boss. Better move."
Ram orders two more marines to put covering fire on the building. It overlooks the square at the end of this road meaning you'll have to keep the building under watch the whole time. All of the Izuan are now well out of the way, cowering against the buildings on either side of the road. You have a clear shot to Knight Dar'el's last known location. The presence of the sniper doesn't bode well though.
As you get closer to the warehouse you see that the remaining Izuan in the square are doing what they can to flee in different directions. All of them are trying to get as much distance as possible from the warehouse itself and it soon becomes clear to you why.
Hypersonic projectiles punch through the light construction of the building's upper levels from the inside, leaving a string of holes. The ground shakes from an explosion and a brief moment later the doors crumple outward from a second blast. Smoke and flame soon start to billow out from the cracks.
You try to raise either of the other squads.
"Knight Dar'el do you copy? Vayall if you can hear me, the warehouse is exploding! We may need to go in and get Dar'el."
Ram waves you on past the burning entrance.
"These doors are blocked! Try the west side!"
You emerge into the square, marines still suppressing the far western building. It's more of a parking lot for the warehouse and an abutting outlet store than a square. A few Izuan are trying to move from cover to cover in a panic.
>Cont.
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https://www.youtube.com/watch?v=KslvU0ZtnZo [Road to Masysaf]
Before you can reach the doors on this side of the warehouse you see movement from the front of the department store. The sliding doors go flying off their rails only for a half dozen marines and Knight Dar'el to come marching out, sword at the ready. They all look a bit worse for wear with damaged shields and scorched armor.
"Marines we are LEAVING," the Dar'el orders. "Get the VIP onto the shuttle as soon as it lands."
Two more marines come through the doors behind him hauling someone in a medical stasis field. Everyone near the Knight does what they can to keep their shields protecting the stasis field from any stray shots. Even the new ones can't take too much damage.
Your squad closes with the Knight and his team.
"We have an unknown number of hostiles in the western building sir."
Ram reports as you hurry over.
Dar'el gives a short laugh on seeing you.
"Joanna, Ram, I'm glad you're alright. Fatalities?"
"None so far but these mercs are well equipped."
"Alarmingly so. We need to-"
"Sniper west!"
You catch sight of someone with an enormous rifle on the roof and they immediately open fire on Dar'el. The Knight swings his shield arm out to cover the VIP rather than himself. Sword still in hand he swats aside a projectile larger than some grenades, deflecting it into the roof of the store behind him.
He isn't able to hit the second bullet.
The chest plate of his armor erupts like a volcano.
Everything stops. This isn't happening. You don't have your stasis unit. You used it on a wounded VIP earlier in order to get them back to the ship. Dar'el likely did the same with his unit for the person he was protecting.
This isn't happening. This is NOT HAPPENING. This is-
[ ] Take the stasis unit off the VIP, save the Knight
[ ] Put that sniper in the ground
[ ] Take the sniper alive
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>>6353953
Well, shit. I've no idea which would be best.
First one we probably ensure that the VIP dies and we roll the dice on if Knight Dar'el survives. But it keeps the dream of our House returning alive for a while longer.
Second one we open up with everything and reduce the sniper and his spot into the past tense. But learn absolutely nothing. And this is the paranoia speaking and the Alliance claims our ship and 'offers' us a job to work for them to reclaim the ship.
Third one, we abandon the Knight and attempt to chase the sniper across the city. Making all our allies suspicious about our involvement.
No real good choices here. But, between rolling the dice and saving the Knight while listening to the Alliance bitch at us? I'm inclined to save the Knight. This whole mission is fubar and the inclusion of pirates/ mercenaries who are just intent on either killing or ransoming Dominion nobles. Just reeks of someone in the Alliance or another House trying to finish off our House once and for all.
So gonna go with:
>[ ] Take the stasis unit off the VIP, save the Knight
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There's nothing you can do for the Knight, not now. Not without potentially killing someone who doesn't deserve it. Someone Dar'el tried to save.
You can put his killer in the ground though.
https://www.youtube.com/watch?v=KeY0-z8KIsk [Let the Chase Begin]
The sniper retreats as fire from the marines causes bits of their armor to crack and go flying. It looks like they're going to make a run for it along the rooftops. Sprinting across the square you drop your shield and ready the smart grapple. They are not getting away.
The Marines call out over the channel as you move. Some reporting the Knight is down, others for any nearby backup as your grapple flies, catching the top of the roof and pulling you skyward. Up over the lip of the roof and you scan for any other hostiles. Just the one making a run for it looks like.
You give chase waiting for an opportunity. It comes when they slow to navigate some machinery. Your rifle is out and a shot connects with their back plating. It throws them off for a second but soon they turn and try to send some return fire your way. You dive out of the way anticipating another one of those projectiles that hit the Knight but nothing happens. It seems their weapon is damaged.
The sniper tosses their weapon and runs for it. They draw a submachine pistol and fire off a burst of suppressing fire your way before jumping from the roof. By the time you catch up they're already across the next street and heading around a corner out of sight. They're not out yet.
Firing the smart grapple across the street you give yourself a running start and swing across and around the corner almost like spiderman. The landing is rough and you tumble, but are soon back on your feet and running. You nearly trip over the retracting grapple line but manage to keep going. They're straight ahead but there are Izuan civilians still on the street here and there's no clear shot.
One of the buildings you're coming up on is the location of another distress beacon. Shit. They might have reinforcements inside. You fire a few rounds into the face of the building above the heads of everyone on the street. It causes more screams from the civies but your target flinches away from the doorway. Instead they head for an alleyway.
You round the corner in time to see them leap from wall to wall and then onto the rooftop.
"Wall hacks bullshit," you curse, readying your grapple again.
Glad for all of the smart grapple training in the holobooths you're soon pulled upward, once again clambering onto the roof top. The sniper glances over their shoulder at you briefly then resumes running.
"This is Farrell, I'm on the roof again, heading uh, west. Vayall if you can hear me try to intercept."
>Cont
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You get a reply but not from Vayall. Instead the pilot of Shuttle Five breaks in on the channel.
"We have a coms relay from Gehell coming through for you. Stand by."
Ninnik? Now? What does he want?
"Joanna, I'm commandeering a ship at the spaceport. I can be airborne in 30 seconds. What can I do to help?"
[ ] It's too late to help. Guard the spaceport.
[ ] Deal with the LST over the city.
[ ] Help the Bertrand drive off the other ship.
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"Nin, help the Bertrand drive off the other ship."
"You got it! I'll be in orbit inside of a minute. You may hear some thunder."
Closing the channel you keep moving. Off to your left you start to see figures leapfrogging between the tops of buildings, using the taller spires or radio masts for cover. Backup is on the way and it's almost here.
That doesn't mean you're going to stop and leave all the work to the other squad. You won't run the risk them getting away. There's no escape on your watch.
Long before any shock waves from Ninnik's ship can reach you a blast wave washes over you from behind. Glancing back you see one of the buildings being ripped apart by what has to be tractor beams. When you look again figures are being pulled up into the air and vanishing into a hazy patch. That must be the stealth LST. They're recovering their people still ground side.
Ahead of you the sniper closes in on the edge of this block. They'll need to get down to ground level again unless they have another way across the street. As if in response to this thought they press something on their belt and launch upwards into a jump that looks to carry them across the street.
They have a repulsor belt on like you do. That explains some things. They also have a predictable arc you can put some bullets into.
[ ] Halt and shoot (Marksman)
[ ] Jump, use your grapple
[ ] Try to adjust your belt to make that same jump
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Skidding to a stop you shoulder the rifle and fire a string of shots into the spot the sniper is coming down. You haven't been practicing your marksmanship for nothing. One shot hits their left leg, another the same back plate you hit earlier. They go tumbling into a heap, skidding partially into cover behind a ventilation system.
When they dont immediately climb to their feet again you sling your weapon and start checking through the settings on the repulsor belt. Eventually you find what they must have used. A setting to greatly reduce the apparent gravity. One 'enhanced' jump gets you across the street.
The sniper is crawling steadily away but draws their machine pistol the moment they hear you coming. You put a shot through their wrist eliciting a scream and causing them to drop the gun.
While they writhe in pain you take aim to finish them off.
"Wait! I... I surrender!" They manage to cough out.
It seems like you might have punctured a lung with that last shot. They're coughing with every breath. They hit the release for their helmet and the human woman begins coughing blood onto the rooftop. A lot of blood.
"Help... I don't..."
Too bad for the sniper none of you have any stasis modules left. That was their plan after all wasn't?
[ ] Put them out of their misery
[ ] Wait for them to bleed out
[ ] Write in
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>>6354806
>[ ] Write in
Signal emergency pick up. That you have an injured captive. See if any of your back up has medical supplies to stabilize them or keep them alive longer, for questioning.
Failing that:
>[ ] Put them out of their misery
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"Farrell to Shuttle Five, I have a hostile here bleeding out. How fast could you reach me with a medic?"
"We're at altitude acting as relay and cant get to you. Nearest medic is Vayall Trin'qua's unit closing on your position. Should be there in a couple minutes."
"I dont think they'll last that long," you admit.
"We can talk you through trying to stabilize?" the pilot offers.
You ready your rifle. Seeing this the sniper panics.
"No no! NO! I'm supposed to live! I'll talk, put me in stasis! Something! I'm not supposed to die like this."
[ ] Confirm
[ ] Try to stabilize (roll 1d100)
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On the one hand you think you're merciful enough that you'd put this scum down rather than let them drown in their own blood. You weren't even going to step on their wound to make it hurt more.
On the other hand they might actually talk, and shuttle five did offer to walk you through it.
"Have your medic talk me through it. Make it fast."
Rolling her over you use your knife to cut off the surrounding armor then pull out everything from both of your on hand medical kits. You medical training is... not quite "put bandage over wound" tier but you hadn't really got into serious stuff. Maybe you're a little too reliant on basic wound sealant and stasis units. You royally fucked up this bitch with your last shot even if it wasn't instantly fatal. Something has a hole in it and they don't have long.
With line of sight to the shuttle you're able to stream them your helmet mission recorder. The medic instructs you to load a brownish liquid capsule into the injector and press it as far into the wound as possible before activating it.
"Use the entire thing. That will buy you a couple of minutes."
It certainly does something. What were increasingly strangulated noises coming from the sniper trail off, and foam bubbles out around the injector you've stabbed into them. After that you throw some patches on and quickly tourniquet the leg wound.
The incoming medic from Vayall's team tells you to cut the rest of their armor clear from their upper body then to get the hell out of the way. They come in fast, thrusters on their flight pack firing and repulsors whining as they power down.
"Good you haven't completely fucked it up, only mostly."
A blood bag and a blood oxygenation unit go on then they break open the rest of their kit.
"We need medivac on this one ASAP."
You request any available shuttle for pickup, warning them that the hostile LST was last seen east of your position. Overwatch confirms they saw the building coming apart earlier but couldn't make out much else at the time.
Vayall arrives and has her people take up positions on the surrounding rooftops.
"What happened? They said that Knight Dar'el is down."
"This one shot him," you gesture to the sniper. "If they talk maybe we'll find out who's responsible."
"He's been shot, is he in stasis?"
>How do you want to break the news? / What say?
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"He used his stasis unit on a VIP... and so did I with mine."
You can't read Vayall's expression through their helmet but you don't need to. After a moment of stunned silence they fall to their hands and knees.
"No. It's over. It wasn't supposed to end like this."
"The mission comes first. The Alliance better bloody well appreciate our lack of resources leading to the sacrifice from our house."
You look to the medic still hard at work doing something to the prisoner to stabilize them.
"If this prisoner talks we can at least find the ones responsible. After that I don't know."
The Sergeant from Vayall's squad approaches.
"Let's get you on your feet. We still have people in trouble and may have hostiles in the area. That's not even counting the locals. Save it for when we're safe aboard the ship. The Chief will have a plan. Chief always has a plan."
You spot one of the shuttles incoming from the south west. As they slow on approach the communications jamming begins to cut out. A new signal from orbit starts to come through clearly.
"This is the Bertrand to all forces, enemy starship is withdrawing. Prepare to resume recovery operations. Any loaded Medivac units head for orbital point alpha, we'll be on station again shortly."
The shuttle descends loading ramp down and with two crew members waiting to take aboard the wounded.
Do you want to stay with the prisoner or help with any remaining mop up?
[ ] Don't let them out of your sight
[ ] Get back to your squad and help sweep
[ ] Help recover the Knights remains
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>>6355420
>[ ] Get back to your squad and help sweep
Best to bury ourself in work and make this whole trip count. It better fucking count. The Alliance better be fucking happy we did this for them. If all we get is a pat on the back and a good job, I'll be upset.
Send us into a damn trap and cause the death of Knight Dar'el and making an already difficult task of reviving our house into almost impossible.
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What the hell... this is back? I've not looked at this board in ages because all the quests I liked ended or disappeared. Last time I checked in I got flashbanged by Valen Quest and well, same old there.
So there's still hope for HQQ right?I had only just gotten my first job when this quest began, jesus
>>6355420
>[ ] Get back to your squad and help sweep
Do your own job before doing someone else's
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With the prisoner in the capable hands of the medics there's nothing for you to do but get back to your squad and finish the sweep of the city. Vayall splits off and heads back towards the city center to make a final check now that the jamming is down.
Contacting Ram you have the squad meet you on the street outside of the building the last beacon was detected in. It's once again coming through loud and clear. The marines hand over your shield that they recovered, not that it's needed. The LST did a good job of tearing apart this building with its tractor beams and there are no hostiles left.
Picking through the wreckage you find an open area with one downed body. They're alive, barely, having been given some basic first aid. The next available shuttle is called in and they use the rescue hoist to lift them out.
Each team checks in reporting success or asking for assistance to help deal with crowds. Silvar has had the worst time and Kalnit's team are moved to back him up.
The final low priority sweep starts not long after, recovering gear and bodies from hostiles. While it would be good to salvage the armor and weapons for your own use, for now it's all evidence. You have to shoo away curious locals that have started to pick through the wreckage in placed but eventually everything that can be accounted for is loaded for transport.
It's the end of a long day by the time you get back to the ship. It's not over though. You're asked to stow your gear, hand over the rifle for evidence, then head to the operations center for debrief.
"Save it until everyone arrives," Chief Hannah tells you when you enter.
The other woman is looking haggard, leaning over the central command display. You see the holographics she's looking over show the ship, others the planet and one a breakdown of a suit of power armor. One with a great deal of red damage indicators. Especially around the upper chest.
You move to stand next to Alar who is already present. Talaat arrives just behind you. Kalnit and Silvar are next to show up then Vayall who arrives already changed into a duty uniform. Ninnik is the last, reporting that the ships at the spaceport are just finishing some final checks and can lift off soon.
The Chief pushes herself upright and crosses her arms.
"Good that has us officially squared away. That merc ship Fourth Triumvir has jumped out. Presumably after picking up their LST. We sent a priority alert warning the Alliance about them but if they're determined to run we cant catch them. Not right now. We've got civilians and wounded that need to be transferred to the fleet. Plus two prisoners that hopefully talk once they're in Alliance custody."
Chief Hannah gives a tired sigh then looks the group over.
"I don't even know where to start with where that leaves us. Reza get in here."
The Chief activates a privacy field preventing any of the bridge crew from seeing or hearing what's going on in the aft operations area.
>Cont
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Sergeant Reza walks in still wearing his armor, carrying the weapon that killed Knight Dar'el. He detaches the rear magazine and leans the weapon itself against the central display. Ejecting a projectile from the magazine he holds it up, looking over the bands of paint indicating the type.
"Reynard Custom mass driver rifle with 20mm GHM specialist munitions. These are tailored specifically to kill modern power armor. They are overkill in most cases. None of our gear has a hope of ever stopping these."
"Not even with the shield?"
Reza shakes his head. "It would have blown right through it."
"Reynard's fucking magic bullets. Why shoot somebody with an 8mm when you can up it to a 20 mil with optional payloads."
The Chief brings up the display showing Knight Dar'el's wrecked armor then looks to all of you while pointing at it.
"You see this? This was always a possibility. If not today then tomorrow or the day after. There are seven of you here, not because this is all we could bring or because it's the Dominion's lucky number. It's because Dar'el Camdie and I fully expected casualties. We just need one Knight to walk away from this expedition and its still a success."
"Now we don't even have one Knight." Vayall dejectedly replies.
[ ] No, we have Seven Knights
[ ] Not yet, but that can change
[ ] What hope do we really have?
[ ] Write in
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>>6355818
>[ ] Not yet, but that can change
What requirements need to be met to be considered a Knight? Missions completed? Recognition from someone of higher station (a Knight, Baron, Count, etc.)? Money? Property/ possessions? Influence? What?
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>>6355818
>[ ] No, we have Seven Knights
all we need is determination, drive and House. Sure our House is fitting in one troop carrier right now but this only means we can always bring our House's might in full force. The way forward was clouded, huddled in fog and uncertain from when before it even began. I signed up to give blood, sweat and life to carry the flickering torch that is our House. I will carry the torch until it once more shines bright among the stars. We cannot be halted by the sacrifices on the path ahead, only remember to mourn and pay respect upon fulfilling our dream. For the Dominion, For House Meros to the stars!
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"Not yet, but that can change."
Everyone turns to look at you.
"Each of us is a specialist in their own right. What requirements need to be met to be considered a Knight?"
The Chief leans back and considers for a moment.
"To be a Knight of the Dominion? The ability to fight, to lead, land holdings granted by your House and either a respectable warship or power armor. Being from a noble family also helps.
Of course for a landless Errant Knight it's usually just a ship or the armor. As long as you have those anyone can 'claim' to be a Knight. Errant Knights have a lot to prove. Are you a pretender or the real thing? That's what people want to know. Proving yourself over the course of a campaign? That earns recognition. That gets attention."
Hannah leans forward and begins to call up something on the holodisplay.
"Of course we've already attracted attention."
Mission recorder footage taken by your squad begins to play.
>"-give up your Lordling and you'll be allowed to leave without resistance."
"Whoever hired those mercenaries didn't want to give our little band a chance to build up strength. I'm willing to bet money they were already preparing to knock us off before any of you even came onboard. Someone talked. We're just going to have to deal with that. That leaves what all of you are going to do."
Chief Hannah looks over the group once more, locking eyes with each of you in turn.
"As far as Knight Dar'el was concerned he didn't think any of you were ready... but he thought you were ready enough.
I need to know who here is ready enough to step up.
I can run this ship. I can move troops, vehicles, land them on planets, support them from orbit. What I can't do is lead them. What I can cant do is restore our House.
That I have to leave to you."
"Are you going to step up?" Reza asks.
>What say? / Your orders?
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>>6356108
>We need to present ourselves as the next generation of leadership for our house
>Working with the alliance will provide the opportunity for triumphs to make that stick
>We will also need to make an example of those that attempt to sabotage us
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>>6356108
>>6356109
>I can count this as part of your reply.
please
also knowing that whoever is behind this still wants to get rid of us even through our lacking resources and chances is both motivation that we are still in the game and a warning that our shadowed opponent resorts to cautious and careful plays
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"I signed up to give blood, sweat and tears, even my very life to carry the flickering torch that is our House. I will carry that torch until it once more shines bright among the stars. As you said, this was always a possibility. We cannot be halted by sacrifices on the path ahead, only remember to mourn and pay respects upon fulfilling our dream."
You look around the room at the others.
"We need to present ourselves as the next generation of leadership for our House. That means drive and determination.
That means using our work with the Alliance to build ourselves up, to achieve triumphs to make that stick. And if we get the chance we make an example of those that attempt to sabotage us."
Everyone is momentarily stunned into silence by your impromptu speech.
The Chief smirks.
"I would have also settled for simply stepping forward to be counted."
She looks to the others, her voice hardening.
"Well? What about the rest of you?"
"Like hell I'm going to give up now!" Talaat belts out.
"Yeah!" Alar adds, "If anything this proves the rest of you are going to need a good medic."
"I don't know if I'm ready yet," says Ninnik, "but I can still fly. Count me in, even if it's only to fly an escort."
Silvar shrugs.
"Even if I cant make it as a Knight our House is still going to need a few assassins. Might as well get the practice in now."
"I firmly believe we're doomed," Vayall answers. "It won't matter where it happens. They've chased us this far, simply going home wont remove the target from our backs. I will fight alongside the rest of you and hope it improves our odds."
The Chief frowns at this but chooses not to say anything.
All eyes turn to Kalnit who sighs.
"Our mentor dead and the odds getting even more firmly stacked against us? Thanks I hate it."
He straightens up and squares his shoulders.
"My family needs this. Joining the House was their chance to go legitimate. I don't have a choice, they need this."
"You always have a choice," says Hannah. "Just not always good ones. You're all technically Alliance officers with field experience. You can request a transfer and disappear. You never have to see or hear from your family or the House ever again. Joining the Alliance has always been a good way for people with questionable backgrounds to start over. All they care about is if you're good at your job.
I should point out your pay wont be as good though. Each of you has a stipend that was set up by the Knight. We'll talk about that later though. For now are you in our out?"
"For now I'm in."
"Good enough. We're going to have a long burn out of the system escorting the ships from the surface, then the jump back to the fleet. Sergeant?"
"I have nothing for them at the moment," says Reza. "For now I suggest you all rest up."
>Did you want to talk to any of your fellow Knight aspirants?
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>>6356791
>>Did you want to talk to any of your fellow Knight aspirants before you get some rest?
not sure what we could talk/ask about beyond trying to find out just how bad morale is.
so i guess
>no, head straight to bunk and try to not think to hard about it
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Back in your quarters the hum of the deck plates changes as the Bertrand begins its trip out system.
It's been a hell of a day. What turned into your second combat drop. Going down and escorting people away from crowds of aliens you've only recently been introduced to. Trying to keep what were effectively civilians moving and away from wandering bands of said aliens.
There was the mad shield charge against the mercenaries that had tried to capture you. Then the chase against Knight Dar'el's murderer. Seeing the Knight's armor ripped apart by some kind of armor piercing incendiary projectile.
That's an image that's going to be burned into your memory for awhile.
Somewhere on this ship is the person that killed him. Either in a medbay autodoc having reconstructive surgery or in medical stasis awaiting transfer to an Alliance holding facility.
There's one other prisoner you nabbed from the group that tried to abduct you. Hopefully that improves the odds that one of them will talk.
You have to find them, whoever did this. You weren't lying earlier when you made your speech in the operations center. You need to find them, either to make and example of them to discourage others, or to find closure in this whole mess. You hope it doesn't come to the point of breaking off your overall mission of building up strength in order to hunt them down.
The Alliance will help track them down, they have to. This is as much of a mark against them as anything since the mercs were using an Alliance IFF. If they don't then you'll just have to build up your contacts within the Alliance taskforce until one of them can help you out. You wont take 'no' for an answer on this one.
>Cont
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https://www.youtube.com/watch?v=48ECzvV-0KU [Monuments]
You don't sleep well but you do sleep. Arriving back at the fleet the area is not quite in chaos. A heavy carrier has joined the fleet in the day you've been gone allowing smaller ships to dock for maintenance. This has allowed an additional queue of ships to form up well away from the big Torrent class mobile fleet base.
Shuttles begin sending rescued personnel over along with the prisoners. All of the evidence has been boxed up and sent. Marines have been posted to guard the evidence to prevent any incidents at the docks where something might go missing.
Reza is waiting in the operations center in his duty uniform watching the movement of reserve squads.
"It's too bad we've handed over all the captured weapons. Some would have been quite useful for us. As would the gear."
"Like that monster repulsor rifle. Is it true we don't have any defense against a weapon like that?" you ask.
Reza shakes his head. "Not in our current inventory. Even Alliance equipment that can resist more than a shot or two is rare. There are some Neeran shields that are highly resistant to those 20mm rounds, but there are newer munitions that are supposed to counter them.
I have heard there are new stasis reinforced ships that can survive more punishment. I don't know how well they would hold up to repeated hits however."
Even the ability to shrug off one or two would make a difference in your opinion.
The Chief emerges from her office holding a datapad.
"Everybody get in here. I've been going over Knight Dar'el's will and he had some... odd ideas on what to do if he were killed."
>Cont 2/3
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The recording plays.
>If you're seeing this then the worst has occurred. There are contingencies, fallback plans. I've done my duty in preparing for worst case scenarios. Some situations are more grave than others. The loss of the ship or my death, in battle or otherwise, are grave setbacks indeed.
>Should I die our reason for being out here will not cease. Our legitimacy will be tarnished to be sure but there are ways to soften the blow. Delay, deny, refuse to acknowledge my loss if necessary. Build up the reputation of our new Knights. Prove you are capable and competent and ultimately it wont matter to the Alliance. A Knight Errant is a self declared thing anyways.
>Loss of the ship. That is a hard blow to counter, not for the loss of its capability but for its loyal crew. If enough have survived there are ways to acquire another ship. Your Chief operations officer will be provided with contacts that would normally be avoided.
>The Alliance will want us to have a ship and will provide one if requested but it will be their ship, they need it back once we're done.
>As for a successor I have watched our new hopefuls closely. All of them have much to learn-"
Hannah skips the next section.
"I'll talk to each of you individually about this part later. No reason for everybody to hear it."
The playback resumes.
>buy time. Force them to work together if you have to. A group of Knights Errant stand a better chance than one lone Knight. They can cover each others weaknesses and further enhance their strengths.
>Keep building, keep fighting. Adapt and overcome. It is not over until we give up.
Hannah rubs her forehead.
"Why would he say deny? People are going to know he's dead."
Reza seems to consider.
"Change the narrative, sow confusion. Create enough uncertainty that nobody can say for sure if he was killed. Keep our enemies off guard and force them to make another attempt. One we can prepare for."
[ ] We need to move on
[ ] Delay and deny news the Knight is dead
[ ] Write in
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>>6356840
>[ ] Write in
>[ ] Delay and deny news the Knight is dead
Who knows the Knight is dead? Just those on this ship and our captured sniper (who we just handed over to the Alliance for questioning). Keep bluffing and saying that the Knight is severely injured and in serious condition. That he is being stubborn and not wanting to risk someone finishing the job if he goes to the Alliance for help.
If the Alliance really wants to know his condition. They can send someone who can be vetted as trusted with the truth.
Also we could use the confusion to flush out the assassins/ mercs. Who will undoubtedly want a second go at finishing the job. Especially since once their boss hears that the Knight might not be dead yet, they wont be getting paid until they can confirm he's dead.
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"Do what he suggested and deny that he's dead. The more smoke and mirrors we can put up for potential enemies the better. If it's thought he's alive anybody still out to get us will undoubtedly want a second go at finishing the job."
Reza seems to be happy with this response but the Chief seems unconvinced. Despite this she reluctantly signs on.
"This may paint a bigger target on our backs but at least we can control how much gets out. Plus we can always announce later that he died. You kids let me know if you change your mind."
Reza elects to inform the Marines and asks a few other people to let the crew know that this is a 'loose lips sinks ships' issue. The crew are to withhold all discussion of the Knights status when off ship.
"We'll have to flag him as on extended medical leave or something on our reports."
You shrug.
"If the Alliance really wants to know his condition, they can send someone who can be vetted as trusted with the truth."
The Chief curses. "We don't have an Alliance observer yet. It wasn't pressing and there was a personnel shortage but eventually we'll need to get an observer stationed aboard in order to sign off on certain special logistics requests. There are advantages to going with or without one."
"What sort of logistics requests?" Vayall asks.
"With an Alliance observer we can more quickly restock damaged equipment and get replacements signed off on. For basic gear it just means we can file the paperwork faster and dont need it vetted. Should save us a day or two each time we deploy.
The real benefit is the ability to requisition advanced munitions and gear that the Alliance maintains ownership of. Shield Piercing Torpedoes are the biggest one. That's a tremendous force multiplier against other starships. We could have crippled or killed that mercenary ship using our starfighters if we'd had any."
Nin raises a hand.
"If the Alliance maintains ownership of the weapons... wouldn't that give them a salvage claim against anything we shot at with them?"
Hannah points at the Shallan pilot.
"Yes. We can win most fights but the Alliance is taking the lion's share of what's left over."
Upsides and downsides it seems. You have a question of your own.
"Won't an observer make things difficult with our Fence?"
"We shouldn't bring an observer along the first time we make contact with them, but after that we can just tell them its a merchant we make regular contact with. It will make any other kind of smuggling we may want to do difficult or impossible though."
"What would you suggest Chief?" Alar asks.
Hannah thinks it over.
"I'd give it a few weeks and see how things pan out before getting an observer. We may find some alternate means of making money outside the law."
You do your best not to mention the illegal Aries weapons shipment you saw in the cargo bay back when you were in flight to the region.
[ ] We should get an observer sooner
[ ] Give it a few weeks
[ ] Hold off until needed
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>>6356928
How much would the Alliance get if we used their gear?
For example, using one instance where Sonia's forces helped capture a Super Heavy Cruiser early in her career. There was a whole thing where could choose either to keep the JD's claim on it as well as the numerous other Houses and operate it cooperatively. Or sell JD's claim. How much of a Super Heavy Cruiser would we keep, if we used Alliance weapons? 40%? 30? 5? 0.1%? Even Less?
Or another example as I know we're not in any position to take a Super Heavy, but say we found a cache of 100 regular power armors ready to be used. How many would the Alliance keep?
This post made me think we're suddenly in Battletech and a mercenary company that's about to no longer be. With the Alliance being a combination of Comstar and one of the successor houses. They'll help, but you're not going to get a tenth of what you would have gotten as rewards if you did things on your own.
It's a shame we wont find something similar to the Argo here. Or if we do the Alliance would snatch it up immediately.
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>>6356928
>[ ] We should get an observer sooner
being able to get away and having to short our share beats not being able to get away at all, also we can still get most salvage as long we dont use alliance stuff right?
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>>6356934
>How much of a Super Heavy Cruiser would we keep, if we used Alliance weapons?
I usually put the Alliance share at between 25% and 50% if SP weapons are used. It's also going to depend on how aggressively they were used. You're always going to get a share though because you were the one out there in danger.
>say we found a cache of 100 regular power armors ready to be used. How many would the Alliance keep?
At that point I'd recommend negotiation. Give away the ship or base they were in and take the armor for yourself. Otherwise get stuck with the above percentage.
>Battletech
I'd say the Alliance is more like the Star League Defense Force.H&D setting has a history of Mechwarrior level salvage.
>>6356951
>we can still get most salvage as long we dont use alliance stuff right?
The less you use their stuff the less of a claim they'll have. Of course that's intentionally making things harder for yourself.
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>>6356928
>We should get an observer sooner
For reasons not only about accessing SP torpedoes but also repairing Knight Da'rel's power armour through a quicker route (hopefully also discrete), improved access to better personal weapons and so on.
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After thinking it over you speak up.
"We just agreed to making ourselves a bigger target by concealing the Knight's true condition. We should get an observer sooner rather than later. We'll need the firepower. At least then we have a better chance of salvaging something if we get into a fight."
Ninnik agrees.
"Giving the Bertrand the ability to fight on another level is a better option than just running away when someone comes after us."
The other seems to be of a similar sentiment. What can the Alliance do for you?
The Chief shrugs.
"Fine, if that's the way everyone feels. We'll get our reports filed then see about having an observer assigned. I thought more of you might be interested in some minor smuggling what with the Izuan being a new contact."
Kalnit shakes his head,
"We don't know them well enough to say what's safe to sell them."
"Didn't they already try to buy our cooperation with cheap base resources?'
Alar asks. "That alone is going to annoy the Alliance. Probably not worth the risk of selling to those kind of people."
Vayall makes an noise of annoyance.
"I forgot, that planet had exotic wood exports! I wanted to buy some and get it shipped back to the Dominion to turn a profit."
It's not like there wasn't enough going on back there. Maybe you can keep an eye out for opportunities for legitimate business going ahead?
>Mission Filed
>Joanna Farrell
>Awards: Alliance Bronze Star
Bonus payout 3000s (Current balance 13,500s)
Joanna Farrell, for rescuing a civilian despite great personal risk beyond mission expectations you have been awarded the Bronze Star!
>>6353862
You have gained 1 free skill point to be assigned as you see fit. You have experienced passive skill gain in both Medic and Armed Melee.
What category do you want to assign your skill point to?
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>>6357262
>>6357258
>>6357251
Ranged weapons it is. Wiki updated.
https://houseanddominion.fandom.com/wiki/A_Knight's_Tale_Character_Sta ts
>>6357251
>how big is the market for alliance medals? if the alliance even does give out physical medals that is
The Alliance does still give out physical medals. The local market however is somewhat small. You wont get much money for a Bronze Star. That may change as the fleet and the market expands.
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Everyone is preparing for the first meeting to visit your local Fence. They're one of the few links to the old House Meros that still exist. Smugglers with full connections to the South Reach League, they have access to the Warlords full catalogue of weapons and munitions. While some of those weapons may be increasingly outdated, they were still enough to give the entire Dominion pause three decades ago.
You already have your sights set on a SRL Repulsor Rifle of your own. The ones available at the fleet have their prices marked up and all of those you've salvaged are old or were handed over as evidence.
Most of the others are looking for specific gear that will help them out. Newer weapons or so on. Reza and Hannah want to increase the ships stocks of hard plate armor so more of the reserve Marines can deploy.
While preparations are being made the rebuilt power cell armor arrives. Three suits. Talaat, Vayall, Kalnit and yourself are already slated to use them. There is some minor refit down time to change the fitting between you and Kalnit using them. Reza has you all run laps in the launch bay and practice grappling and boarding the shuttles in varying gravity. Only once that has been completed does he allow Kalnit to play around with configuring his drones with the armor.
"The rest of you, dont forget your hand drone," Reza reminds you. "Some of the Marine specialists in your squads normally carry them. These suits were outfitted with Rovinar models with full stealth. You can scout ahead and avoid ambushes if you use them. Just dont lose them, we dont have replacements yet."
The hand drone is a small sphere that fits in the palm of your hand and is easily thrown. Flying around silently on repulsors makes them hard to detect. They're set to automatically return to a docking point at the top of the backpack behind your head if they lose connection.
"Do the Rovinar make armed versions of these?" Kalnit asks.
"If they do they're not sold on the open market."
With the ship and crew back at combat readiness you're as prepared as you can be for anything going wrong venturing away from the fleet.
The Chief calls everyone to Ops to discuss the financial situation everyone is in.
"We dont have much in the way of money going into this. Whatever each of you salvaged at that pirate base is going to have a big impact I imagine. There is a resource some of you may want to take advantage of.
Knight Dar'el established funds that will regularly pay out the equivalent of a Knights stipend. You're getting 4200 seni a month. That's supposed to something you'll always have. If you want though you could sell yours off for an immediate payout. It should work out to around a million. It's not enough to buy power armor... but it might be enough for gear that could come in handy.
[ ] Hang on to your stipend (Regular payouts for life)
[ ] Sell for immediate payout (~1 million S)
[ ] Other / Suggestions?
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>>6357341
>[ ] Hang on to your stipend (Regular payouts for life)
If we're getting $4,200 a month, that's $50,400 a year. It might be small for now. But it's a guaranteed income for the rest of our life? Even if we only live to 80 and do nothing else. That's still more than we would make with the immediate pay out.
So yeah, keep the stipend. We'll find other means for increased pay or increased revenue.
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You're going to hang onto that stipend for now. There will be plenty of opportunities to make money and that fund will continue to pay out more over its lifetime than it would if you took it all now.
Besides there's always the risk of Sudden wealth syndrome kicking in and spending it all in a mad blaze to minimal benefit. It happens to enough lottery winners. Now's the time to buckle in and get ready for the long haul.
The Bertrand arrives at the rendezvous coordinates on time. A Factions Frigate in bog standard Dominion desert pink is on a burn that will bring it past your arrival position. They're moving fast enough that only a brief burn from the engines would immediately allow them to jump out. Clearly they're prepared for an ambush.
The Chief orders the crew to match course and speed. Soon enough signals are sent and the Bertrand moves along side the smaller ship. Soon they've opened a channel and a "sales representative" appears on screen. It's the Shallan you met back at the fleet, Mik Garner.
"Welcome customers! We have quite the catalogue available, with more on order. If you have any requests for future stock please do let us know. A few items might require a down payment to get them in but I'm sure we can come to an arrangement."
>Compiling list...
>Is there anything in particular you're looking for?
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>>6357392
>>Is there anything in particular you're looking for?
Not in particular. We've got our own personal pistol that can switch between lethal and non-lethal. So we are covered in terms of a hold out weapon.
How about a stasis shield? I know our chances of encountering another person with a Reynard Custom is low, but not zero.
What types of melee weapons do they have?
What types of rifles do they have?
What types of armor do they have? Maybe discount damaged armor that we can purchase, repair and use?
What types of grenades do they have?
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750s Gyrojet pistol
1100s Gyrojet bolt pistol
2000s Repulsor Pistol
5000s / 105k (Case) Shallan Fusion Pistol
2k (Crate) Ballistic Rifle
4k (Crate) Ballistic Carbine + Silencer
420s(Case) Shotgun
320s Sniper Rifle
800s Heavy Sniper
700s Squad Automatic Weapon
1700s Heavy MG
1500s Grenade Launcher (40)
2800s / 58k (Case) SRL Mass Driver Rifle
4500s Boreas Repulsor Rifle
4500s Reynard Rifle L
1000s / 20k (Case) Phase Rifle Wide beam
2500s Laser Sniper
1100s Chemical Laser
50k (Case) <<Splinter ammo>>
100k (Case) <<20mm Special>>
100s / 2.1k (Case) RPG
300s / 6.3k (Case) ATGM
1500s Shard ATGM
8k / 160k (Case) Plasma ATG
8k Chopped Cannon (Requires power armor)
300s Mortar
8500s Tripod mount Micro Phase Cannon
>Grenades
1k (Case) Gas grenades
1k (Case) GP mine
2k / 42k (Case) EMP mines
2k / 42k (Case) Plasma grenade
2k / 42k (Case) Stun Pulse Grenade
>Equipment
1200s Medical Stasis Unit (limited numbers: 6)
2.5k Repulsor Skates (Civilian)
3.5k Armored Repulsor Skates
3.5k Boarding Shield
8k Heavy Shield (Requires power armor or power cell)
10k Armed Heavy Shield (Requires power armor or power cell)
20k Folding Stasis Reinforced Shield
>Armor
7k / 140k (Case) Marine Armor
12k / 250k (Case) Hard Plate Armor
250k / 5m (Case) SRL Power Cell Armor
222k SRL Power Cell Armor (Damaged x1)
1.5m Buccaneer Power Armor
>Melee
700s HF Knife
2k to 7k HF Sword (Various types)
4.5k Stasis reinforced monofilament
1k Holo blade (training)
4k Holo blade (Lethal)
50k Plasma Sword (Requires power armor)
>Starship Equipment
30k GX Torp
100k Shield Breaker(Heavy)
70k SP Missile
100k PD Turret
95k Kinetic PD Turret
>Starfighters
150k Interceptors
200k Attack Bomber
250k Advanced starfighters
50k Basic Stasis shields (Shuttle or starfighter)
>Vehicles
21-65k IFV
31-50k Tank
110k Aries Heavy Tank
38k Legacy Drone Walker
83k Beagle Walker (Light)
150k Jump Walker Drone
215k Jump Walker (Manned)
>Ships
1 million - Standard Corvette escort
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Sorry that took so long, I've been half asleep the past hour or so.
>>6357405
>immobilizing gel sprayers
They have a fire suppressant foam that can act sort of like that. They'll have to get real stuff shipped in for a future delivery.
>stun baton spear
Never considered that before. Armory techs could build them if you got the parts.
I'll see if we get any more rolls. I'll try to post tomorrow late afternoon.
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Current arms:
- Wornout SRL Repulsor Rifle
- Phase Rifle
- Ballistic Carbine (+optional silencer)
- Concealed Phase pistol with average capacity power cell
- Flight pack
- Boarding Shield
- Camo Shroud
From previous thread:
>>6357436
Buy
3.5k Armored Repulsor Skates
Hacking and Electronics Warfare Kit
700s HF Knife
Ask to requisition:
Field Medical Autodoc (the one based on Kythera nanites)
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>Rolled 84
"The market for these is hot right now. Pirates jumped some ships that must have been carrying your goods. I'll give you 134k for the full set."
That's quite a bit of cash but not enough to go crazy with spending.
>>6357439
>Hacking and Electronics Warfare Kit
I could have sworn I put this on the list. Must have deleted it during cleanup.
>Field Medical Autodoc
The new one that's part of character specialization is requisitioned from the Alliance.
There are basic Autodoc systems but they're much less capable. Used during a rest period of several hours. Might be handy if on a long deployment out of contact with the ship.
250k ECM System (for the Bertrand)
5k Repulsor Jetbike
1000s Hacking Module (Aries, slow)
2800s Hacking Module (Iratar, common)
3000s Hacking Module (Dominion, military grade)
2000s Basic Autodoc
>>6357440
>What have they got for contraband?
Shield Breaker rounds listed above might be the most dangerous piece of contraband they're carrying. Considered a weapon of mass destruction not just because they're a heavy starship torpedo, but because they act as a chemical weapon when used in atmosphere. Use of these on a habitable world is a war crime.
Nerve Gas (intended for incapacitation)
Combat Drugs for various Faction species
Common Pharmaceuticals not yet approved for use in local species
Narcotics and plant growing kits
Pheromone blockers (Izuan effectiveness unknown)
(Reproductive aid meds that the Izuan want are not available at this time. Should be available next shipment.)
Medical and DNA samples of various Faction species
Basic organ cloning vats
Alcohol
Starfighter Drone control units
1k-3k petroleum powered vehicles and technicals (pollution violation)
3000s Neuro-isolator collars
The nerve gas was bad enough but the last one gets some questioning looks. Neuro-isolator collars are bulky things that disrupt signals from the brain to the rest of the body, leaving only those necessary for vital functions. They're notorious for being used by slavers to secure high value prisoners.
"Now I know this looks bad, but there are legit reasons to have these. Sometimes people need to be taken prisoner and they're just too dangerous to handle. These make for safe prisoner transfer without guessing on the dosage of a sedative. Alliance is deploying all these hyper-lethal type people and not enough thought given to how to contain them."
>What say?
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>>6357710
I mean they are not as bad as the head in a jar things from one of those terrible movies made by Reynard (or some other movie production company), right?
>Organ Cloning
Does the Bertrand carry some or no?
>Alcohol
To Alcohol! The cause of, and solution to, all of life's problems.
Buy around for the marines covering our asses? Or at least a round for us and the other Knight aspirants and the command staff to toast Knight Dar'el and his passing?
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>>6357436
3.6k three Medical Stasis Unit
3.5k Armored Repulsor Skates
>>6357710
3000s Hacking Module (Dominion, military grade)
for a total of 10,100 seni
im down if other anons really want an autodoc,
also i was thinking to make the stun spear telescopic for less carry space taken and to form a classical shield phalanx for crowd control which we are likely to run into if stick around izuan space,
do we have sleep training headsets? can we get programs for repulsor skating?
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Looks like we're going for these:
3.5k Armored Repulsor Skates
3000s Hacking Module (Dominion, military grade)
3,600s 3x Medical Stasis Units
Not so much support for these, though you can certainly afford them with the extra money.
2800s SRL Mass Driver Rifle (Not many votes but asked for previously)
700s HF Knife/blade
6000s 3x Stun Pulse Grenade (Expensive)
100s Alcohol
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>>6357814
>3.5k Armored Repulsor Skates
>3000s Hacking Module (Dominion, military grade)
>3,600s 3x Medical Stasis Units
10,100 Total
3,400 left over from 13,500. I'm okay with any of the other items listed.
Alochol and guns good combo
alcohol and knives good combo
or just alcohol
Really I'm mostly joking about the alcohol bit if other anons would rather just go with gun or knife or something else.
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>>6357814
I think we pinched a worn-out SRL Repulsor rifle from earlier salvage as it was an option for earlier loadout. Is it different mechanically to the Mass Driver rifle, or just naming?
Support buying alcohol as bribes, because the marines will save our asses a thousand times over like damage control teams did in Sonya d'Sharq's campaign.
Still want my knife, for CQC and when we're in a pinch.
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>>6357439
>>6357992
>>6357993
>SRL Repulsor rifle
>SRL Mass Driver Rifle
Sorry, these are the same gun, just different names for it. I interchange them so much I dont even notice I'm doing it most of the time.
https://houseanddominion.fandom.com/wiki/Mass_Driver_Rifle
Yes there are a few worn out ones salvaged from your first mission in inventory. There were some better ones in the second mission but they were handed over as evidence.
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You've picked up some gear but are holding off on a new gun.
The others have each picked up a few things here and there. Nin in having a laugh at one of the more expensive options on the list, a Standard Corvette. Considered a death trap centuries ago, the rapid advance of technology over the last 30 years hasn't done it any favours. It might actually be worse than nothing at all.
Silvar, Talaat and Vayall are debating asking for more info on the Buccaneer Power Armor but are hesitant to do so given its cost. A surprisingly low cost for a suit of power armor.
Chief Hannah and Reza are looking through options for the ship and crew. They've sold off some of the low end body armor and damaged point defense turrets salvaged from your first mission. That has freed up enough cash to pick up a crate of Hard Plate Armor for the marines, adding another two squads.
If some of the money you picked up from the contraband sales were added to the remainder, the ship could pick up another crate of Hard Plate Armor, or a suit of Power Cell Armor.
[ ] Reserve the Cash
[ ] 250k (Case) Hard Plate Armor (+20 Front line Marines)
[ ] 250k SRL Power Cell Armor
[ ] 222k SRL Power Cell Armor (Damaged)
[ ] Write in
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>>6358005
>[ ] 250k (Case) Hard Plate Armor (+20 Front line Marines)
Best foot forward.
>>6358000
I really need to reread the original Sonia epic. It was a wonderful story that took me a few months to read and I had just finished as you were finishing writing it.
Lots to remember from back then and last thread when 4chan went down, so no worries.
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>>6358005
>[ ] 250k (Case) Hard Plate Armor (+20 Front line Marines)
More Marines on deployment is always a god thing. Makes sure more objectives can get covered and more more people covering our asses from more of those mercs who will be gunning for us.
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>>6358016
You look over at what the others are investigating.
"So what's the deal with this armor you're looking at? Is it just a power loader?"
Buccaneer Power Armor is a new and somewhat experimental model developed by the South Reach League. It is intended as a modular armor system that can borrow components from other existing suits. On its own it is best classed as Light Power Armor.
The one currently available has only light armor with some added jump repulsor modules to give it mobility. This would allow it to outperform power cell armor in terms of movement and agility.
None of the optional upgrades are in stock at the moment but it could fit:
>Recon Stealth systems and Camouflage*
>Light Jump Jet Pack*
>Medium Jump Jet Pack
>Medium Armor Upgrades
*Incompatible with medium armor
"Okay, so how is it so cheap if it can equip any of that?"
Vayall answers, holding up a datapad.
"It only has one single stage micro fusion reactor."
"That's it?!" Talaat exclaims, drawing a few looks.
Kalnit comes over to see what's going on.
"Nobody makes single stage micro fusion plants."
"They do now," Silvar counters.
"Its armor protection is a bit thin," Vayall continues to read out. "It's still high density though. Similar to some models of Recon Armor."
"Didn't a bunch of Houses start adding additional ablative layers to their Recon suits during the war?" Talaat questions.
Silvar frowns, looking annoyed. "Yes, but that can degrade their stealth. Only people who intentionally put their stealth assets in harms way do that. They covered it in one of the guest lectures at the academy."
The ability to upgrade it with equipment intended for different makes and models of armor gives it some advantages, but in its base form the suit has drawbacks. Nobody is quite sure if it's worth the tradeoffs. Especially when it is listed as experimental.
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Although the idea of another suit of power cell armor is appealing, the ability to field more marines is far more valuable in the short term. With hard plate armor your squad has already proven difficult to stop. Getting more veteran marines into the fight will turn the tide of battles.
After the transaction is completed Reza leaves ops to make sure the Marines are given their new equipment as soon as possible. You're contemplating how best to make use of your new boots when a communications alert goes off.
"Sir we're receiving a distress signal."
"That's my cue to leave!" Mik says and quickly signs off. Soon enough your Fence is preparing to detach and shove off.
The Chief gives an annoyed sigh.
"According to the Alliance Charter we are required to respond to distress signals. If we're busy with a priority assignment, something time sensitive, it's up to each command to determine what needs come first. Either way we log it and pass the signal on to our allies. Coms, what are we looking at?"
"General distress signal. Civilian bandwidth. No details, but they have a similar signal readout to a Y-type transport."
Hannah requests a channel to the fleet and quickly informs them of the signal.
"Be advised, we're an Assault Transport with no escort. We're not the best ship to respond if it turns out there are hostiles."
"We copy that Bertrand but you're the closest ship. We cant even pick up the signal from the fleet. Can you at least try to get eyes on the area in question? We're scrambling a pair of corvettes but they wont arrive for 30 minutes."
You have no priority assignment as an excuse but that doesn't mean you should rush in either. The Bertrand is a fast ship at sublight speeds. You should be able to outrun all but the fastest opponents. There are 13 attack bombers among your starfighter contingent, enough to hurt most ships, but you still lack SP Torpedoes.
[ ] Jump in close, surprise anyone present
[ ] Jump in at a light minute distance, see but be seen
[ ] Jump in at a light hour, long range surveillance
[ ] Delay until the escort arrives
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>>6358371
so whats the worst the alliance would slap us with if we faked a engine failure and they found out?
purely out of curiosity
>[ ] Jump in at a light hour, long range surveillance
also have nav ready a followup away jump
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>>6358373
>so whats the worst the alliance would slap us with if we faked a engine failure and they found out?
Dereliction of duty but that's highly unlikely to happen. Even then they might just fine you, which can be seen as a worse punishment by cash strapped groups.
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>>6358371
>[ ] Jump in at a light minute distance, see but be seen
Not really much of a warship as a transport with a couple guns slapped on, yeah? With no means to really repair or replace the ship if we absolutely have to bail if this is yet again another trap.
Lets play it safe this time and get eyes on the situation. So we can make a more informed decision on whether to step in or not.
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Given your speed jumping in at a light minute distance seems safe enough. Still far enough away to make a run for it.
The Bertrand jumps and before long you've dropped out of FTL near the outer edge of a systems asteroid belt. No pirate starships seem to be lying in wait for you. At least something is going your way.
The ship in distress is a blocky Y-type Transport as predicted. At a thousand meters in length they're one of the more efficient transport designs out there. Something has ripped open its cargo section and damaged its starboard sublight drives. The vessel is currently adrift, in a decaying orbit around an asteroid. An asteroid showing clear signs of being cut into by a high output energy beam.
"What happened to them?"
"Damage is consistent with internal explosion," reports sensors. "We show them carrying mining gear. A Tug or overloaded mining beam system may have been responsible."
"We're too far from the fleet for this to be a legit mining outfit," the Chief concludes.
"They've seen us sir, incoming communications."
"On speaker."
"Alliance ship thank you for answering our distress call. We were just carrying out a sample retrieval mission to study the local belt when we suffered an accident. We request assistance getting back to the fleet."
The operations officer steps over to look at the sensor station's readout.
"Sample retrieval? I call bullshit sir. They're rigged for heavy mining. They were going to fill their hold with heavy metals."
Hannah nods in agreement.
"Wildcat miners for sure. They show up in frontier regions, areas that aren't well patrolled. They're becoming rare in Dominion space these days. Too many patrol ships after the war. Illegal mining out here can be lucrative with the fleet still waiting on treaties to be signed."
You could arrest them, the Alliance will have standing bounties for police actions on such groups. Or you could help them out, choosing to look the other way. Perhaps in return for financial compensation?
"We should make friends with them," Alar suggests, to some bewildered looks. "We already have a smuggler contact. We could expand our underworld connections."
[ ] Hold them for arrest
[ ] Help them and look the other way
[ ] Help them, for a cut of their profits
[ ] Add them as an underworld contact
[ ] Write in
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>>6358554
>[ ]Hold them for arrest
however only do so if that results in us being able to claim the ship in the process, we already know the locals are more likely to offer us raw resources and the Bertrand doesn't really have the holds to make it worthwhile for us, if were lucky these guys might even have a onboard refinery op going, if we cant claim the ship in the process my vote goes to
Help them, for a cut of their profits + Add them as an underworld contact
they just might be useful enough to point us in the direction of crews being able to not blow up on covert "behind the lines" ops
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>>6358554
[ ] Help them, for a cut of their profits
[ ] Add them as an underworld contact
Are both options on the table here?
Extra bargaining chip to refer them to the earlier Izuan planet that was happily trading resources for Factions support.
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"Could we claim their ship as salvage?"
"Not likely," the Chief replies. "They're a crippled civilian ship, they're not going to resist. Combat salvage rights are meant to incentivise fighting hostile vessels. The possibility of getting a piece of the enemy makes for a good bonus when convincing people to put their lives on the line.
Non-combat related salvage rights are for recovery of abandoned ships. Which is always a sticking point if some idiot happens to be in stasis on the ship waiting for rescue."
Hannah sighs.
"No, we'd just have to settle for an arrest bounty. Somebody still owns the ship and they're going to have an interesting time getting it out of impound."
>>6358616
>Are both options on the table here?
>Extra bargaining chip to refer them to the earlier Izuan planet that was happily trading resources for Factions support.
It's not a bad idea. They're going to be unhappy having to both give up money and acting as a contact. Offering an additional bargaining chip like you said would offset that.
Unfortunately that Izuan planet was trying to buy military support to clear the streets. Something that this freighter crew is unlikely to supply.
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Hannah opens a channel to the damaged freighter and informs them that you're well aware of what they're really up to, but that today is their lucky day. You'll help stabilize their ship and get them back to the fleet for repairs. In return they're going to do something for you.
Connections to the local underworld could come in handy. Something separate from your Fence to reduce the likelihood of getting them into trouble. Maybe some work will cross their desk that you could help out with? Investment opportunities as well as information.
In return you'll help them out and even look the other way.
"You're helping us out and not even charging us? You got it boss. We'll be in repair dock a few days but after that we'll see if anything comes up."
An engineering team is sent aboard to help stabilize the ship and a report is sent back to the Alliance that you've aided a civilian ship in distress. Once the teams are quite sure the freighter isn't going to explode the Bertrand is rigged for towing. The two ships match drive fields and soon you're jumping out of the system.
An hour later you're back at the fleet and help them limp to a repair dock. Hopefully these miners are as good as their word and become a reliable contact.
The shipment of alcohol you purchased from your Fence is uncrated and a small memorial service to Knight Dar'el is held. The marines and command crew are invited to share drinks but it quickly spirals out of control as more and more crew arrive to pay their respects. The drinks are quickly exhausted but crew soon begin to show up bringing some of their own.
The shuttle bay techs arrive bringing with them a memorial that is erected in one of the wider corridors near the bridge. A name plaque with Knight Dar'el Camdie is on it, though there is room for more names to be added below.
Many of the marines and crew served with the Knight years ago, long before coming onboard. Often in different engagements aboard ships and on planets. They saw victories at times but in most cases losses elsewhere caused a withdrawal from planets and systems. Fighting on the losing side of the Dominion's latest civil war has left a mark on the crew, but the Knight made sure to recruit anyone still willing to continue on.
You see some familiar faces among the crew but many you still haven't met properly.
Are there crew from any part of the ship you want to be introduced to?
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>>6358788
>what say
"Knight Da'rel was and yet still is the finest member of our House Meros in living memory. They were the light of hope for our house when the civil war aftermath left us with nothing. I was not serving, still in academy but my parents and our fine people know the rest.
"Let us not go kindly, quietly into the night, but keep the light burning in his memory and for the House!"
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>>6358787
Would love to meet our master of arms, also the Chief on how we can expand the fleet and get some escorts that won't fall apart like paper when there's plasma attack craft, super heavies, shield piercing torpedoes and everything else flying around us.Laying a claim to the down-tech Izuan territory when
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With everyone taking their turn saying a few words you step up to do the same.
"Knight Da'rel was and yet still is the finest member of House Meros in living memory. They were the light of hope for our house when the aftermath of civil war left us with nothing. I may have still been in academy in the intervening years but my parents and our fine people know the rest.
"His dream of restoring the house will live on through us. Let us not go kindly, quietly into the night, but keep the light burning in his memory and for the House!"
Your speech is met with applause, though among some parties it's a bit more tepid. A few of the older crew members do stop by to say a few words of support to you.
"Glad we have such a zealous promoter of restoring the House keeping up the work."
"You stay on and we might go places."
Vayall whispers to you once most other people are out of earshot.
"Making sure you have plenty of practice with the inspirational speeches I see."
"You have to start somewhere. People beyond the command crew need to know we're stepping up."
"You have a point. I thought I would have years to get into the habit. I suppose that means I'll have to start preparing something witty between training sessions."
You ask around trying to get a proper introduction to the master of arms. Eventually they find you.
"Name's Ve'rod," a burly Dro'all informs you. "Armor, small arms, I keep track of it all. Used to be in charge of maintaining the weapons at a planetary garrison. Until it blew it up. Got taken prisoner, ended up in stasis for a bit as part of an exchange deal. Took awhile to find the rest of the House forces that survived after I got out. Eventually ran into Dar'el Camdie and I've been looking after the armory for 'em ever since."
You ask if there's anything the ship is in need of.
"I dont know if its what the ship needs but I'll need to know what the word is on what to do with the Knight's old power armor. Repairing it to the previous spec is right out. It was out of date even with all of the extra upgrades thrown on. That armor was nearly 200 years old. I think. Some of the serial numbers were screwy. Could make a case to the Alliance about a full rebuild.
Some of the crew think it should be shelved, turn it into a shrine, something. I think that's a waste while we're desperate for gear but it's going to take two, three months to refit that armor. Anyways, said my peace, you talk to the rest of the rising stars."
You promise to stop by the armory some time when it's not just to pick up your gear for a mission.
"If I'm not there I'm running the crew through boarding drills."
>Cont
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Next up you ask the Chief about how to expand the fleet. Specifically some quality escort ships.
"We either make a lot of money, or we take part in actions where we're guaranteed to go up against hostile warships. Warships we can put a salvage claim on."
Those are likely to be pirates who wont have the best ships.
"I know, it's a bit of a catch 22. If we find we're up against anybody with a ship that we really want it means we're in a lot of trouble."
"That sucks."
"It sure does."
You jokingly ask when Izuan planets are going to be annexed. The Chief gives you an odd smile and says she'll see you tomorrow in ops.
The next day a few people have had to make visits to the medbays for hangovers but stations are manned and the ship is operating. The Chief is already waiting when you arrive in Ops. Does she even sleep?
"First order of business," she announces, "supplemental income. The Alliance is paying us well but it's never enough. One of the contacts that Knight Dar'el reached out to found us a good income stream. Not the best but steady income."
"Show us please." Alar answers.
The display activates showing the Bertrand.
"Our forward bays aren't currently in use. We don't have any walkers yet. They can be reconfigured as probe bays. Every time we drop out of FTL to change course we can deploy a probe to survey systems.
The Navigators Guild will resupply us with probes and pay us a few thousand for every good deployment. If our people are doing their jobs," she loudly announces to the bridge crew, "we'll get maybe 6-12 launches every deployment."
That will add up but does mean you'll be deprived of the walker bays. Not that you have anything to put in them as pointed out. What you could do is only have one bay converted. It just means you'll run out of probes on a longer deployment away from the fleet.
"What's this middle one with a torpedo icon?" Kalnit asks.
"We could convert a bay into a torpedo battery. That would give us tremendous frontal firepower."
You dont have any spare cash for a torpedo battery right now but it's something to remember.
[ ] Convert both into probe bays
[ ] Convert one into probe bay
[ ] Delay for now
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One probe bay should be enough. It's not like you're going to be away from the fleet for long periods of time. Even if you are that second bay might be useful for other things.
Your Alliance observer arrives and is soon escorted to Ops. A Rovinar female who introduces themself as Lt Commander Gemaya Ideru. While they have the typical green scales and reptilian appearance, the normally brightly coloured mohawk is bleached almost blonde. You haven't met many Rovinar but this one seems... prickly, and not for the row of spikes that flank their hair. Perhaps she's not the happiest to be here?
"Welcome aboard," says Hannah. "I'm surprised to receive an observer that's such a high ranking officer,"
"I too was surprised to get this assignment," Gemaya replies. "Your reports to Alliance Intelligence regarding the ambush of your forces mention that details of your losses must remain classified. Alliance Intel believes I possess sufficient clearance to be fully briefed."
The Chief calls up data on the Knights armor along with ships, weapons and equipment used by the mercenaries who attacked you.
"Knight Dar'el was assassinated by forces specifically outfitted to defeat our equipment . They had a sniper with enough firepower to render the Knight's armor useless. Their starship, broadcasting an Alliance IFF, chased us away from orbit, and their LST endangered shuttle pickup. They badly wounded Guild contact personnel and used them as bait to draw us in knowing our mission objectives."
Hannah crosses her arms and turns to the officer.
"We've been directly targeted."
"I see this is going to be an interesting assignment. The Knight's status is to remain classified to induce follow up attacks?"
"Correct."
"I suppose it would be prudent to expedite the requisitioning of SP torpedoes."
"We also have a shortage of portable medical stasis units."
"How many do you have onboard?"
"Enough for the medical trauma teams and high value personnel. 16 total."
This seems to surprise the Rovinar.
"For an entire starship?!"
"They're not as easy to acquire in Dominion space. Bulkier units are much more common in the civilian sector."
Gemaya pulls out a datapad and starts typing.
"Each Marine fireteam medic should have one. I am making an emergency requisition request for medical supplies vital for live saving operations. I will need to see your medbays to ensure they're up to minimum standard in order to treat Faction personnel you may be called on to aid or rescue."
Well that's good news you guess, free upgrades. The stasis units you already bought will still come in handy though.
>Cont
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"Who are the ranking officers aboard ship?"
Hannah holds an Alliance rank of Lt Commander as the captain of the ship. All of you Knight aspirants are Lt junior grades. Much to Gemaya's surprise there is no clear chain of command regarding who is in charge overall of the infantry and special forces aboard the ship. That is currently split between the seven of you.
"I was incorrect, this isn't going to be an interesting assignment, it's going to be a nightmare."
The Rovinar officer decides it would be best to begin that inspection of the medical bays sooner rather than later and a marine shows them the way out.
With your SP weapon stockpiles and medical gear soon to be filled now is the time to start preparing to take on additional missions. 4 missions are currently available. Another Rescue/Extraction mission like the one where Knight Dar'el was killed. A priority cargo run requiring a fast ship. A convoy escort operation in need of an escort carrier which your ship technically still qualifies as. Lastly is a landing assault operation that would make use of your vehicle bays.
https://www.youtube.com/watch?v=JnGw3EAqvNA [LRSSG Briefing I]
>Mission: Rescue / Extraction
Start time: 1 day
Duration: 1-2 days
Payout: 100k-150k
>Mission: Cargo Run (Priority)
Start time: 1 day
Duration: 1 day
Payout: 100k
>Mission: Convoy Escort
Start time: 1 day
Duration: 4 days
Payout: 200k
>Mission: Landing Assault
Start time: 5 days
Duration: ?? days
Payout: 1 Million
>Detailed mission briefings to follow.
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>Mission: Rescue / Extraction
"We have no shortage of extraction missions available. I suspect they'll be our bread and butter for as long as Alliance and Guild personnel keep being put out on planets in this Galaxy."
"Why not just recall everyone now?" you ask the question everyone is thinking. "It's been days since the initial incidents. All the contact teams have to know they're at risk."
"The Majority have been pulled. The problem I'm seeing is that some don't think they're having any problems locally until it's too late."
"Idiots in other words."
"That and some contact teams are making actual progress establishing relations with the government only for the civilians to get uppity. The various queens are just as frustrated as we are."
"Maybe more so," Alar chimes in. "The civilian riots dont just threaten relations and new prospects for trade, but the queens power base."
"Whatever the reason the Alliance needs people rescued and is treating it as combat SAR. Full resupply and crew payout."
>Mission: Cargo Run (Priority)
"What are we looking at with this?" you ask the Chief.
"Exactly what it sounds like. The Guild and Alliance need cargo moved to outposts being setup. We're a fast ship with capacity to spare. It pays but not as well as combat missions. They're useful to take when waiting for repairs on armor or personnel to get healed up. You can also use the down time for training."
This cargo run is a priority assignment with better than average pay.
>Mission: Convoy Escort
Like the cargo run but with the added difficulty of protecting other ships. With pirates and hostile mercenaries confirmed to be present in the region escort craft are needed to guard incoming shipments from Faction space. It's a 2 day run out to meet the convoy then 2 days back protecting them. In theory it should be fairly quiet, with most of the time spent at high FTL speeds.
The Alliance will provide additional starfighters to bulk out your forces and better protect the convoy if it is threatened.
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>Mission: Landing Assault
A large independent Izuan colony has taken their contact team captive and wants to negotiate for medicine and technology in exchange for their release. The Alliance wants to make a show of force so that others dont try the same thing.
"The Alliance needs boots on the ground in a big way. Multiple battalions of armored vehicles and mechanized infantry."
"Can we pull that off?" Talaat asks.
"Young man this ship was built for it. We can park an armored column on someones doorstep. We won't be the only ones there thankfully so we wont be so big of a target. Unless someone is ready to violate the Factions Treaty and use nukes in atmosphere we should have the easy part of the assignment. If the Izuan do start using nukes we've got bigger problems."
The Bertrand will transport Alliance air and ground forces who will do the bulk of the fighting. There are bonuses available for additional air support, along with secondary and tertiary assault teams willing to provide special forces support to the ground units. You and your marines and the ships starfighter contingent could provide support for extra pay.
>What missions(s) are you interested?
Resuming Sunday
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>>6359308
>What missions(s) are you interested?
>Mission: Rescue / Extraction
>Mission: Landing Assault
I'm interested in the Landing Assault and the Rescue/ Extraction. We and the other Knight Aspirants need more experience in the field. As much as I personally would like to be in a space ship blowing up pirates and raiders. The faster we can get experience leading forces and handling difficult situations that lead us to being not just eligible to be a Knight. But actual recognition as a Knight.
>Chain of Command/ Effective Ranks
Oh wow we're equivalent to an O-2? While Hannah is an O-4? Man, we are working from the bottom up.
So then would a Knight proper be equivalent to a Commander/ Lieutenant-Colonel? Or a Captain/ Colonel? How is that going to work when we eventually out rank her? Or is she going to go up in rank to keep as well, eventually? Even if she isn't in line to become a Knight.
And the chain of command for the Marines, I always thought they answered to either Knight Dar'el or Reza? Or does that change with Knight Dar'el no longer being with us?
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>>6359287
if im reading correctly we can do either the rescue or cargo mission and then show up on time for the Landing assault? if yes id vote for
>Mission: Rescue / Extraction
followed by
>Mission: Landing Assault
also
>"I was incorrect, this isn't going to be an interesting assignment, it's going to be a nightmare."
our case was interesting? i feel like a down on their luck not-merc outfit being caught in harsh business practices seems common enough. oh... did you buy into the "the knight is doing some spec op behind the line story" or any other story we told around?nightmare? youre lucky you arent with the rovinar govt!
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>>6359316
>So then would a Knight proper be equivalent to a Commander/ Lieutenant-Colonel? Or a Captain/ Colonel?
As far as the Alliance was concerned Knight Dar'el was a Lt Commander in charge of a special forces unit with access to a ship that could be deployed as needed.
A lone knight with just their armor and troops but no ship of their own would would likely be treated as a Lieutenant by the Alliance.
A Knight that brought with them a squadron or more of starships would be a higher rank.
>How is that going to work when we eventually out rank her? Or is she going to go up in rank to keep as well, eventually? Even if she isn't in line to become a Knight.
You ask Hannah about this.
"You're in charge of the ground and special forces. I'm in charge of the ship and any fleet support. If we ended up in control of a fleet of say ten to twenty ships the Alliance would promote me. Ultimately it doesn't matter if you out rank me. I'm still driving you all from point A to point B.
What won't change at the end of the day is that the Bertrand is MY ship."
>And the chain of command for the Marines, I always thought they answered to either Knight Dar'el or Reza? Or does that change with Knight Dar'el no longer being with us?
The Marines do answer to Reza, it's just that in combat he's usually held back on the ship in charge of the reserves. Command of the marines in the field is evenly split between you 'junior officers.' Knight Dar'el is no longer there to act as the overall commander.
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Five of you immediately point towards the landing assault as an operation you need to get in on. That much money could seriously improve your fighting strength. It will also give you a real idea of what the Alliance and the Izuan are capable of in the local theater.
There is minor debate on what to do in the 5 days leading up to the assault operation. The cargo run is brought up, but the majority are in favour of the Rescue / Extraction mission. That should give you more experience and there's a chance for bonuses.
Hannah calls it up on the main display.
"Extraction mission. Misheart colony, located in the Sentinel Worlds. A guild contact team are stuck on planet due to ongoing protests. They had some warning and managed to withdraw to a pair of government buildings in the local colony. We shouldn't need to go looking in fifteen different places to locate them all this time."
Like the last colony you visited the spaceport is located some distance away to reduce the atmospheric impact from starship launches.
"Any local resources we could buy or sell?" Vayall asks. "I'd rather we didn't miss out this time."
"Mining and manufacturing for Ammonium nitrate. Basic metals industry. Small arms."
The only thing you cant find elsewhere cheaply are Izuan manufactured small arms. Would they actually sell them to you?
Reza gets your attention.
"An important question. Will you be holding your power cell armor in reserve? If damaged in this operation there might not be time for it to be fully repaired before the landing assault."
On the one hand you could use the experience with the new armor, but on the other it will be far more useful on the big assault drop. Up until things went wrong with the ambush your hard plate armor was more than adequate last time. Then again that could also mean you're unlikely to take real damage to your power cell armor.
1A) Deploy with it
1B) Hold in reserve
>2) If used will Joanna or Kalnit deploy with the armor this time?
2A) Joanna
2B) Kalnit
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It takes most of the day for Gemaya to get the paperwork for your resupply through but after that it's only an hour for the Bertrand to get in line for docking. Marine medics are soon stocked with stasis units and the attack bombers are loaded with SP Torpedoes. You have enough firepower to give anyone still hunting you second thoughts about the entire thing.
Eight attack bombers will be loaded and ready with torpedoes any time the Bertrand is away from the fleet. The others will have a mix of munitions for other mission types. Mostly missiles to deal with starfighters or tanks.
You ask if there's any chance you could scare up an escort, but this is considered a low threat mission. If you see anyone with an Alliance IFF that isn't on the ground it's likely a threat.
A few short jumps later and the ship drops out of FTL at the agreed solar limit. The burn in system gives everyone time to suit up and report back to ops. The Power cell armor has been stowed for now, you're all in hard plate once again.
"We're detecting two beacons in government buildings. Large crowds are around the center of the city. That place will he hard to get into. It doesn't have roof access because of decorative spires the Izuan seem to like on their fancier buildings. One beacon in the south doesn't seem to have attracted all that much attention."
For the beacon to the south you might be able to simply land in force with a shuttle or two and pull them out before crowds could form.
Reza is looking over the approaches to the center of the city.
"We could land forces on the rooftops of the smaller buildings but they would still have to cross a street that has the protesters. We may have to deploy our ground vehicles and take a convoy in to pull them out."
Silvar looks at the detailed scans before pointing to a spot on one of the rooftops.
"Have a team smart grapple across to the government building, open a window and set up a zip line across the street. Zip line the VIP's across to the flat roof tops where the shuttle can pick them up."
"What if they're afraid of heights?" Alar points out.
"Then they suffer emotional trauma. Not our problem," Silvar shrugs.
You have numbers with the additionally equipped marines now. You could just go in with shields and form a corridor to get the people out to one of the nearby buildings.
[ ] IFV Convoy
[ ] Zipline to roof
[ ] Shield wall corridor
[ ] Write in
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>>6360002
>[ ] Write in
>[ ] Zipline to roof
Have a team or two go to the one in the south to extract the VIPs there. Would hopefully only need one team, but better to have one as backup for the other.
As for the one in the center.
Lets go for a zipline between buildings. In and out fairly simple. Can have the IFV’s on stand by just outside the city in case we need them for backup incase the local populace gets angry and does something irrational.
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The Chief looks over the plan and signals the spaceport that the Bertrand will be touching down near the other Alliance ships. The vehicle bay is signaled to get ready and warned that some of the marines will be deploying via IFV. You'll be joining them as will Kalnit.
Silvar will go with the zipline team since it was his idea and Alar will join him as they're most likely to need a medic. Talaat and Vayall will perform a drop on the southern point, while Ninnik and his team will again defend the spaceport. He's not complaining.
The Chief has the crew perform a minimal braking burn on approach, relying on the repulsors and shields to aid in deceleration. The spaceport controllers send a number of alarmed messages in response to your ships atmospheric entry maneuvers. You only catch a bit of it over the command channel while mounting up in the back of an IFV.
Wanting to have some idea of what's going on outside you plug into the fighting vehicles external sensors. When the Bertrand's landing bay doors open and the big ramp starts to descend you see the horizon line outside still tilting. The ship levels out, coming down for a smooth landing only a second or two before the landing ramp touches down.
The whine of the IFV's engine increases as the driver right away speeds down the ramp following one of the medium tanks.
"What's with the tanks?" You ask Ram. "I thought this was only going to be IFV's."
"We've only got the 12 ground vehicles," he explains. "Strength in numbers. Marines can ride the tanks if things go sideways and we stick civies in the transports."
That makes sense you suppose.
The convoy pushes out of the spaceport and accelerates to 200kph, using repulsors to hover a good 4 meters in the air. The vehicles cut cross country out over fields, not relying on roads.
The shuttle teams report that they're moving into position and soon they're beginning their drop.
Roll 2d100
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The Convoy swings to the south of the city eventually taking position along one of the main roads. You have a straight shot to the center now if anything goes wrong.
The command channel is fairly quite, just the occasional update as teams get into position. Reports that the zipline team have made it into government building. Talaat and Vayall's teams soon call in that they have the VIP's and are withdrawing. A minute later their shuttles go streaking across the sky headed for the spaceport.
"Zipline is in place."
"Bertrand the crowd is looking agitated," Alar reports.
You tap in.
"This is Farrell, do you need us to move the IFV convoy in as a distraction?"
"Maybe, standby."
First one, then a handful and more are reported as having made it out by zipline. It seems to be working. Then you hear the one thing you didn't want to.
"Under fire!"
"Returning fire!"
"I've got them! VIP secure!" Silvar calls out.
"Zip team, what's your status?" Hannah asks once the initial flurry of reports clears.
"An Izuan shot out the line with a plasma weapon. Marines stunned them. I caught the VIP before they could fall. We're going to reestablish the line."
"A lot of the crowd is backing off," Alar adds, "but I can see more headed this way. Some are armed."
[ ] Move the convoy in as a distraction
[ ] Scare them off with stun shots
[ ] Write in
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You signal the convoy to move in. The vehicles push up their altitude again to simply fly over top of local traffic. The sudden appearance of your tanks and troop transports causes civilians to panic and ground traffic to swerve to the side in the hopes they wont be crushed. There's no threat of that, the Factions solved such issues with repulsor craft centuries ago.
After several intersections there's a slight curve in the road to the left then you've faced with crowds of Izuan. Looks like you're in the right place.
The convoy slows as it turns towards the street the zipline team is trying to traverse. You ask the gunners turn their turrets and point defense guns to point towards any Izuan that are obviously armed.
"Keep the weapons safed, but aim for anyone acting threatening or that's headed for our people. We want their attention here."
One of the drivers runs up the compressors on the engines making the vehicle louder and attracting more looks.
Silvar's team resume their zipline use and start reporting that people are looking in your direction. It seems to be working. Marines on the rooftops are still ready to open up with phase rifles on stun if anyone else gets any ideas.
The convoy has almost made it to the zip line when the last of the VIP's get out. Silvar is last across. Using his smart grapple he recovers one of the weapons dropped by the izuan that had shot out the wire.
"I'm not leaving without compensation. Especially if they try to shoot at us."
The shuttles are soon loaded and lift off. Now for you to get out of here. The convoy heads out turning south again picking up speed. Some of the more belligerent Izuan seem to think you're running from them. One fires a shot into the back of an IFV causing only superficial damage.
[ ] Stun him to get the point across
[ ] Fire the IFV's cannons into the air
[ ] Ignore them, you have places to be
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"Somebody stun the one that shot at us. Teach them that actions have consequences."
The Marines react quickly, popping the back hatch and firing a burst into the offender. Other armed Izuan seem to get the wrong idea, drawing their own weapons rather than retreating. Kalnit has a combat drone sweep in and stun the lot of them. Once they go down there doesn't seem to be many others willing to repeat their mistake.
With that done the convoy picks up speed again. Within a few minutes you're out of the city entirely, making good time out over the fields once more.
Reza breaks in on coms.
"All forces update, contact teams are fully accounted for. Shuttles are seeing them to their ships. No serious injuries reported."
Next the Chief is on the command coms.
"We are getting complaints from traffic control about our earlier approach and landing. I've told them that it was within Faction regulations but they're not liking that. Departure may be moved up. Convoy team, get a move on."
Keepin an eye out on the IFV sensors you see that traffic around the spaceport has increased in your absence. Civilian vehicles are converging on the area as you approach the spaceport landing field. Your height above ground means that none of them are going to get in your way.
The parked Faction ships are showing increased power readings as they get ready for liftoff. By the looks of things you should be in the clear. The convoy slows down only slightly when approaching and climbing the Bertrand's landing ramps. There's a slight wobble then you're aboard, safe and sound.
Reza asks everyone to remain in their armor until the last of the ships lift off from the spaceport. There's still a risk of something going wrong until everyone is in the air. There are delays. Some Izuan that have arrived at the gates are claiming refugee status.
The Chief is worried that some of the locals will try to get inside the landing field and rush the ships.
"We're lifting off. Marines to the shuttles. We'll redeploy from the air as needed."
Hannah takes the Bertrand up and orbits the spaceport, hovering on repulsors at 3000 meters. In the time it takes you to dismount the vehicles and head up to the shuttles the other Faction ships finally launch.
"I had to badger them a bit but they took off. If they really want to do a refugee/relief mission they can properly staff one with soldiers and warships from the get go."
Well there goes a potential source of additional bonus pay. Then again it might have been a hassle trying to get supposed refugees sorted with the potential for protestors trying to sneak in.
You report to Ops once all of the ships have left atmosphere and begun their burn out system. Hannah congratulates you all on a job well done.
"We got in, we got out. Nobody was killed. I would classify that as a successful mission. What can we do better next time?"
>What say?
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>>6360469
>"We got in, we got out. Nobody was killed. I would classify that as a successful mission. What can we do better next time?"
>>What say?
Nothing immediately jumps to mind for improvement. Maybe making sure to have alternative exits ready in case things go sideways?
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Silvar has received a minor commendation for rescuing a VIP who fell when the zipline was cut. He was also quite determined to capture one of the enemy weapons after that incident.
The Izuan you've encountered seem to favour a type of plasma pistol as a small arm. It's different from weapons used by the Factions. Rather than taking plasma from a reactor or fuel cell that had already been superheated, it takes in air from the surrounding environment and heats it in a confinement ring before launching it in a burst towards a target.
The plasma is relatively low temperature, poorly contained and quick to disperse. It's more comparable to a burst flamethrower really. Hard plate armor should resist it at anything but point blank range or sustained fire. These are what has been found in civilian hands. Military grade weapons may be more dangerous.
Reza looks over the statistics.
"We may be able to use magnetic shielding to deflect most of the damage at range. I've heard of Shallan Fusion gun teams using similar systems to prevent friendly fire."
More gear to carry, fantastic, but it might be worth it. Of course first you have to get hold of some. You'll have to check with the fleet.
You have gained 1 free skill point to be assigned as you see fit. (You have not experienced any passive skill gain.)
What category do you want to assign your skill point to?
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>>6360721
My thoughts
-Whatever lets us carry more grenades for anti-personnel action in next mission - Physique? Heavy Weapons??
-Stealth, extra sneakan as this is PoV RPG and focused on Joanna
-Hacking, because I like taking other people's equipment for free
-Medical, to save our dudes when the real medic is away
My preference among all these is Stealth, even if we get that Plasma Wing power armour later.
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>>6360729
>Whatever lets us carry more grenades for anti-personnel action in next mission
Veteran level Physique would let you take a second weapon or say a bandoleer of grenades instead. You dont currently have enough points to unlock that yet.
If you used power cell armor that would also unlock the second weapon slot.
>Hacking
>Medical
You could use the remaining days before next mission start for intensive training to raise your skill level in one of these fields.
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Gone to work!
>>6360741
>Hacking
>Medical
With you being back at the fleet you can also spend 1000s on memory imprinting and training time to guarantee reaching basic level for one of those before the next mission.
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When it comes to what to improve on you suggest looking into better crowd control measures.
"Are sonic cannons approved for use? I remember them being used during some riots back home."
Hannah frowns in thought. "I'll look into it. They're a bit odd in terms of use per species. Stun weapons tend to be preferred."
"Yes but stun weapons lack a true 'deterrence' setting," Alar points out.
"We could also announce we use stun shots in retaliation to attacks?" you add.
Getting the vehicle loudspeakers playing such warnings should be relatively simple. You were doing similar with the shuttles in your previous drop.
"Planning a distraction beforehand would also help," says Silvar. "The convoy appearing and making lots of noise turned heads."
Some more alternative exits wouldn't hurt either. The zipline plan worked it just needs a bit more support next time.
>>6360754
>>6360729
>Stealth
>>6360764
>>6360769
>>6360736
>ranged weapon
1 more point into ranged weapons. Your efforts to improve your marksmanship are not going unnoticed.
"Keep it up and you'll give Vayall a run for her money," Sergeant Ram says the next time you visit the firing range.
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Back at the lounge you decide to ask about improving some of your training.
"Alar what do you know about memory imprinting?"
"It's great for leaning basic skills quickly. Even some advanced but very specialised ones. The memories are artificial though and will fade over time, that's why it's necessary to combine it with intensive training to burn the skills in. Form your own memories of doing it."
"I need to get my basic field medic training completed before the next mission. I don't want to be without it in a full on war zone."
"There are clinics aboard the flagship to get the imprinting done, then I can walk you through the basics of field medicine."
"Thanks."
Scheduling the trip over you see there there is some time available before your appointment. Enough that you could check out the power armor R&D center once more. Knight Dar'el's armor is not in great shape even if repaired. Maybe one of them could figure out what way it might be of use in the future?
[ ] See what options are available
[ ] Hold off for now
[ ] Don't risk anyone else in that armor
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>>6360850
Happy with paying for +1 medical. Great!
Ranged is also useful and would keep Joanna alive and effective in weaker armour.
>>6360868
>[ ] See what options are available
Seems like a risk to our propaganda that Knight Dar'el is still alive if we share what condition the armour is in. Discretion is key here
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>>6360880
>any changes since our last visit.
You recognize one of the officers present near the testing tracks. A Shallan you met before named Lucy Ganett.
"Anything new being tested today?"
"New? It's only been a few days since you were here last," the shorter woman chuckles. "There is something different though. It's an attempt to replace the ablative armor layers on a suit of heavy armor with stasis reinforced plates."
You head to one of the observation platforms overlooking one of the testing bays. A big suit of armor is stomping around shrugging off hits from a variety of weapons. While it seems to be doing well in ignoring damage, the testing crew call for frequent stops for one reason or another. Overheating, static buildup, readings not looking right and so on.
"It's a work in progress. Not as ambitious as some of the nutcases in the Dominion trying to build armor with dozens of shaped stasis field emitters. Stasis reinforcement of physical shields and armor is something that works in the here and now, not maybe ten or twenty years from now."
It sounds like the Houses back home are pushing the bounds of stasis technology. Who knows what they might be fielding by the time you get back. Then again they might just be blowing money out the airlock if it's stuck in prototype for decades or more.
"I have a bit of an odd line of inquiry. My unit had a suit trashed in an operation. It's out of date and will need to be rebuilt. What would be the best system to outfit it with if we restored it?"
You show her a datapad with the rough schematics of the Knights armor, omitting the worst of the damage.
"Oh well that's-" Her eyes go wide. "OH. Oh my... I didn't think people used that type of armor anymore. This is mostly tritanium based with crystalline composite layers. Only some minor high density reinforcement and outer plating. The jump repulsors are new-ish, nothing wrong with those."
Miss Ganett takes a moment to think things over.
"Now I know the Dominion still has a lot of older armor in inventory. Most of those that are still in active service are high density builds that started to enter use 100-150 years ago. Your suit is built using tech predating the Faction Wars. It's the best the Dominion had access to at the time, but it's two generations out of date."
"So you're saying it belongs in a museum?"
>Cont
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"The underlying frame and interface are still solid. Life support and reactor are okay, not powerful enough to run the plasma wing. A full rebuild could get it mostly caught up to power cell armor in terms of protection."
Ganett hands you back your pad and pulls out one of her own.
"If we did a full rebuild with a specific system in mind from the start I think it could be outfitted with the Combat Engineer suite, Drone Neural Net, Field Medical Autodoc, or Mobile Shields. Might be cutting it close on the power requirements of the shields. That's the expensive option. It's going to cost more than a million to have a shop do a rebuild like that."
She forwards you the data before resuming typing.
"If you just need the physical strength of the suit without the same level of protection? There's a cheap way to do that."
The alternative is to basically outfit the suit with a disposable outer armor layer system made of the same material as hard plate armor. It's usually able to shrug off a single hit from most weapon types, even some plasma weapons. You'd still be vulnerable to that blasted 20mm though.
"This seems like a downgrade," you state.
"It's more of a side grade from its current state. It has more consistent protection against most small arms and is easier to refit. Better for a small unit that cant afford frequent repairs to high density armor."
Can it still fit special equipment is your next question.
"Not as easily. The number of drones would be reduced for instance. It could still use a medical system."
When you're sent the data on this build you see it would cost around a quarter million to complete. Still expensive but it might give you some options.
"You never did answer if it really is a museum piece," you jokingly ask.
Lucy winces.
"I would put it in a museum myself but I'm reliant on the Alliance for all my gear. People like you tend to own their equipment and make choices I don't have to."
Looks like you have some options to discuss with the rest of the crew.
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You thank Lucy for her time and head out to make your appointment. The memory imprinting goes well and when you regain consciousness you have vivid recollections of treatments for a variety of wounds.
Getting back to the ship you and Alar head to the holobooths and get practicing a variety of battlefield trauma techniques. You're not trying to outright cure people but stabilize them for transport back to a ship or medbay for actual treatment. Despite the blood and gore you have to patch up Alar seems as chipper as usual.
You're not going to throw up. You managed to keep that sniper alive with instruction from a medic, a little holographic blood and guts aren't going to overpower you. Right?
Roll 1d100 for constitution save.
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You're good. You're fine. Hurgh. Everything is good. You're not even a little bit throwing up.
By the end of the day you've seen about as much of the insides of various Faction species as you can take. It seems to have been worth it though. Alar is generally satisfied.
"I want you to go through a basic plus program tomorrow and see how far you get. For now I would say you have your basic field medic training down."
>Gained 3 skill points in Medic!
>Basic: Medic unlocked!
Oh thank goodness, you'd rather be running laps at this point but having that knowledge is certainly going to come in handy if anyone gets shot in the upcoming mission.
As the start date for the mission draws closer everyone is trying to get ready. You have your boots fitted to your hard plate armor. Whatever you deploy in you'll be ready. The Chief hasn't been able to get permission for use of sonic weapons but that might change depending on the outcome of the next operation.
You're called to Gemaya's office seemingly out of nowhere. She explains that she is interviewing the ground teams to ensure reports to Alliance Intel about what happened to the Knight are accurate. Having to classify so much of the earlier report is making things more difficult.
The Prisoners you took are well informed of their rights it would seem which is slowing interrogation. Ultimately it's just making things more difficult for themselves given the charges against them. While the Alliance does require a trial first they're more than willing to airlock someone for pulling the shit they did.
"Once it became clear their life was no longer in immediate danger the sniper started being less cooperative. Both are now undergoing advanced interrogation. Buying time for their ship to get out of range no doubt. We ID'd them based on your records and fleet sensor logs."
You clench your fists in anticipation.
"You have a positive ID? When do we hunt them down?"
The Rovinar observes you impassively.
"This is no doubt personal for you?"
[ ] Of course it's personal, I was there when it happened
[ ] It's professional, the House needs this to survive
[ ] Write in
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>>6361269
>[ ] Of course it's personal, I was there when it happened
>[ ] It's professional, the House needs this to survive
A blend of both. This deployment is vital for turning things around for our house and our unit was personally targeted. We are here to work hard and this attack most likely originates from inside the factions.
This should make it personal for the alliance as its corruption within.
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>>6361269
>[ ] Of course it's personal, I was there when it happened
you bet your spikes on it being personal, not only did it damage our house to a degree we cant even quantify, we also... I also lost my mentor and leader. Now all we have is duct tape made of hope grease out of determination, and a lead on who is to bear the brunt of a house that can only rise up.
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>>6361269
Support the write-ins.
They had an Alliance IFF, interfered with an operation saving Factions diplomats, targeted us in many ways and then sniped our ranking commander in the middle of that.
It seems the Alliance should be more upset about the risk posed to their people because of this interference.
>>6356835
>You have to find them, whoever did this. You weren't lying earlier when you made your speech in the operations center. You need to find them, either to make and example of them to discourage others, or to find closure in this whole mess. You hope it doesn't come to the point of breaking off your overall mission of building up strength in order to hunt them down.
>The Alliance will help track them down, they have to. This is as much of a mark against them as anything since the mercs were using an Alliance IFF. If they don't then you'll just have to build up your contacts within the Alliance taskforce until one of them can help you out. You wont take 'no' for an answer on this one.
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"It isn't just personal. On a professional level it's a strike at our entire group. Not only did it damage our house to a degree we cant even quantify, we also... I also lost my mentor and leader. We came here to work hard, serve the Alliance without the backstabbing and politics of Faction space.
They had an Alliance IFF, interfered with an operation saving Faction diplomats, targeted us in many ways and then sniped our ranking commander in the middle of that. This should make it personal for the Alliance. It's corruption threatening it from within.
The urgency is personal, but this needs to happen. We need to find them."
Gemaya slowly nods.
"A more rational response than I was expecting from someone in your position.
The Alliance is taking this seriously or I wouldn't be here. Steps are being taken. A bounty has been placed on the capture or destruction of the ship, the apprehension of the crew. For any intelligence leading to either of the previous. A bounty even your group may collect."
That would certainly make for a convenient bonus to help you along the way.
Gemaya continues.
"There are 6 identical ships in use by third parties acting as private support elements to the fleet. Plus an unknown number with the pirates that are arriving in the region. The Rovinar Federation has issued orders to detain any such vessels returning from this region. They wont return home that way.
I've asked to be informed whenever a similar vessel is detected anywhere by the fleet. Finding it is a priority. Be aware it is statistically unlikely that you and your crew will be the ones to find them. By now they have altered their drive signature or replaced their engines entirely. The odds are against you. However driven individuals have shown a tendency to defy the odds. I do wish you luck.
What the Alliance IS worried about in regards to this ship and crew is that you might abandon any priority assignments the moment Fourth Triumvir is detected. If it's too personal the Alliance will have no choice but to cut you out of the loop. Can you still be trusted to carry out your duty?"
[ ] The mission comes first
[ ] You make no promises
[ ] Finding that ship is your highest priority
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>>6361488
>[ ] The mission comes first
Anything else would jeopardize our chance at restoring the house and would dishonor our fallen Knight. Knowing the Alliance is taking this serious is enough we would like to be kept in the loop on the investigation.
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>>6361492
General upkeep of all equipment, maybe some practice in the power cell armor. Doing some drills with the troops so we can all be fresh for the deployment.
We need to deliver and continue to deliver top performances as the hole we have to get ourselves out of has just become deeper.
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The Mission comes first. That's how you answer, that has to be the way it is. It's what Dar'el Camdie would have wanted. Of course saying that and doing it when the time comes are two different things. Backing that up may turn out to be a difficult thing. For now you just need to hope you'll keep your word.
Gemaya has given you a lot to consider and reminded you how much the Alliance owes this ship and crew. While the Alliance charter states it is to remain neutral in the goings on of its various Faction member states, it cant afford to let members trample on its few areas of authority whenever its convenient. It's in their own interest to help you. Hopefully that's enough.
"You are going to have to depend on me keeping my word. Those of us on this ship are going to depend on you and the Alliance keeping yours."
"Then we are in agreement Joanna Farrell. I wish you success in your efforts."
When you leave Gemaya's office your mind is immediately is back on mission. This is a big one, a chance to score a serious payday. There isn't much time remaining. You need to be ready and have your head in the game. Gear checked and practiced on. Mind and body ready for what could be a big fight.
Reza finds you in the training holobooth and asks you to step out.
"Your weapons and gear prepped? Completed all of the marked sims?"
You answer affirmative to both.
"Good. Now go and rest. We could be looking at a long operation should anything go sideways. You're going to be begging for a chance to rest if that happens. We've all put in the prep work, now you need to sleep while you can."
You consider arguing. There are a few more sims you'd like to try to work on mobility of the power cell suit, but he may have a point.
[ ] Sleep, he knows what he's talking about.
[ ] Squeeze in a few more sims.
[ ] Write in
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Reza generally knows what he's talking about so in this instance you're willing to follow his lead. Stopping by the lounge you pass word to the others that Reza wants everyone rested for tomorrows operation. A few of the others are planning a movie night for when the operation is done. You're not sure whose turn it is to pick.
You hit the sack. Six hours later an alert goes off summoning you to the operations center.
When you arrive the displays show the Bertrand has docked with one of the larger ships in the fleet and is taking aboard vehicles. The Starfighter bays are soon loaded with the latest Dominion Z6 heavy starfighters -including drone variants- along with a mix of older model fighters. Some are geared towards ground attack, others space superiority.
The Chief looks unamused by what's being loaded onto her ship and sounds even less so.
"We're not even going to be able to use a third of these once we hit atmosphere. Sure, load us with Dominion built starfighters that our handling equipment can service. Fine! But stop and think for a second first whether we're going to be stuck in space or at the bottom of a gravity well!"
Nin looks over the data and shrugs.
"At least we'll be prepared if the operation stalls in space for whatever reason."
Vayall sneers as one of the starfighter types become apparent.
"Why are they assigning us Z5Y interceptors? Those are only given to convicts or the insane."
"What's wrong with them?" you ask, thoroughly oblivious to what her problem is.
"They carry an enormous antimatter powered booster engine. If something goes wrong it could explode."
"They're also the fastest starfighters in Faction space," Nin points out. "They're limited by their inertial compensator keeping the pilot alive."
Moving around the holo display to where Reza has just arrived you see he's looking over the vehicle bay. 4 Adamant heavy tanks have been loaded along with 22 newer model medium tanks, 62 late war era IFV's and 6 older IFV's like those your forces use. The once empty port Walker bay has also been loaded with a trio of Jump Walker Drones.
"The briefing has been moved up," Reza says before tapping on the bay readout showing a trio of spindly armed and legged walkers. Their shoulders seems to be made up entirely of engines, with another thruster mounted outboard of the arm attachment point. Each arm contains a short barrel particle beam cannon.
"Jump walkers may be just a starfighter with arms and legs but many consider them monsters in a city fight. We will see. I hope the Alliance is making the right decision deploying so many drone craft so early against the Izuan."
[ ] Risk fewer lives this way
[ ] Learn how smart the bugs are early
[ ] They must have their reasons
[ ] Write in
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>>6362263
>[ ] Learn how smart the bugs are early
Lessen the risk to ground troops. Unless we are worried about the Izuan being able to commander the drones some how. I cant imagine many people wanting to go dirt side to risk their lives, without some mechanized support.
I'm not sure how well they are as combat units. But it's not like they've been trained with the same mental/ thought programs of the most ace of ace's mech pilots (ex Ace Combat 7).
Or are we more concerned with revealing higher end tactics so early in a "minor" engagement?
>>
"We can learn how smart the bugs are early with this force. You dont think they'd be able to commandeer the drones some how?"
"That's the question. Everyone tries, even today there are attempts to hijack drones remotely. Success is not that common thankfully. Even with an outlier like the Kythera Incident it's considered rare."
Well that's good.
"No concern we'll be revealing tactics in a minor engagement?"
"It they find a hard counter to SP Torpedoes after the Terrans tried so hard to conceal data on them? That would be worth a laugh and some note taking. No, the sooner they try to adapt to out tactics the sooner we can learn and counter that adaptation. The trick is to avoid getting caught in a trap before you can come up with a counter."
A countdown timer starts on the display showing the time before the briefing begins. It's an hour remaining. In that time Silvar becomes concerned about shipboard security as the last of the ground vehicles finish loading.
"We have a great deal of forces onboard that come from different parts of the Dominion. Shouldn't we be worried about sabotage?"
"It can't be helped," answers Hannah. "The Alliance needed to assign forces that we can support without any refit. Besides, most are from the Dominion Knights. They're as neutral in terms of inter-House affairs as it can get."
"The Knights are strongly aligned to House Helios."
Vayall notes, causing the Chief to shrug.
"Like I said, neutral. We have their access restricted to only the bays and barracks facilities. If they're posted aboard the ship for a couple of days they need at least that much."
You have 40 marines still lacking hard plate armor. They're typically assigned to reserve duties guarding the ship when the rest of you are absent. Did you want to assign them additional security patrols? Or would you rather they be prepared to sortie in an emergency?
[ ] Additional security patrols
[ ] Prepared for emergency deployment
[ ] Remain in reserve as they have been
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>>6362288
>[ ] Additional security patrols
Considering all the extra Dominion forces we have on board. Probably best they stay on board ready to keep people from being where they shouldn't be. It's not paranoia if they are out to get you after all.
Sure the Alliance may have vetted them before hand. But we just never know. Especially with other people from the Dominion. Especially if they are Knights and want to speak with Knight Dar'el.
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>>6362288
>[ ] Additional security patrols
a tiny paranoia never hurt no one, does time permit some socializing with the unit commanders? exchange stories and ask about their former deployments maybe fish for some info about other houses deployed to the area.
also those fighters are atmosphere rated?
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>>6362322
>also those fighters are atmosphere rated?
They are *technically* rated for atmosphere. Use of the AM booster in atmosphere is a treaty violation. The fighter would also then probably explode. Which would be another separate treaty violation. On top of that most Houses have laws against bringing loaded antimatter flasks into at atmosphere at all specifically to avoid the first two.
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He might have a point. The extra marines in reserve could help with additional security patrols. There are a lot of Dominion personnel on the ship right now. It would only take a fraction of them to try something. Having those marines already on patrol could make a difference.
"If you think there's a legitimate threat to this ship I'm not going to ignore it," says Hannah. "Not with everything else that's been happening. Reza?"
"I'll assign the marines."
With that done it's not too much longer before the briefing starts.
The display lights up and an Alliance captain welcomes everyone to Operation Backhand.
The Izuan colony world of Auburn Vista has suffered a large scale uprising of the workers against their queens. It appears to be planet wide with most queens having been taken captive, while others have been killed or fled off world.
"They have declared themselves a republic, claiming that all citizens will be allowed to have children if they so wish thanks to Alliance medicine. Towards that end they have taken the contact team hostage and are demanding the Alliance provide enough medication to dose 2 billion people. They're demanding half up front before they'll release any of the hostages. The Republic either doesn't know or care that we lack the medical infrastructure for even attempting this.
While the Alliance Admiralty has little desire to force regime change, the 'Auburn Republic' is holding our people and we intend to get them back. It is hoped that a strong show of force here will deter other Izuan colonies and states from making similar attempts on Faction personnel."
The display switches to showing a typical tidal locked world with a habitable band around the terminator. It zooms in on one city in particular just on the night side, centered on a great mound like structure. Only the upper most tip of it is illuminated by sunlight. It is surrounded on all sides by smaller skyscrapers which catch some of the rays of light off of the larger building.
"The hostages are believed to be held in Vista city in the primary arcology. It's the largest structure on the planet, you can't miss it. Some of the surviving queens are being held elsewhere. We will be recovering them if possible."
The plan is to have the Alliance fleet establish orbital superiority then launch kinetic bombardment of shield generators and AA emplacements using shield piercing projectiles. If SP weapons dont work they'll switch to bombardment of the shields using Gunships and planetary assault craft. Bombardment with heavier weapons is being prepared for but will have to be much more surgical if needed.
>Cont
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Once the shields are down fighters and gunships will sweep the skies and suppress any remaining air defenses. Assault Transports like the Bertrand and Landing Support Transports will then begin the main landing. A dozen landing zones light up around the outer edges of the city. Several more light up near the spaceport.
Once the transports have dropped their troops and vehicles they'll redeploy to the spaceport or help set up secure forward bases. The Bertrand will be one of the ships working on an 'as needed' basis, going wherever you're needed. Nothing could go wrong there you're sure.
"If the opportunity presents itself power armor equipped strike teams will carry out an SP drop pod assault on locations where the hostages or other VIP's may be present. Getting relief to those units should be considered a priority for any unengaged forces. Even in power armor we don't know how long they'll last against a determined Izuan response."
Your unit will be in reserve and be expected to act as a fire brigade, rushing to locations that need assistance.
Primary objectives are recovery of the hostages and aiding drop pod strike teams. Secondary objectives, minimize loss of civilian life and the recovery of any captured queens. Tertiary objectives, minimizing destruction of local infrastructure when practicable.
Going into a city and needing to minimize loss of civilian life? You're going to need at least one stun weapon. Luckily you bought those stun pulse grenades.
>Do you have any questions before the mission kicks off?
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>>6362384
>>Do you have any questions before the mission kicks off?
Aside from them firing at us. Are the rebelling military Izuan wearing differentiating clothes/ colors, uniforms or what have you to differ them from the regular populace? So we can avoid civilian casualties. Or are they also acting like insurgents and hiding among the civilian populace?
Also, are we allowed to loot anything military related if it's not nailed down? Or acquire any unique data/ information from electronic systems?
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>>6362393
>Are the rebelling military Izuan wearing differentiating clothes/ colors, uniforms or what have you to differ them from the regular populace?
Some Republic forces will have body armor. These are expected to be part of the official PDF equivalent. Intel has confirmed that they are fielding shoulder fired small arms of an unknown type. Intel on these weapons will be flash updated in the field.
Many of the general workers that joined the revolt may only have civilian clothes and the previously encountered pistols. Intel hopes that many of these forces will break and run if the regulars are put down first.
>Also, are we allowed to loot anything military related if it's not nailed down?
Emphasis on military related but yes.
>Or acquire any unique data/ information from electronic systems?
...yes.I'm going to regret this aren't I?
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The 6 older IFV's that have been assigned to the Bertrand are apparently meant for your use if needed. That doubles your IFV capacity. Too bad they're all second line vehicles. Still it's another method of mobility so that you're not stuck on foot somewhere. If necessary a place for wounded and VIP's to shelter.
City fighting. Things could get nasty. The big skyscrapers are surrounded by smaller high rises and buildings the farther out they go. Plenty of places for ambushes and roadblocks. You're going to be glad for those extra outfitted Marines no doubt.
You'll need to gear up soon. The time of decision on what armor you'll be using in the operation has come. Ve'rod down in the Armory needs time to reconfigure the suit for one or the other.
In the armor Kalnit can deploy two combat support drones which could come in handy for city fighting. On the other hand you are a more capable general combatant despite his efforts to improve.
Who is more valuable to have in Power Cell Armor for this mission?
[ ] Joanna
[ ] Kalnit
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>>6362384
>Do you have any questions before the mission kicks off?
Not much of a guess but talks failed spectacularly it seems, on a slightly different note whats the stance of the Terrans and Rovinar (or is any other faction also likely to render ehhh nondiscriminatory aid?) on the Izuan? Or are the factions hands of and are letting the alliance handle this?
Is there any new info on Izuan space faring capability/ presence? Have we found out how centralized (or the opposite) the Izuan are at large, how likely would it be for other queens to send a relief force? For whom are we trying to potentially free the queens?
>>6362406
>[ ] Joanna
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>>6362464
"How are the different Factions reacting to all of this? Are any of them sympathetic to the Izuan and willing to render aid? The Terrans or Rovinar for instance?"
Vayall starts researching on the fleet public data net.
"In public appearances by the Faction representatives on the flagship they're largely trying to maintain a unified front in dealing with the Izuan. It seems they're standing behind the Alliance for good or ill."
That's a nice change of pace compared to the politicking you usually hear about. They may try their hands once relations are better established. For now it seems showing strength is what's in the cards.
"Any new data on how centralized the Izuan are overall? Are other queens likely to send a relief force?"
"Very decentralized but this is one of the largest colonies in this arm. If they have alliances there may be a response."
"Izuan FTL is less capable than ours," the Chief adds. "With luck we should be in and out before another colony has time for a large scale response. The last thing we want is for this new republic to join forces with others and turn into a real threat."
Speaking of responses, what are their military capabilities outside of atmosphere? You've only seen some frigates on long range sensors so far.
Talaat has this one. "Battleships or larger have been confirmed, code named Man-of-war. We're to watch out for them. Intel thinks they pose a genuine threat to any Light Cruiser sized vessels."
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While you consider letting Kalnit take the armor this time there are too many unknowns and you have better statistics with using it.
"I'm taking the armor this time, you've got dibs on the next deployment with it."
Kalnit gives a frustrated groan.
"If you're trying to get me to increase my scores its working."
Ve'rod reports that the armor should be ready in a couple of hours. With the countdown started to the fleet jumping in a few hours you have time to poke around. Heading down to the vehicle bays you briefly look in on the walkers where a swarm of technicians are inspecting the 15 meter tall machines. They're supposed to be cheaper to field than the Malyutin Class walkers but that seems to be relative. They still needs crews to look after them.
Newer model tanks and IFV's are packed into the main bay. Troops are moving this way and that. The lifts connecting the the barracks facilities have people going off and on. Cargo movers are packing in additional supplies for refitting and repairing vehicles if you need to act as a forward base.
A Dro'all wearing an Alliance uniform with Dominion patches spots you and heads over. They're wearing the same rank insignia as you.
"Lieutenant Bhruge Ekoros, Dominion Knights."
"Lieutenant Joanna Farrell, House Meros. I'm with the shipboard forces."
"We're glad you were able to give us a lift. I'm glad at any rate. With our gear all being Dominion stock it fits much better aboard a purpose built Dominion Assault Transport rather than the Alliance refit designs. Oh it still functions with Alliance hardware but there's always things that aren't quite right."
You're glad to hear they're able to make the best use of the facilities. You do your best to try and fish for details on former deployments, while trading stories. Most of the unit is from House Ekoros space and is relatively green but well equipped. Their House loaned ground troops to the Dominion Knights in a bid to gain experience farther afield in return for certain political concessions.
"I missed out on the war by a year by the time I graduated. Our CO is hoping that some of us show potential on this operation. Maybe nominate a few to be trained up as Knights if we're exceptional."
You admit you're out here for similar reasons, wanting to return home as a Knight.
"Wish me luck and I'll wish you the same," Bhruge says with a laugh.
>Cont
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You ask if his CO is going to be present in the ships operations center and are told that no, he has one of the heavy tanks outfitted as a command post. The big Adamant tanks have a troop bay at the rear normally used to dismount heavy infantry into the thick of the fighting. The Command tank has been outfitted specially to support a full staff of support personnel.
"I think our CO had too many bad experiences in the war with the landing ship being too far back from the front to keep in contact with the forward elements. I guess the Neeran really liked to use jamming."
Hopefully the Izuan dont have any nasty surprises waiting that could ambush the tanks.
With the count down well on its way to completion you wish each other well in the operation and go your seperate ways. Arriving at the armory you help go over final checks on your armor and get suited up. You're just finished when the fleet jumps.
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You've made it to the operations center by the time the fleet arrives in orbit of Auburn Vista. The fleet has not performed a typical FTL reversion then long burn in system like has been agreed upon with the Izuan governments. No, the fleet micro jumps in system dropping out of FTL at the edge of the planet's gravity well.
Nearly 300 corvettes, 120 frigates, transports, 80 light cruisers, two squadrons of battleships, more than a dozen medium cruisers and the enormous bulk of an Alliance Capital Ship snap back into reality. Turrets the size of battleships turn to track the few Izuan warships in orbit as the ACS readies its heavy plasma cannons.
Ninnik leans back from the display.
"Well I guess the Alliance isn't screwing around if they brought an ACS out to play."
Sensors tag a group of seven Izuan Man-of-war in orbit along with two dozen frigates scattered throughout the orbital space. Half of the smaller ships immediately turn and begin a burn out of the gravity well. A number of smaller fusion torch ships throughout the area turn toward the Alliance fleet instead.
After a few seconds the Man-of-war formation begins making minor orbital corrections to take them around the far side of the planet and away from the fleet. They're fleeing without looking like they're fleeing.
"ACS Omicron to all fleet elements, commence operations."
"Starfighters begin launch," Hannah orders.
The booster equipped Z5Y's get clear of the Bertrand and immediately burn towards the incoming torch ships. Space lights up as the torch ships open fire, starfighters and point defense weapons filling space with orange and purple beams. Some of the friendly corvettes break formation swooping in on torch craft and blasting them with their pulse cannons. Within a minute everything in space is either friendly or in retreat.
The eight big twin gun turrets on the Omicron are still tracking targets as the fleet settles into orbit. A CCD Fast Battleship II launches a barrage of missiles towards the planets surface. These are made up of the planned SP Kinetic impactors which rain down across the capital city striking shield generators and defense batteries.
"SP weapon effectiveness confirmed. Begin starfigher and gunship sweep. All transports prepare for planetary assault operations in t-minus ten minutes."
Ten minutes? That's not a long time for the starfighters to sweep for anti-aircraft weapons.
While waiting for the signal to enter atmosphere intel updates begin to come in, with signals for some of them seeming to come from the surface. They include data on Izuan body armor and small arms. Some shoulder fired weapons are lasers, while others are the predicted plasma weapons. They're not as damaging as those used by the Factions but they could be a threat to infantry and light vehicles.
>>
Another missile barrage strikes targets on the surface at the Bertrand enters atmosphere. An intel update comes in that only some of the hostages are in the main arcology. The rest may have been moved to sensor shielded locations.
"Are they cancelling the drop pod assault?" you ask.
"Delaying it looks like," says Silvar.
The Bertrand shakes from a weapon impact. A defense gun on the surface near the spaceport is quickly targeted by a mob of starfighters. Several similar looking buildings are highlighted on the display but aren't immediately targeted. The gun may just have been camouflaged to blend in with the others.
The ship sets down in an open area half way between the spaceport and the city center. The horde of vehicles from the bays fly down the ramps, trying to get clear in case you're targeted by an anti-starship weapon. Once all of the Dominion vehicles have exited your remaining 6 tanks take up positions guarding the bay entrances. Their particle beams and lasers should make short work of anything that might try to board you.
Weapons fire begins to light up the streets of the nearby city. Red icons indicating hostiles appear on the command display and disappear again just as quickly. You're supposed to get an order to redeploy as needed but soon an update asks for you to hold position. Some of the other LZ's aren't working out and tank units might need to make use of your bays for resupply on the way from the spaceport to the city.
"How is the rest of the drop going?"
Reza shakes his head. "The spaceport is on fire. Locals are torching the fuel stores and any combustibles. That's going to tie down several units trying to land there."
"What can we do?" Talaat asks.
"Wait," says the Chief. "We wait for the distress calls to come in."
You could do as she suggested or take a more proactive approach. Having a unit already out and ready to respond where needed. An IFV force could hang back behind the advancing forward columns, ready to move up and assist. Shuttles could get you to hot spots more quickly but hanging out in contested airspace could make you a more readily apparent target for AA emplacements.
[ ] Wait for the call
[ ] Deploy in IFV's
[ ] Deploy in Shuttle
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"Until we get a call for aid it would be safest to stay put on the ship. Let the line units handle the bulk of the fighting according to plan."
Talaat and Vayall, both in their power cell armor, seem eager to join the fight. Your reminder about keeping to plan seems to snap them out of it. You don't want to get into the thick of the fighting for no real gain to yourselves in such a large battle. As flashes of weapons fire intensify in some areas that seems to be the right call.
AA fire over the city doesn't seem to be diminishing as quickly as you thought it might. Reports start to filter in of shoulder fired missile launchers being employed. One more thing your shuttles will have to look out for whenever you deploy. The Chief has the remaining starfighters refit with missile pods carrying AGM's. They'll be able to quickly take out any of the AA emplacement that make an appearance whenever you deploy. For infantry with launchers the gunners on the shuttles will just have to be quick on the draw.
Intel reports come in on 4 legged walking tanks built similar to an Izuan. Thankfully they're only a little bigger than typical medium tanks rather than the monstrous heavy walkers back home. These ones do have a head mounted fusion cannon making them a threat to any unshielded vehicles. They're still vulnerable to the particle beam main cannon of Faction built tanks. Alliance air cover is making their destruction a priority.
Wandering from Ops into the bridge proper you see the panoramic display showing the exterior. To starboard looks like a distant auburn coloured sunrise waiting to happen. Of course that will never happen, you're in the permanent nightfall area where temperatures are most ideal for this world. The day side is sweltering. It seems to be where more industrial concerns are located. The big cities are built in darkness with just the upper most spires illuminated. It looks like they direct light down into the interior. You've heard of Dominion worlds doing the same.
As ground forces crawl across the map you wait for the inevitable calls for assistance. So far nothing. One of the operations officers does some checking and the Alliance is coordinating a lot of the operation from the ACS in orbit. A few people start to speculate about there being an AI onboard since it's a command ship. So far nothing is filtering down to you. A classic case of hurry up and wait.
It soon becomes clear that the advance is stalling. Faction armored operations are typically swift things that steamroll opponents using the speed of their vehicles. Here it's slowing down, not to losses or damage but because of the numbers of locals out on the streets in places. Despite broadcasts and announcements by both Alliance and Izuan forces, people in the poorer areas of the city seem to think you're here to liberate them.
Predictably they want to know when they'll receive medical aid.
>Cont
>>
This hasn't stopped the armed elements of the defense forces from resisting the Alliance advance. Weapons fire along the main streets and choke points is still common. Attempts to flank these areas are being held up by locals wanting to welcome the Alliance. It's becoming a mess.
The Chief crosses her arms.
"While I certainly appreciate less of them shooting at us I dont know if the Alliance brought enough manpower to deal with the whole city coming out to greet us. Can't we convince them to go to the shelters?"
Alar looks up from their display. "There aren't any."
"There's no bombardment shelters?" you ask, taken by surprise.
"Oh no," Reza sighs. "I've heard of this. Some Terran worlds don't have any. Usually an economic decision."
"That's impossible, everyone builds shelters," Vayall insists. "I refuse to believe any government would be so short sighted."
Talaat helps Alar look over the data. "If they have shelters they're not public ones."
Those reserved for their queens and anyone closest to them are most likely all that exist. That quickly helps narrow down their likely locations; built into the foundations of the largest structures in the city. Something wholly absent from the poorer districts.
Alar sends an intel request on these shelters and gets back confirmation that something like them does exist. The Alliance is currently looking at them as possible holding locations for the hostages.
Soon the Chief gets an update. The Alliance is preparing the drop pod assault along with an airborne offensive using LST's to capture critical roadway links. This should help the ground units press into the city center more quickly. A trio of Kharbos frigates outfitted with point defense weaponry will be brought in to provide direct fire support. They should also help draw AA fire away from the smaller LSTs.
With a start time of 2 hours given Reza has the marines rest up. The rest of you try to do the same. You haven't mastered the skill to sleep just anywhere yet but you think you might have gotten a few minutes rest by the time the next alert comes in.
>Cont
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The big push from the spaceport still hasn't linked up with the forward elements. Some of the fuel storage depots are still on fire. The main advance is pushing towards the city center though and the trio of frigates are now in position providing aid.
Then the drop pods begin falling from the sky. Dozens of them target the main arcology, others strike the smaller but still quite large complexes. A second wave comes down along the main roadway, some deploying into automated turrets that open fire on Izuan vehicles and infantry nearby.
Kalnit wonders aloud how much those sentry turret pods cost.
Unsurprisingly the requests for aid finally begin to come in. The Command ship directs most of them to available regular units at first. Eventually some start getting bumped down in priority to the point where reserve units like yours can respond as available. A trio of aid requests appear.
https://www.youtube.com/watch?v=uQ0QzXXbmsA [Mission select]
>A) Dominion Unit
"This is Commander Zvonimir, we are heavily engaged and require reinforcements."
This site can only be reached by the air.
>B) Rovinar Unit
"Commander Avbec requesting reinforcements. Possible lead on hostages."
Ground or air units could reach this area.
>C) Mixed Alliance Unit
"Hostage group secured. Requesting teams outfitted for medical."
This site can only be reached by the air.
Talaat and Vayall wish to deploy to the Dominion unit.
Silvar wishes to deploy to the Rovinar unit.
Alar wishes to deploy to the Alliance unit.
You can split your forces but this will reduce their effectiveness.
>What location(s) do you wish to deploy to?
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>>6363474
>What location(s) do you wish to deploy to?
on A the dominion unit is most likely gonna lay claim just like we would, however theres also guaranteed stuff we can salva... claim, B is a lucky roll but we might cash in on gratitude..., and C is close to where all the "good" stuff most likely used to be banking on the queens wanting the better stuff to protect themselves.
i dont feel lucky so
> A
Talaat, Vayall and Silvar
>C
Alar Kalnit and Us
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I probably should have posted a more detailed breakdown of your available forces. Can't post much on my phone.
All named aspirants minus ninnek. 120 marines split between you. 8 shuttles. 12 ifv's + escorting tanks.
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>>6363563
>if the shuttles can take an ifv
Unfortunately the shuttles you have are assault shuttles meaning they're geared towards carrying marines in boarding actions. Great for getting infantry units into places or recovering them but cant carry vehicles.
They could probably carry some small jet bikes?
They look a bit like these ones from the X-Wing games.
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>>6363615
>>6363563
>>6363562
With our vote equally split between the 3 locations I guess we have to go to survey. We'll figure out force composition once we know what sites we're going to.
House and Survey
https://fast-poll.com/poll/9b144f3c
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Something we can do is:
>Choose your loadout!
Power Cell Armor +
Smart Grapple
Pistol: Phase pistol
Stasis Units: 1
Boot Knife: HF-Knife
>1) Rifle: 2 Slots available
1A) Phase Rifle
1B) Ballistic Carbine (+optional silencer)
1C) Repulsor Rifle
1D) Grenade bandoleer
>2) Equipment Slot
2A) Flight pack
2B) Boarding Shield
2C) Camo Shroud (Ineffective due to armor noise)
2D) None
>3) Grenades: 14 slots available
Frag (1 slot)
Breaching charge (1 slot)
Stun pulse grenade (3 Slot) (MAX 3)
Stasis Unit (2 slot)
HF-Blade (2 slot)
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>>6363868
1C) Repulsor Rifle
1D) Grenade bandoleer
2B) Boarding Shield - it's the only thing that'll save us against incoming plasma
2x Frags (1 slot)
2x Stun pulse grenade (3 Slot) (MAX 3)
2x Stasis Unit (2 slot)
1x HF-Blade (2 slot)
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>>6363868
>1
1A Phase rifle
1DGreneade Bandoleer
>2
Repulsor Skates but if they arent compatible with our armor
1D Boarding Shield
>3
Stasis Unit x 1
Stun pulse Grenade x 2
Breaching Charge x 3
Frag x 333% on survey as i type this ... we goin everywhere yooo
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Less votes in the survey then we did in the thread.
I'll probably have to use this one as a tie breaker.
>>6363869
>>6363985
>>6364002
>>6363870
>Grenade bandoleer
This should add 12 grenade slots. Lots of boom.
Add the remaining stun pulse grenade, stasis unit and a mix of conventional explosives?
Alternatively, you could give the spare stasis unit to a medic.
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"We need to reinforce those Dominion and Rovinar units. Maybe even that Alliance unit if we can."
"I wouldn't recommend splitting our forces between all three," Hannah warns. "You're going to want as much air support as possible. Either for the shuttles or the ground vehicles."
Reza agrees. "That should go for our marine forces as well. The Izuan are relying on numbers. Any group will need manpower to hold them back."
If that's the case A and B would be your best bets with half your forces going to each. Talaat and Vayall are set on going to A. Silvar to B. Alar offers to go to B as well since the Rovinar are chasing after hostages and might need medical support there. That leaves you and Kalnit to fill out the remaining two slots.
There's also the means of transportation. The Dominion site can only be reached by air while the Rovinar site can be reached by ground or air units. You could split your shuttles and go after both, or keep the shuttles together for strength in numbers while a convoy gets the other.
>1) What unit will Joanna accompany?
1A) Dominion Unit
1B) Rovinar Unit
>2) Mode of Transportation
2A) Air assault to assist Dominion/ Ground convoy to assist Rovinar
2B) Air assault both locations
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>>6364273
>1) What unit will Joanna accompany?
>1A) Dominion Unit
I'm now hoping we can save some rich dominion knight and lead to them sponsoring our efforts.
>2) Mode of Transportation
>2A) Air assault to assist Dominion/ Ground convoy to assist Rovinar
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You're headed for the Dominion distress signal by shuttle. Kalnit can watch Alar's back with his drones. Their second team can take the ground convoy to ensure your group has a stronger shuttle force.
"It's a plan, now move!" The Chief urges all of you.
She signals the command ship that you're taking on those two operations while the rest of you scramble for the shuttles and IFVs. The Marines are already aboard and geared up by the time you arrive.
Starfighters scramble from the upper bays followed closely by the shuttle flight.
"I guess we're about to find out what 'heavily engaged' means to a Dominion officer," you tell Talaat and Vayall.
Checking external sensors you see the formation loop out sunward over the largely uninhabited lands outside the city proper, then swing back in towards your target. As you rapidly close in on the building your escorting starfighters suddenly open fire on ground targets. Trails from several dozen missiles fill the air crisscrossing the sky.
"Brace!" warns the shuttle crew as everyone is thrown against their restraints.
The external view fills with energy beams flashing out from near the base of the skyscraper you're headed for. Some are blasting outward through windows. You see one of the beams strike a nearby shuttle and then something on your own shuttle explodes. At least you think that sound was an explosion.
By the time you get your bearings several other shuttles have taken hits of some kind. One has ceased maneuvering entirely and soon starts into a steep dive. It isn't long before a starfighter and then one of the other shuttles grapple the damaged one, pulling it out of its dive.
The pilot of your own ride soon calls out over the intercom.
"All hands, we're hit but not too badly. I'm taking us down to support the other damaged shuttles."
Weapons fire from your escorting starfighters has now shredded all of the enemy tanks. It seems they'd been concentrating their fire entirely on the shuttles. The two most damaged ones make hard landings on rooftops a few hundred meters from the skyscraper you were targeting. Marines immediately bail out and establish a perimeter. The rest of you soon land along side them or on roofs of nearby buildings.
A few marines grab fire extinguishers and head outside to help the crew check damage. You follow to have a look at things. Smoke from burning tanks soon begins to obscure the lower levels of the target building. Your rangefinder shows you're still half a kilometer away. This things is more of a small arcology than a simple skyscraper.
>Cont
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Ram joins you looking out over the city.
"Now what?" you ask.
"We talk to the shuttle crews and get an idea of how many can continue on. They'll need a minute for a damage assessment. We have space for extra marines on each shuttle, evacuation capacity. We only really need half to carry on."
Talaat and Vayall are fine, their shuttles only took a few scrapes. Only two shuttles are outright crippled. One took a hit to the cockpit and it's going to take a moment for it to cool down enough to see if their rescue capsules survived.
"We can abandon the two shuttles and press on to the objective with all forces. Flag the vehicles for later recovery." suggests Ram.
"Doesn't that run the risk of Izuan looting the shuttles in the meantime?" Vayall asks.
"Possible," Ram admits, "But you'd need a full on recovery vehicle to properly salvage either of them."
1) Roll 1d100 for rescue capsule recovery
2A) Abandon wreck site, press on to objective
2B) Leave a squad or two to guard the shuttles
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All of the shuttle crew survived! The pilot is merely traumatized and needs to be given a sedative to calm them down.
The decision is made to abandon the wreck site leaving the disabled shuttles for later recovery. Flight engineers sabotage the remaining engines to make sure they wont be going anywhere under their own power. No random civilian is taking them for a joyride.
Now to figure out the best way in. Drop pods hit the top most part of the tower and along the one side. Since the initial drop the forces that sent the distress signal reported in from two locations. One higher up, one deeper in the building. Both are located near the atrium that runs down the center of the tower. Both are on or near the larger more open floors that divide the interior.
"Those larger floors, they're big enough to fit a shuttle," observes Talaat. "Could be an easy way in."
"They're also big enough to fit more of those walking tanks," Vayall warns.
Ram helpfully points out that the hull cutting gear on the shuttles can easily put a hole anywhere in the building.
"We could insert a level or two above the distress calls and drop down on them."
There's also the central skylight which goes all the way down the building. They're more than large enough to get the shuttles down through if you're willing to smash through the plate glass at every intersection and have it rain down on anyone inside. Might want to broadcast a warning to friendlies first if you do that.
[ ] Smash down through the central atrium
[ ] Cut through floors above distress signals
[ ] Insert through large floors
[ ] Write in
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"We'll cut through the floors above the distress signals."
The marines and crews get the shuttles ready for breaching. It should be relatively easy. The starfighters will provide cover from anything that might take a shot at you. Hopefully they're able to shoot any hostiles first this time. Missiles have this unfortunate delay involving flight time.
As the shuttles lift off you try to establish communications.
"Dominion units, reinforcements are on the way. We're reading you at two locations in the tower."
"This is Knight Thal from House Tho'ros. My team is higher up in the tower and cut off from Commander Zvonimir. We can hold. Get to the commander."
"Copy that," you reply.
You update the shuttle crews that you'll need to breach closer to the lower distress signal. In turn they signal you and the marines to stack up and get ready to breach from the bow hatch. The pilot brings the craft in close and docks the bow mounted hull cutters, instantly burning through glass and steel. All of you storm into an apartment hallway. Farther around the building other squads are doing the same.
With all of you in the shuttles pull back to a safe distance.
There isn't anyone in the immediate area. If this building does have a shelter as anticipated they may be hiding there, or out taking part in the fighting. For now you need to advance towards the units in distress until you can drop in to aid them. The question is to go fast and loud or a more cautious approach?
There's also the question of if you want to take the lead with your superior armor, or remain in reserve for any big threats that need taking down?
1A) Move fast, shock and awe
1B) Cautious advance, use drones for scouting
2A) Lead from the front
2B) Keep yourself in reserve for big threats
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You take point, ready to quickly deal with anything you come across. Better that you encounter the worst than the marines in their weaker armor. Remembering Reza's advice about your hand drone, you deploy it and send it ahead. A few of the marines likewise deploy theirs. Yours however is fully stealthed, able to silently observe without being detected. Advancing with the drone spotting is slower going true but it should prevent you from running into any traps.
Ram seems to have been on the money when selecting this floor. There's little to no resistance to speak of. Stairwells or the "ramp wells" that the Izuan use all seem to be covered by security interfaces. Some kind of scanner or biometric locks. Easy to break through with an HF-blade no doubt, but that might give away your position. The marines are already plotting how best to employ breaching charges on the floor for a rapid entry.
With advance warning a few Izuan civilians in the corridors are ambushed and stunned without issue. None of them are armed. Doors to apartments are forced open to hide the unconscious bodies out of view.
It's only when you begin to approach the central light well and atrium that things pick up. The drones detect the distant sound of weapons fire. Repulsor based mass drivers, the shriek of Variable Plasma Rifles and others that you're not as familiar with.
"Enemy contact!" reports Talaat.
His team is off on the right somewhere with Vayall between you.
Continuing to advance your drones soon detect movement. Izuan in armor are trying to circle the atrium headed in Talaat's direction. They don't seem to have noticed your team yet. You have the element of surprise. You can catch them now and prevent them from reaching Vayall's team, or you could let the opening wave pass and hit them in the middle to maximize damage. Perhaps with Vayall's help you could try to encircle the entire unit but that might be too ambitious.
[ ] Stop them from reaching Vayall
[ ] Wait for maximum damage
[ ] Try to encircle the entire unit
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https://www.youtube.com/watch?v=ig7ZQlBYkUc [KAKU-WEST]
"Vayall, there's a column of Izuan headed your way coming in from my side of the building. I'm letting them past-"
"You're what?!"
"So that I can hit them in the middle of their line and cause maximum damage."
"...fine. We'll prepare to hold them off. Don't let my team get overwhelmed okay?"
You have the marines move into positions along the flank of the advancing column, remaining concealed. A few move into rooms that face the corridors being used and rig them with explosives. The rest of you stand by with grenades.
The number of Izuan troops moving up is actually surprising, it's much more than anticipated. It isn't long before they make contact with Vayall's unit and begin exchanging fire. That only seems to drive the rest ahead to rush into the fight. You still dont have a good read on their overall numbers but soon enough you'll be forced to attack no matter what in order to backup Vayall.
"We're as ready as we're going to be." Ram urges you.
"Open up!"
Grenades sail out clattering off walls and into crowded corridors. It seems like far too long of a wait for the standard fuses to go off then explosions rip through the column. Marines detonate their traps and even a few directional mines pummeling the Izuan. Planty of enemies are simply shredding by blasts, others going flying or are thrown around.
Only once the worst of the blasts are fading do you step out from cover and open fire with your rifle. The rest of the marines do the same, mostly throwing out phase rifle fire. A few are using ballistic carbines, with just one marksman outfitted with the same model weapon as you.
Izuan that had mostly made it past your unit in Vayall's direction panic and attempt to flee. A few that try to rally the survivors quickly make themselves targets for you and the other marksman. It isn't long before the attempt at retreat turns into a rout with survivors trying to find any means of escape, some dropping their weapons. You're able to drive them forward eventually reaching the atrium.
Here you get a good look at the real fight. Floor to ceiling windows looking in on the light well show Izuan on multiple levels -including your own- firing down into the larger floor just below you. There is at least one walking tank firing smaller coaxial weapons from either side of its main head mounted main cannon.
You don't have anything that can even dent a tank. Your repulsor rifle could knock out its sensors or optics maybe?
Talaat saying "Holy shit, is that a tank?!" over the channel confirms that his unit has reached the light well also.
Vayall soon adds that her unit is clear and is advancing once more but also lacks anything in the anti-tank department. Maybe your allies do?
>Cont
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"Dominion forces your reinforcements have arrived. We're on the level above the tank on the eastern side of the atrium. We dont have anti-tank weapons. Do you copy?"
"This is Commander Zvonimir, we copy. We're surrounded on all sides by enemy infantry. If the bulk of your forces can clear out the level above us to withdraw to, we can link up. Though if someone could distract that tank for just a moment that would certainly help too."
Given your recent success you're confident you could fight your way around the atrium to the opposite side, it might just take a few minutes. As for distracting that tank...
[ ] Repulsor rifle fire, try to damage sensors
[ ] Massed phase rifle fire from marines
[ ] Don't bother, focus on clearing the level
[ ] Write-in
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>>6365140
>[ ] Repulsor rifle fire, try to damage sensors
spread out and maybe have a dedicated spotter for tank movements calling out where its aiming its scary ends, also try to keep as much structure between us and the tank we can manage
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Rolled 49, 41 = 90 (2d100)
>>6365172
>>6365178
>>6365200
You signal Ram to get the marines moving, you have something to take care of here. Talaat and his team can flank around the other side. You advise everyone to stay clear of the windows if they can.
"Vayall, do you have a repulsor rifle?"
"Yes."
"And we're both good shots with them right?"
"Get to the point if you have one."
"We take shots at the sensors on that tank. Either we hamper its operation or we distract it from whatever our allies are doing."
"That's insane."
"I'm doing it with or without you. Fire from two of us might actually make an impact, or do something."
Walking up to the window pane you deliver a solid kick to it, knocking out a smaller hole than you expected. It's more than large enough for your purposes though. Taking aim with the zoom dialed up you fire through the hole, targeting what look like little dots that can be found across the armor of the tank. Even if they're not the sensors you'll eventually start hitting something important given their distribution.
Additional fire starts coming in from off to your right. Apparently Vayall is going to join in.
Roll 2d100 for evasion
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It's hard to tell if you're having an effect at first. That impression lasts right up until the head of the tank swings around. Its pair of mandible like coaxial weapons spray your side of the building with pulse laser fire. Before long it's not the only thing sending fire your way. Small arms fire from Izuan on levels above you begins to punch through the glass.
You relocate to another window avoiding the worst of the shots. A few laser cannon blasts boil away parts of your shield but that's it. The enemy soldiers shooting at you from the upper levels cant seem to land a shot on you. The sound of Isuan military grade small arms is going to stick with you after this though. The entire area echoes with the noise.
https://www.youtube.com/watch?v=TZ3Nq6D6x5I [Focus Rifle]
Vayall is having a rougher time of things. She's able to block the worst of the damage from the tank but is accumulating hits from small arms fire. It's not serious, yet, but it might become so if this keeps up.
Then the main gun starts to charge up. You're about to call out over the channel to break off the engagement when there's movement near the tank.
Someone in medium jump jet armor vaults onto the back of the tank, the red blade of a plasma sword extending from their forearm. One swing cleaves sections of armor plate from the tank. Another detaches a leg sending it stumbling. A shoulder cannon blasts a hole in the tanks neck but it doesn't seem to have had much effect.
"I hate!" someone broadcasts over an open channel.
The armor clad soldier stabs their sword into the hole left by the cannon shot and drags it downwards.
"Walking tanks!"
For a brief few seconds the main gun sputters, throwing out plasma and destroying windows indiscriminately. You wisely duck for cover behind a support pillar but your drone sees the head of the tank collapse as flame erupts from the neck joint. The Dominion officer doesn't stick around, jump jetting away to safety.
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>>6365244
>>6365140
"This is Commander Zvonimir, we copy. We're surrounded on all sides by enemy infantry. If the bulk of your forces can clear out the level above us to withdraw to, we can link up. Though if someone could distract that tank for just a moment that would certainly help too."
What an absolute mad-lad.
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"Joanna you owe me a new shield," says Vayall as the two of you get moving once more.
You dont bother to point out that she chose to shoot at the tank too.
Her unit is moving around the right flank catching up with Talaat's group. Your own marines are in the progress of flanking left, using drones to avoid being caught like that last Izuan unit you ambushed. Staying away from the windows you pick up the pace, trying to catch up and overtake.
Once you've nearly caught up Ram updates you.
"We've captured a few weapons. No booby traps on them but the guns are keyed to their armor. Some kind of standard IFF reader. We took some of the matching gauntlets that seem to unlock them. No telling if they're time sensitive or will lock out later."
Some salvage is good. Getting back up front again you get your hand drone scanning the path ahead, marking enemies. Sharing telemetry with the marines they're able to move up in flanking positions to put combined fire on groups of hostiles. You're helping too of course but your armor is not in any way stealthy. Your rifle however is able to easily down enemies despite their body armor. Any time you join a fire fight it doesn't last too long.
The phase rifles and ballistic carbines used by the marines are having a harder time. They can ablate just enough to soak a solid hit from a phase weapon. Some marines are already arguing about how best to reconfigure their weapons once the battle is over. The ballistics are outdated weapons back home so it's not a surprise that they're struggling. Some of the flankers are using them to good effect for quieter attacks with the silencers equipped.
Now aware of your presence Izuan forces are trying to reach you using the ramps from above and below. According to Ram the marines still have some proximity mines and other explosive left they could trap the entrances to the ramps behind you as you go. That will slow down any pursuit, though it could end up using half your remaining grenades. It's also time spent you could use to press on to your allies.
[ ] Set traps and mines to deter pursuit
[ ] Double time to your allies
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>>6365602
>how feasible would it be to use the shuttles to destroy paths behind us?
You're too far into the building. Any weapons fire that could get far enough in could risk a friendly fire incident at this point.
Maybe if they got inside the building using one of the previously discussed insertion methods.
>>6365008
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You give the go ahead to set traps and mines. Hopefully it will slow pursuit or deter them entirely. With six of your own frags available you hand over a couple to give the marines a bit more bang to work with.
With that underway you stay near the front, helping find targets with your drone and clearing them out of the way. Talaat and Vayall link up with the friendly forces before you, clearing a path for the Dominion unit to climb up to the same level. Once you link up with them the combined forces are able to reorganize, establishing a perimeter and buying time to take stock of the situation.
You see a pair of special forces in medium jump jet armor armed with variable plasma rifles move from point to point, adding fire to anywhere the Izuan look to be pushing. A half dozen other elites are taking a moment to do field repairs on their armor, adding ablative patches and the like. Commander Zvonimir seems to have been the one who took out the tank with the plasma sword.
"You've bought us some breathing room. We have some time before they deploy another tank. It that happens your forces can suppress their infantry while my team tackles the vehicle. Should be easy work for an experienced unit."
Yeah, "experienced," right.
"What's the overall plan sir? The Izuan seem to outnumber us," Vayall points out.
"And ground forces could be some time in reaching our position," you add.
"These mega block buildings seem to have underground bunkers or shelters under them. Some of the hostages are likely being kept in similar facilities. My team believes there is a command facility housed in the basement of this particular building. It would explain why everyone here is so well armed."
Talaat is quick to add; "Any why our starfighters had to destroy several dozen tanks just to get us in here."
"Indeed. We need to secure a lift or means of reaching the subbasement. My team has a tech working on hijacking the essential building controls."
"Knight Thal has a team higher up in the building," you point out. "Should we link up first?"
"Good that Thal is still alive and causing problems. I suspect the faster we can get down to the command bunkers the sooner the worst of this fight will be over. Having that other team causing a distraction might be handy, but we could hold the lifts long enough to get them down to us. You never know, the extra firepower might help. The extra time however is going to mean putting your marines in danger longer. We can support, but you'll be taking the worst of the fight."
[ ] Get to the basement levels ASAP
[ ] Hold until Knight Thal can link up
[ ] Write in?
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>>6365660
>[ ] Get to the basement levels ASAP
this guys funny, wondering if that other team is from a different in-house faction?
could we get the shuttle to insert through the light shaft and shatter the floor separating us and Knight Thal's team and could they then jump down to where we are?
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>>6365660
>[ ] Get to the basement levels ASAP
Get to them before they decide to kill non-Alliance hostages in some misguided attempt to scare the Alliance off.
Also what >>6365672
asked, maybe get the shuttle to get us down quicker? Granted it's going to get everyone elses attention real quick. So whatever pilot wants to risk it better be the best one we have.
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"Getting to those basement levels ASAP is certainly the priority but that doesn't mean we have the leave the Knight and their team behind. We still have shuttles outside."
You contact the shuttles and see who is still in good enough shape to risk a descent down through the light well. Shuttles two and five have the least damage. They're not exactly enthusiastic about the plan given the risk of tanks appearing inside the building, but you assure them that you'll be the ones dealing with the tank. Well, your allies will and you'll be supporting them. That counts doesn't it?
"We're going to cause a lot of damage dropping through there," you're warned.
Well you have good news for the shuttle crews then. Minimizing destruction of local infrastructure was only a tertiary objective.
The Marines and friendlies are warned to stay well back from the atrium. There's going to be a lot of falling glass in a minute.
"Get that lift working!" Zvonimir urges his people. "If Thal brings a bunch of enemies with him I dont want to be trapped up here for very long."
The beams of light streaming down from the crown of the building begin to fluctuate in brightness eventually going out. Orange and purple flashes from beam weapons are soon the only thing coming down the well.
Izuan begin pushing your position in several places but they dont seem to be coming in from the side your marines trapped with mines. That gives some of your forces a bit of a breather and lets the special forces concentrate their fire. There's still no update on the lift when you get word from Thal's team that the shuttles have reached them.
"Be advised! One of the starfighters is about to breach."
A blast ripples down the light well propelling a wave of glass shards. A Z5 interceptor soon follows it, pulling a 180 degree turn as it descends to your level using engine power to pull to a stop. A few Izuan take pot shots at it from nearby windows and the fighters nose swings around unloading cannon fire into first one then another. A shuttle descends down central shaft at a more sedate pace, its pair of pulse laser turrets open up stitching fire through any window with a hostile behind it.
It seems someone decided to act on their own initiative to provide support.
>What say?
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"It looks like somebody wants a medal. We better make sure that pilot gets some recognition later."
"Maybe the shuttle crew as well?" Vayall suggests.
"Couldn't hurt."
A second shuttle descends adding its firepower to that of the previous. It's not long before Izuan personnel are retreating back from the remaining windows of the inner atrium. Remembering an idea you had earlier, you ask the shuttles to put fire into some of the ramp wells to restrict movement up and down the tower. With most of those crippled it will be harder for them to move forces to attack from all sides.
The Shuttles begin firing the occasional shot from their larger particle beam cannons. Those can penetrate structure more easily than their forward mounted lasers. After a minute of this both descend to your level and begin unloading allied troops, and resupply bags for the marines to restock on ammo and gear. The marine marksman from your squad grabs extra mass driver slugs and passes them on to you.
Now to get on with things before another tank shows up.
The Dominion team's hacking specialist reports that there is another lift on the way up the tower than can be hijacked. Unfortunately it's occupied. The lift will lock in place for you once it arrives but you'll still need to deal with its passengers.
Zvonimir ties everyone in.
"Listen up people, a lift is on the way but there is a tank along with escorting troops in what may be power armor aboard it. At least... is it power armor? I swear I've seen something like this in my Uncle's collection."
The Commander shares a video link from the lifts security camera. Its light spectrum is a little odd but you can clearly make out the walking tank surrounded by smaller armored forms. They have a set of four more bulbous legs and the abdomen is built up to the point you could probably put a turret on top. On the front are multibarreled weapons, one controlled by each lower arm. They are still using their upper arms to steady a standard shoulder fired plasma weapon.
"I could swear I saw something like that in an old TV show," Talaat says.
Well whatever it is they're carrying a lot of firepower. Hopefully they're only as fast as regular Izuan on foot.
Contuning on Zvonimir marks where the lift will arrive on the floor below you. One of his team has just started cutting through the doors and walls on your floor to let you ambush them from above.
"We can hit everything on that elevator from above once they stop. If you're willing to risk your shuttles, their particle beams can kill that tank in a single volley the moment it comes into view. If not the guns on that starfighter will chew it up eventually. That would leave the Izuan heavy infantry to us. If anyone on your team with mass driver rifles could aid us that would help thin their numbers I think."
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Izuan troops are still trying to press in on you from all sides but they've been seriously hampered. Mines, traps, damage to the ramps, pulse laser fire from the shuttles. You've done a number on them. The marines should be able to handle it in their current state. If enemy power armor got into your lines though it could get messy in short order.
>1) The Tank
1A) Risk the shuttles
1B) Just the starfighter
>2) Aid in the ambush?
2A) You + Vayall
2B) The 3 of you plus all marine marksmen
2C) Wait in reserve in case enemies get into your line
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>>6366143
>1A) Risk the shuttles
>2B) The 3 of you plus all marine marksmen
Hmm, I wonder if we (our House) can get salvage rights for shuttle KO'ing the walker while we (Joanna) get salvage KO'ing the Izuan Power Armor troops?
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"He's right the shuttles can knock out that tank fast if they time it right."
"I'll talk to the shuttle crews," says Talaat.
Both shuttles and the fighter soon maneuver, taking up positions facing a larger corridor that should give them a clear shot to the lift. The shuttles pull up slightly, taking their cockpit out of the line of fire and showing the better armored underside of the troop bay. If they take any hits it should protect the engines.
Meanwhile the few Marines outfitted with mass driver rifles are pulled back to join the ambush point. It will mean the squads will have less firepower at long range but for now it will ensure you deal more damage to the power armor troops in the opening attack.
You take up positions looking down the oversized cargo elevator shaft watching the incoming lift. Knight Thal and his people are the last to join you, many of them sporting additional ablative patches on their armor.
"Time to return the favour," the Knight says as they take aim.
The Commander breaks in on the channel as the lift begin to slow over the last ten levels.
"Hold fire until they reach the main level. We dont want them to stop the lift early."
The lift begins to grind to a halt and in the second before it completely stops the commander calls out; "Now!"
Three particle beams glance off the curved upper hull armor of the tank, blasting craters in the process. The fourth snipes the neck of the turret off at its base. Despite its main gun being taken out the tank continues to move, its legs flipping down to bring treads into contact with the lift floor. It charges forward only to eat a barrage of micro phase cannon fire from the starfighter.
All of this happens in the background as you open up on your designated target. Multiple slugs hammer the thorax of an armored Izuan, punching through at multiple times the speed of sound. It drops, either from a hit to something vital in the armor or injury to the soldier.
All of the Izuan on the lift not immediately taken out by fire from above suddenly scatter at high speed. It's like they're on wheels. Are those wheels or roller balls underneath the claw hands making up each limb of their armor? Either way the armored troops scatter making targeting the next one difficult.
"Shuttles cease fire! Friendlies moving in! Anyone with jump jets get after them!"
Does that include you? Your jump capabilities are limited but you do have skates and a smart grapple to help.
1A) Just keep shooting
1B) Jump down after them
2) Roll 1d20 for difficult shots.
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You keep shooting, letting the others that are better equipped leap into the fray, and leap they do. Anyone with a jump pack drops to the floor below to engage.
The moving Izuan are much harder to hit and you fail to get a good bead on one before it zips out of your field of view. Changing targets you go after another one that is making evasive movements. At what they must have gauged to be a safe distance they spin in place, bringing their heavy weapons around to open fire on your allies.
You put a round through their faceplate.
Their movements become uncoordinated and you make a follow up shot to make sure they're down before searching for another target. You wing the leg armor on another fast mover making it wobble slightly. Knight Thal blasts it with a beam weapon mounted in their forearm, momentarily sending it in an uncontrolled spin. You put a few more shots into it to make sure it goes down and stays that way.
With the addition of the Knight's team all of you make short work of the Izuan power armor. It's certainly more formidable than their basic armor but cant touch the best Alliance gear. Not yet anyways. If they adapt they'll become much more challenging in the future.
The lift is soon secured. Most izuan on the lower floor are in retreat after that fight. The marines report they've been pushed in a few places but were able to bring superior numbers to bear. The shuttles haven't taken any additional damage.
The Commander stomps on the lift to verify its structural integrity after the fight.
"It seems solid enough. That lift is large enough to take our entire force. No point in leaving anyone behind now that we've taken the effort to link up. A full scale assault on the lower levels before they can prepare another force seems prudent."
"You're certain they cant sabotage the lift and kill everyone?" Vayall asks.
"Hmm.The dimensions are just large enough to fit one of the shuttles. It would be a tight squeeze but should be possible. With its repulsor power it could halt the lift if it begins to fall. Your marines have shields, they could face outward with them."
"A Phalanx to provide cover?" you ask.
"It seems appropriate. If you're prepared to risk your forces in a final push on the bunker complex?"
Looking over the data the other teams hacking expert has recovered this lift should descend into the foundations of the tower. With control of the lift hijacked you can avoid stopping at the ground level where there might be more tanks or other forces present.
Are you all in or do you have another plan of attack to propose?
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>>6366882calling izuan power armor powerskaters now
all in, im really tempted to have the other shuttle and fighter crash through to the ground level for recon/ distraction but maybe we should not be so destructive anymore...
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You and Talaat are in for the plan. Vayall still has reservations but doesn't want to be left behind.
"If we dont stick together we're going to be overwhelmed out here."
One of the shuttle crews volunteer to try staying with the lift. The other one and the starfighter will continue to act as a distraction. Hopefully the enemy wont figure out right away that you've abandoned this floor.
The shuttle is parked on the lift and everyone loads on, taking up positions on either side. Soon the Marines form a pair of shield walls facing outward looking a bit like some old Roman movie. It's going to be a bit tight on the bow and aft of the shuttle so everyone is staying clear. The hacking specialist controlling the lift makes a joke about preparing for a drop tower ride and is promptly told to shut the hell up by Zvonimir and Thal both.
As you take up positions you consider telling Talaat about an amusing nickname you've come up with for the Izuan power armor. He's still trying to figure out the name of the similar armor he's seen before.
"Touch something, or was it stand?"
"Stand? As in an enemy stand?" Vayall suggests.
"That doesn't sound right."
Before you can contribute to the conversation you notice the service light is flashing on your rifle. Something is wrong but doesn't seem to have interrupted its operation. Asking one of the marines about it they suggest you check the power pack. It looks like it's being depleting a bit faster than it should. You still have plenty of power but it's worth keeping an eye on. The Armorer will have to take a look at it later.
The lift begins a slow descent to make sure everything is working properly. The nose of the shuttle scrapes against the side of the lift walls prompting the pilot to reverse. This slams the engine housing against the opposite side. It takes them a moment but eventually they square up the shuttles positioning just enough that they can make it down.
"I want you all to know I'm putting the lot of you in for a Noble Citation," the Commander states on the Alliance local channel.
"It's happening even if I have to pay the prize money myself."
He switches channels to one reserved for the officers.
"What House were you from again?"
"House Meros," you reply.
"I'm not familiar with your House, but there are so many after all. Literally hundreds. What major House are you nearest to?"
"None, our House was wiped out in the war."
Zvonimir stumbles over his words for a second then goes with; "So... would that make you members of the Dominion Knights then?"
"We're part of the forces of Errant Knight Dar'el Camdie. Trying to rebuild our House."
>Cont
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>>6367071MY MEMORY GOT JOGGED, why the heck are these guys in power armor? wheres THE DANTE OR LITERALLY ANY WALKER OF THE ZVONIMIR LINES did they go broke? is he shunned from the main line... my brain looked at the name and was like sounds funny HA at least i recalled before you actually posted something pointing straight at who they where ... im guessing the zvonimirs are a household staple for dominion walkers? too bad i personally cant really find much in the way of mechs, but im sure some of our entourage are going to start fanboying/girling any moment nowohhh if they arent shunned their suits must be topshelf class oooohhhh shiny
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This gets a laugh from the Commander who after a brief moment quickly puts a stop to it.
"My apologies, I'm not laughing at your aims. Quite the opposite. I'm impressed that survivors of a lost House are out here making a name for themselves. Rest assured that if your efforts fail to come to fruition I'm certain that House Tho'ros would be more than willing to recruit such an upstanding unit."
"We thank you and your House for the generous offer Commander," Vayall is quick to reply, putting one hand on your shoulder.
You nod in agreement taking the hint.
Talaat does not get the hint to shut up.
"I've heard so many good things about House Tho'ros."
"Oh... you have, have you?" The Commander replies, suddenly sounding as though he'd rather be somewhere else. Anywhere else.
"Everyone says you're one of the leaders in post war R&D."
"Oh! Yes we're trying to diversify after... overspecializing in certain areas. My unit focuses on Power Armor warfare."
Zvonimir seems relieved that the conversation steered away from something he was dreading.
[ ] Ask a question about his House (Write in)
[ ] Get Talaat toshut upget ready for action
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>>6367097
>ZVONIMIR
Oh hey, the House who created the Dante! I wonder if there's been any improvements since its initial introduction.
Ah, but he's not part of the transforming mecha/ fighter side of the family, but the power armor side.
>[ ] Get Talaat to get ready for action
I would like to ask if he or his House would be interested in showing off some of the Power Armor developments and advancements they've made.
But probably best to focus up and ready for action. Can geek out about Power Armor later, when we're not in a combat zone.
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"Approaching ground floor soon," you warn Talaat. "We can ask about salvage rights later."
"Weapons at ready!" Zvonimir calls out. "Now we see if the lift is locked out of the lowest levels or not."
You pass ground level without incident, though sensors detect energy sources that were likely vehicles on the way past. More tanks perhaps. The ground forces are going to have a fight when they get here.
It's not much longer until the lift slows then stops. There aren't any tanks waiting for you when the doors at this level open, but there are a number of Izuan wearing uniforms and armed with pistols. They go down from a dozen phase weapon shots each.
Good news is that the lift can be locked down at this location. Bad news is that the shuttle can't be moved. The entrances here are only intended for infantry and some heavy equipment, not full sized vehicles. There isn't even enough room for the shuttles particle beam turrets to rotate with how long the barrels are. It would seem you're on foot from here.
Structural readouts show that there is a more heavily reinforced area directly below the atrium of the floors above. That has to be the bunker.
The hacking specialist looks up from a display next to one of the lift entrances.
"Sir, I think the security troops triggered a dead man's switch of some kind. We have a count down here. No explosives detected but they may have to report in before it reaches zero."
The good news is you may have a brief window of surprise to act in. Of course everything is likely to go to hell once that count down ends.
You could try to push forward with your entire force to try and get inside the bunker before the alarm goes off. It's faster but could leave your flanks vulnerable. Using the marines to spread out and cover both flanks could offer to uncover more ways inside but that might take too long.
[ ] Push through to the bunker
[ ] Spread out and cover the flanks
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"We're on the clock, lets move!" The commander orders.
In response Knight Thal calls out; "House Tho'ros, spearhead!"
The power armored troops move forward, advancing toward the bunker and your objective.
"We're the spear this time. Back them up and push through."
You set out in pursuit with the marines forming up into parallel columns. Ram warns everyone to watch the flanks for ambushers. The power armor team quickly outpaces you. While you could increase your speed with the skates and jump jets that would leave your squad behind.
It turns out to be unnecessary as the forward team has to stop to hack the door controls to the bunker. You can see a half dozen dead Izuan guards scattered about as you close with them. A few were standing by with explosives or plasma swords to help breach the door but it isn't needed. The doors open revealing a pair of power armored Izuan who are quickly cut down before your group even finished catching up.
"Keep moving," you urge everyone.
While the outside of the bunker was concrete or a similar substance inside the bunker is gleaming metal. Decorative wall sconces are plated with gold. Someone important lived here.
Over the public broadcast system you hear an izuan shouting slogans praising their new republic and their plans for the future. Their plans to spread beyond this galaxy and into the wider universe leading the way for their people. That's not going to happen if the Alliance and this invasion are anything to go by.
The leading elements are almost at what seems to be a control room when the timer runs out. Alarms go off and the lighting changes, shifting more into the ultraviolet. No red emergency lighting, that's different. The voice from the broadcast also changes.
"Our production center is under attack! Deploy all reserves of the Republic Guard!"
You can feel as much as hear heavy metal doors slamming open throughout the facility. Rather than trying to isolate you by closing bulkheads it would seem they're opening the way for their own troops unobstructed movement. Your suit sensors suddenly fills with hostile contacts. Izuan are coming at you from all directions.
"Open fire!"
You open up on hostiles that that just stepped out into the hall putting two down in short order. A wall to you left retracts into the ceiling revealing a power armored izuan who charges you at high speed. It crashes into you at upwards of eighty kph, slamming you into the opposite wall. Your suits inertial compensator saves you from the worst of the impact. The Izuan grapples with you using three of its arms, while a fourth brings a chain laser to bear, opening fire into your armor. Your suit can handle the laser fire for awhile but the nearby marines are in trouble.
Despite the enemy's powered grip you can still force your right arm around. Should you trying to bring your gun to bear despite the close range, or drop it to grab your HF-blade and get to stabbing?
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https://www.youtube.com/watch?v=wzHZzGAnk6M [Apt. Cat and Mouse]
The Izuan grappling you is trying their best to crush your arms. For now the tough armor of your own suit is holding. Heat levels are rising where the laser is hammering you. You cant let this take all day.
Dropping the rifle you wrench your right arm around and grab the HF-blade. One slash cuts through an arm. A stab punches through another and out its other side. The grip on your left arm loosens and you deliver a punch right to their face. Have they been screaming at you the entire time? You hadn't noticed but they're screaming now.
Your opponent uses the wheels on their suit to reverse out of your striking range, strafing your front with more laser fire. You activate the suits jump repulsors, flinging yourself forward and crashing into them blade first. The Izuan goes limp and when you pull back see that the blade has severed most of their neck.
There's no time to collect yourself as a marine goes sailing past you one of their arms bent at and angle it shouldn't be. You jump towards the next armored Izuan, stabbing them in the back of their upper torso. It kicks you hard enough to send you stumbling backwards before succumbing to its wound and collapsing.
Up and down the hall is a maelstrom of friendlies locked in battle with more arriving Izuan. Some wear power armor, others the basic body armor more commonly encountered. You, Talaat and Vayall stand out due to your ability to hold up to the abuse being dished out by the better equipped enemies. Hard Plate armor isn't able to hold up to power assisted strength inside of melee range.
Seeing a downed marine with a crushed neck you pull out one of your spare stasis fields and put it over them. That done you move on, switching back to your rifle and putting shots into another armored enemy. You manage to drop them only after it breaks a marines rifle and cracks part of their chest plate with a powered kick.
"You alright?" you ask.
"Can't breathe," the marine gasps.
Remembering as much of your recent medical training as you can, you pop the chest plate so that it's no longer compressing his chest.
"I'm good, go!" he urges you, still out of breath.
Explosions rip through a pair of armored enemies as marines use breaching charges to take them out. Then one of the House Tho'ros people appear, cutting through the battle in their light jump jet armor.
"The Commander thought you could use some help," they say over the officer channel.
"It's appreciated!" you reply.
With the addition of just one elite the remaining armored enemies see they're losing and try to fall back. That proves difficult as the Marines use any kind of opening to pile on damage. Massed phase rifle fire can still add up and those that are still on their feet appear to be believers in fire superiority.
>Cont
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Vayall empties her rifle into the retreating enemy then draws a pistol and fires until it goes dry. Talaat is surveying the battlefield pistol in one hand and HF-blade in the other. His sword arm is covered in blood up to the elbow. The marines have been mauled badly by the close quarters fighting and the medics are busy. You help stabilize a few and use up the rest of the stasis units leaving just the one designated for your own use.
Most of the injuries are broken limbs, torn muscles and joints. Ram got off with just a broken arm and a bruised leg.
"We need to watch out for anything like that happening again sir. We're no good against power armor with these weapons. Even with mass drivers this close quarters would have been bad."
"Anything we could have done differently?"
Ram shakes his head.
"Bad all around, no good intel on what's down here. Limited power armor backup. Limited timetable. All things considered we did good it just sucks we lost people."
"Casualties?"
"Medics used their new stasis gear so fatalities might not be so bad. One KIA for sure, six that are a maybe. A bunch more in bad shape."
Most of the unit needs to fall back to the shuttle one way or another. You pass word on to the commander that you're pinned looking after wounded. He soon replies that they've captured the local leadership in command of the facility. The remaining forces have indicated their intention to surrender.
Zvonimir is soon on the line to you.
"It seems you kept a good chunk of the enemy mobile forces tied up Lieutenant. Well done. We only had to take down twenty of their power armored troops protecting the command center. See to your wounded for the time being, I'll assign an additional guard."
It takes the better part of an hour to get the wounded plus the stasis bound bodies back to the lift and onto the shuttle. You don't see any sign of active hostiles. Most seem to have gone into hiding or maybe they're retreating to other parts of the city. According to intel updates from the commanders team a number of chambers in the bunker complex are soon marked as 'prisoner holding' and 'munitions dump'.
Two hours later and a request comes in for some of the able bodied marines to stand guard over the prisoners until relief arrives. The commander is also requesting the presence of at least one of your teams officers to review the findings on the facilities contents.
[ ] Go yourself
[ ] Go, bring Vayall
[ ] All three of you
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>>6367826
>[ ] All three of you
Well that was one cluster fuck of a melee. Sucks that we lost people. But we really out did ourselves. Against power armor that's probably a few generations older than Alliance power armor. We really need to get some of our own if this is what we're going to be dealing with. Especially as the Izuan start improving and upgrading their tech against the Alliance tech. Double so if those bugs do decide to go through with their plan to try and invade the rest of the galaxy.
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With the situation now secure, though your reinforcements haven't arrived yet, the marines plus two guards should be adequate to defend the shuttle. As such the three of you report to the captured command center.
It seems this entire building was home to one of the more powerful queens on the planet. They had only recently started the production of power armor and had begun selling it in limited numbers to the other queens for use in their elite guard forces. The original model armor seems to have been slightly different but some data was lost in the overthrow of the colony.
According to the republican general who surrendered the facility, they used surviving data to streamline the armor for mass production. At least 100 of the suits had been shipped out to the main arcology before the Alliance fleet arrived in system. Some small numbers were sent to other locations but the bulk are still here in various states of assembly.
"If these suits had been widely deployed it would have made the invasion far more difficult. Imagine these out in the streets with heavy weapons. Or dozens waiting in ambush for troop columns."
Zvonimir points at display screens showing overviews of the two manufacturing lines.
"This was a pivotal operation. I would have insisted on twice as many troops if I'd had any idea what was buried here. You and your forces had a hand in making this victory possible. You have a say in the salvage rights, even if the Alliance will insist on dragging everything out of here to a secure location."
You blink back surprise.
"Are you saying we get to keep one of these production lines?"
"If it was up to me you could, but I doubt an Errant Knight would have the logistics capacity to take a whole facility. If you do feel free to correct me but that's a rare thing for anyone out here on the edges of the known universe. No, the Alliance will take my strong recommendation for how best to make use of what we've recovered here. I'm interested in what you'd have done."
"Could we make the power armor Factions-race compatible? The last fight helped illustrate how desperate our House forces are for power armor of any kind."
Zvonimir frowns.
"At first glance that doesn't seem to be the easiest thing to do. The Izuan are 'bug centaurs' of a sort where as most faction species are humanoid in shape. Perhaps someone who lost their legs could use it as a lower body prosthetic. Hmm."
"I know exactly how to do it with minimal structural changes," declares Talaat.
"Oh? This I must hear."
"Lose the front torso entirely, replace it with a sensor array. Put a drone control module and power systems in the central thorax void area. The abdomen is large enough that most faction species could sit inside if they crouch down."
The commander shakes his head in disbelief.
"That would make it a mini walking/rolling tank. I hate that this sounds entirely plausible."
>Cont
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"Could we simply convert the armor systems to use as many of the same parts as possible in a more conventional humanoid layout?" Vayall ventures.
"That could be done, though it would be time consuming to retool for it. Yes, I know a few armor system proposals that could fit with this style of machinery. It might take the better part of a month or two before the first prototypes could roll off the line. Understand they'd be inferior to Faction built Power Armor but cheaper with the current materials."
The House Tho'ros intrusion specialist speaks up from their station at the facility controls.
"We could just keep producing armor for Izuan and use it to equip any allies we make?"
Zvonimir gestures to the woman.
"Also an option. Not of immediate benefit to you and yours true, but it could help offset your income. As much as I hate walking tanks the Lieutenant's suggestion also has merit. Either as a manned fire support platform or a support drone."
Once these two production lines have been relocated to an Alliance facility what do you feel they should be reconfigured to produce?
[ ] 4 legged walking/rolling mini tank
[ ] Humanoid power armor
[ ] Current Izuan power armor (Income boost)
[ ] Write-in / player suggestion
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>>6368160
>"Could we simply convert the armor systems to use as many of the same parts as possible in a more conventional humanoid layout?" Vayall ventures.
>"That could be done, though it would be time consuming to retool for it. Yes, I know a few armor system proposals that could fit with this style of machinery. It might take the better part of a month or two before the first prototypes could roll off the line. Understand they'd be inferior to Faction built Power Armor but cheaper with the current materials."
I'm with Vayall. We should retool it to make Humanoid Power Armor. It may not be as good as Faction Power Armor. But it will be another step to bridge the gap between what we got now and actual Power Armor. Hell stick a platoon of Marines in this not-quite-Faction Power Armor. Watch them take half a continent or a sub-continent.
Give our entire Marine compliment? Watch us conquer worlds. Give it to the entire Alliance detachment out here? Watch them pacify the entire galaxy cluster. That is, if they perform as well as I am hoping they do.
Not to mention we ourselves and our fellow Knight Aspirants need Power Armor and this would certainly be a great step in that direction.
Also what would these Izuan based Power Armors need to match Faction Power Armor?
>[ ] Humanoid power armor
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>>6366919
>[ ] Current Izuan power armor (Income boost)
we can use these in combination with the izuan baby medicine to hire izuan mercenary's dominion style, as in they serve us in a military capacity and then become dominion citizen -> they get dominion healthcare/ the ability to conceive and a not so alien (to them) form of hierarchy. with the caveat that we have to take care to not meddle to much with alliance plans as in we cant simply put up recruitment booths where we want and most likely have to work on raising our local rep to recruit decent prospects. admittedly a longish plan with barely any immediate payout, but we get a nice bargaining chip with future izuan contacts and dont have to be the guinea pigs for an Alliance/Izuan tech merger.
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>>6368169
>Also what would these Izuan based Power Armors need to match Faction Power Armor?
They dont actually have repulsors which would make them faster and able to carry more weight. Weight like heavier armor.
On that note they dont have high density armor.
"What kind of material are they made out of?" you ask and the Commander looks back to his subordinate.
"It's similar to a Tritanium composite. Resistant to kinetic impact up to a point and able to deal with heat from lasers. It should be vulnerable to phase weaponry if tuned properly."
The marines were able to do quite of bit of damage with massed fire towards the end of that last fight. If they'd been able to engage at longer range maybe their conventional weapons could have brought them down? Worth doing some simulations.
"A Phase Long Rifle?" Zvonimir suggests.
"I wouldn't recommend it sir, the barrel is a bit too long for use inside buildings."
"Hmm yes they're a tad unwieldy but for our friends here the price point of plasma weapons might be a bit steep."
Izuan buildings also tend to have a bit more open space. You have some weapons to look into for equipping the marines when this is over.
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You indicate that you'd be in favour of humanoid armor the regulars could make use of. If their second line continued to produce Izuan armor, well that means they're available to friendlies.
Zvonimir nods.
"Sensible. Be sure to contact me if you have ideas for armor improvements or if you change your mind about the production line. It will take some time for it to be relocated after all.
I'll also make certain that a number of the salvaged armor will be marked for your forces. You can turn them in for the R&D bounty the Alliance will no doubt collect for newly encountered equipment."
All three of you get an update. Each of you personally are the owners of three of the Izuan suits. As suggested you can turn them in for a bounty, or perhaps get started on repairing one or more to have a suit handy if you hire Izuan mercs. Talaat intends to keep one for his own project and turn in the others. Vayall wants to be rid of them, hoping for a quick payout for equipment and weapons. You'll have time to decide on yours.
One of the functional walking tanks that have been taken intact is also marked as salvage for your House.
Zvonimir has something else for you. A one time use access key that will allow you to purchase weapons and equipment from the House Tho'ros stocks back at the fleet. Their unit may be power armor specialized but as pointed out their House is known as a leader in current weapons research. They have access to gear that most others could only dream of.
All of that is bound to have quite a price tag. You may want to wait until you have plenty of cash on hand before using it.
It takes a few more hours for the Alliance forces to fully arrive and secure the ground floor. It took awhile for them to get here with the main arcology being prioritized. By the sounds of things the hostages are largely secured and this republic has been removed from power. A number of queens have been rescued.
A more thorough sweep of the bunker complex once you're relieved finds a queen that was being held prisoner in the lower most levels. She insists on meeting the team that helped liberate her tower. You're shown into a room that has a mixture of the shining metals you'd seen elsewhere in the bunker combined with patterned resin like material out of a horror movie. The queen herself is a bit larger than the typical Izuan. Her elongated abdomen sits on a cushion. However she's not so much larger to be completely immobile as you expected.
>Cont
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"I am Zeptarn the first of my line born on this world. Thank you for seeing me. I am saddened by the loss of so many of my children, but if that was the only way to restore order then it was necessary. Their 'republic' madness could not be stopped despite my best efforts. Once they took control of my weapons factory I despaired for the fate of the colony."
The Commander speaks up.
"They took Alliance citizens hostage. If they had released them the Alliance may have bargained with them fairly without any need for hostilities. Hopefully more of your people learn from this lesson that we are better to have as friends than enemies."
"Indeed. I would know the names of those who helped restore order to this world and took dangerous weapons out of the hands of ungrateful children. Know that more Izuan will hear of your exploits."
The House Tho'ros personnel introduce themselves in turn until it's the three of you remaining. How would you be known to this queen and other Izuan?
[ ] Officers of Errant Knight Dar'el Camdie
[ ] Would be Knights
[ ] Errant Knights
[ ] Write-in
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>>6368233
>[ ] Officers of Errant Knight Dar'el Camdie
we already told Zvonimir we were with Knight Camdie, doesnt seem the right time/spot to let the cat out of the bag or more likely confuse the fuck out of Zvonimir why we would shove our commanding knight aside like that + we can still earn a personal name later on
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You introduce yourselves as officers of Errant Knight Dar'el Camdie, giving each of your names in turn. Your goal of restoring your House must continue on under the Knights name as long as there is a chance of catching their killers.
"You have lost your colony but continue to follow your leader to restore it. That is noble of you. I wish you and your Knight luck in restoring your home.
I will see to it that -if it is in my power- all of you will be welcome in the Sentinel Worlds. All queens of our systems should welcome the Alliance in peace."
You hope that has an actual bearing on future interactions rather than just kind words.
It isn't long before you depart along with the rest of the marines. Escorted shuttle flights return your force to the Bertrand where you debrief and learn of the other team.
Alar, Kalnit and Silvar managed to find hostages and some queens being held in the remains of a disassembled colony ship. A quite large one by Izuan standards. Apparently the Rovinar unit are a bit alarmed by the ship being the size of a Faction heavy cruiser, which so far hadn't been encountered before. The potential danger of systems in the Izuan core worlds may have to be reevaluated.
There were a few close calls when encountering Izuan in power armor, but together the Marines and the Rovinar forces were able to deal with them. A couple of marines are in stasis and awaiting medical treatment. Nothing the medbays aboard ship cant handle. They're shocked at the tales of your encounters in the tower.
"It's a good thing you took the Power Cell Armor to your location," says Kalnit. "It would have helped a few times on our mission but on your mission it sounds like it was necessary."
Backing up drop pod teams should be considered extremely hazardous. Your shuttles all need time in the shop when you get back to the fleet. Some of the starfighters do too. Replacement parts for Hard Plate armor is logged for Gemaya to file. It should be ready not long after your arrival back at the fleet.
The city is well and truly secure before a full day has passed. Not that you could tell day from night by looking outside. Just more permanent sunrise.
"I dont think I could live on a planet like this," Hannah states.
Vehicles have been returning for field repairs and to let their troops make use of barracks to properly rest. It's going to be a couple of days to get everything cleaned up. Power is quickly restored to much of the city that had been cut off in the fighting. Regardless of being a secondary objective having the queens restored has helped return a sense of order to the city. Things go back to business as usual for the every day people that had hadn't been interested in the whole republic nonsense. Not that your crew are likely the most receptive audience to ideas of a republic being from the Dominion.
>Cont
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On day two an Izuan fleet from another colony arrives. A battle fleet by the looks of things with some twenty Man-of-war and a hundred cruisers and frigates. They quickly make it clear that they mean no harm to the Alliance fleet and were only responding to reports of the uprising. It sounds like they're quite happy with the Alliance intervention. Big surprise.
Soon they're in talks to send a delegation and to provide aid to the colony while it cleans up damage.
Day three you get the order to recall ground troops and head back to the fleet. The Bertrand is loaded up with vehicles in a few hours and soon given permission to lift off. About half of the transports are going with you, all provided a hefty escort as you burn out system. Apparently you're back to performing jumps from the stellar limit again.
Ve'rod reports from the Armory that your power cell armor will be fully repaired in two more days. A quick turnaround time according to him given the abuse the three of you gave your suits. It's time you can spend to check on the status of your finances after than madhouse of a mission.
>1) The Walking Tank
1A) Turn in for Alliance tech bounty
1B) Try to sell it to your Fence
1C) Keep it
>2) Joanna's three Izuan Power Armor samples
2A) Turn all in for Alliance tech bounty
2B) Keep 1
2C) Keep 2
2D) Keep 3
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>>6368286
>1) The Walking Tank
1C) Keep it
were already trying to mash Izuan Tech with ours might as well go all in
>2) Joanna's three Izuan Power Armor samples
2D) Keep 3
we can start experimenting before the assembly line is ready to produce
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>>6368286
>1B) Try to sell it to your Fence
Get more pay or exchange for more armor for our Marines, if not both.
>2B) Keep 1
More money for us (though likely diluted because everyone else likely doing the same), but also in the very slim if not rare off chance we get an Izuan who proves themselves and joins our cause (not holding my breath here). Or Talaat does manage to produce something useful from his tinkering. We can turn it over to him to improve it for us or if he needs more examples to play with we can offer it to him in exchange for something. But really I think need more money so we can get our own Power Armor or just better equipment in general faster.
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>>6368296
>though likely diluted because everyone else likely doing the same
You bring up this concern with Reza who assures you the Alliance likely wont do that in order to encourage the acquisition of as many samples as possible.
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Fleet finances are now 1.6 million. That number may change depending on what happens with the tank. There should be an opportunity to visit your Fence in a few days.
In discussing your various rewards and salvage from the House Tho'ros mission it comes up that Alar, Kalnit and Silvar have each received single use passkeys for the Rovinar arsenal. Silvar is going to use his to acquire holographic camouflage as soon as possible. Alar intends to sit on theirs until there's a chance to buy something useful for the ship. Kalnit is still doing research on what to buy.
In the news:
A high ranking Dominion noble from an as yet undisclosed House is rumored to have been taken captive along with their contact team in the Izuan core worlds. Current speculation is that their House is one of The Seven. A reward for their rescue has not yet been posted but is expected to be a large one if the information is true.
In Dominion space a war between two minor Houses, Cernic and Fleros, previously aligned with Nasidum and Nirium has escalated in recent days. Formerly a lesser conflict over worlds that changed hands repeatedly back in the civil war, the two Houses have now moved to full fleet actions. All warship assets mothballed since the end of the Neeran Wars are now being rushed to activation which is expected to quadruple the number of warships in the region.
Nearby Houses are in discussions to begin limited mobilization to prevent either House from rolling over unprepared neighbours. When asked for comment the Ruling House has indicated that they are closely monitoring the situation.
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>>6368353
>A high ranking Dominion noble... taken captive
huh, someone got caught lacking... lets not point and laugh it wouldnt be polite
>In Dominion space a war between two minor Houses...
ah yes the smell of the dominion in the morning, refreshing to see old habits resurfacing
speaking of old habits do any of the factions entertain significant holdings in ex empire neeran space?i never read the last 2-3 threads of sonia, if i did it would be over right? cant have that right? instead ill start my 3 re read anytime now, itll never end...
also upon reading the dramatis personae id like to meet the Cargo Tech Union Head? weve got an union aboard? sounds kinda funny lol
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>>6368590
Driving and maintaining the tank will both take some learning for the crew of the ship. The team looking it over in the vehicle bay are using a direct tap into its computer systems to drive it remotely. They can move it around a bit and engage the leg treads to go faster, but it's going to take at least a week to get it to the point they're confident with it.
Firing the main cannon will need to be tested on a planet.
Repairing any future battle damage is going to be problematic and might have to be done by Alliance techs at the fleet. Not that you aren't already doing that for most of your tanks and starfighters. (Your crews can repair all your regular tanks and fighters it's just faster to have it done at the fleet.)
So yes you can deploy the tank it's just going to take a little while before it is ready.
>>
>>6368364
>do any of the factions entertain significant holdings in ex empire neeran space?
Most of the territory belongs to former empire client states that broke free with Alliance assistance. Various factions have tried to develop their influence with different nations.
Factions that suffered the worst from the war received territory. The Shallans, Dominion, Terrans and Norune lost worlds to Neeran attacks and were compensated. Most of those holdings are scattered quite distantly throughout the former empire. The exception being the Shallan worlds which are clustered near their former border.
Much of the territory the Dominion got is near Ulgean space who have continued their expansionist efforts. Because of this the Dominion territory requires a larger than usual military presence. They have been forced to maintain wartime mobilization levels straining their economy. Most Houses do not want to be stuck garrisoning these regions and have been making efforts to trade them to the Ruling House or the Seven in return for words in the Centri Cluster or South Reach.
There are some worlds and systems under Alliance control that are jointly administered by a mix of Faction interests.
>>
The last of the allied tanks and fighters have been offloaded to the fleet. You're not quite cleared for additional duties yet as there have been problems over the last day and a half since your return. Logistics issues have been reported across the ship. The typically timely and orderly arrival of supplies and equipment once received from the Alliance has suffered hiccups. Gemaya reports no obvious problems at the Alliance's end.
Departments are told their equipment will arrive and then it's either 2 or 4 hours late almost exactly. The probe bay reports that they haven't been reloaded at all. It's not happening to medical supplies but Ve'rod reports the armory has been impacted. Cargo techs keep informing people to take it up with the Quartermaster.
Hannah sighs in annoyance, looking around ops at those of you assembled.
"We need to talk to the Quartermaster. Who here is brave enough to follow me?"
"Why, what's wrong with the Bertrand's QM?" Silvar asks.
"He's half blind and half mad. I don't know why Dar'el hired them but they've been nothing but trouble since coming onboard."
"Needs another year of service to get their pension," Reza explains. "If deliveries to the armory are being impacted we may have a serious problem."
Vayall looks to the Chief. "Aren't you the Captain? This sounds like a problem the ships CO handles."
"It may be my problem but I'm making it all of your problem. Our QM has it in their head to take orders from Dominion nobles and despite my Alliance rank I'm Dominion enlisted. Our Knight used to deal with him. That means some of you are going with me."
It seems to be all of you going with her. It's been a few weeks but you're back at the quartermasters office. The locked door and armored shutters over the service window look mostly the same. The number of burnt remains of small posters and stickers on the walls and shutter may have increased. It's hard to be sure.
"Alright you old fool, let's do this," Hannah mutters before banging on the closed shutters.
"Forward forms to the terminal to the right of the window!" grumbles a deep voice.
"Cher'sion, it's Chief Hannah. We're here about the logi shortfall. Departments aren't getting their stuff."
The door bursts open and out comes an older Dro'all. Overweight with a double chin, but with eyes that have gone almost entirely white, unlike the usual black sclera and purple iris. It happens with older Dro'all sometimes and despite the appearance of blindness they can still see in the UV spectrum.
"You brought THEM with you! No doubt to force my hand. We can't give into their demands or it'll never stop. They'll take and take until we have nothing left. I saw it before. Entire worlds overcome by their likes."
"What in the world is he talking about?" Vayall whispers.
"Cher'sion, these are the young knight aspirants. They're here because Dar'el isn't around to look after your 'concerns' anymore."
>Cont
>>
The old Dro'all lets go of the door and points at the rest of you.
"You!"
"Us?" you ask.
"Proper Dominion nobles! Maybe you can put a stop to it before it's too late."
"What is it we would be putting a stop to?" Alar replies.
"The cargo Union."
Hannah covers her face.
"There is no cargo union."
Cher'sion continues.
"They want to form their own nation. A nation made entirely of boxes. You have to stop them. They'll bring in voting and elections for leadership of the House."
...is this guy alright?
Maybe he's a little crazy but is he talking nonsense or mutiny?
>What say?
>>
>>6368778
I don't even, what? Is someone attempting to create Cargonia onboard? Or is the old Dro'all going senile or suffering from Dementia?
Union's are a no go. So while best to head that off now. Is the crew really that close to forming a union? Or again, is he suffering from a mental illness?
I am failing to understand and thus take this old man seriously.
>>
>>6368800
From the look on her face the Chief seems to hold the position that Cher'sion is suffering from age related senility. However that alone doesn't seem like it would be causing the recent cargo problems.
>>
>>6368778
>>6368815
Okay then, WHY is this group wanting to forming a union affecting our cargo problems? Are they dissatisfied with their pay? Or the direction things are going? Or is he the one causing the issue in order to bring heat on this group? Or is it a combo of both?
Because I am pretty sure we can just off load the unionists upon the Alliance and be done with it, if they're wanting to force Democracy upon the House, by holding its future hostage. Also same with him, we could just send him to the Alliance if he's the source of all the issues. Unless he's the one keeping the unionists from truly unionizing?
I need more information. From him or these supposed unionists.
>>
>>6368778
>What say?
Quartermaster Cher'sion the house stands right behind you, any and all Unionizing cannot be tolerated. Lead us towards these troublemakers at once so they can be dealt with and no longer interfere with your most valuable work.worked into old age only to see it all terranized, terrible fate really, heh
>>
Everyone is quietly whispering back and forth. Nobody is sure if he's just mad or if there's a real threat. Well Kalnit doesn't seem to think a Union is a big deal but he's an outlier.
You can't risk letting a Union take over the ship but you don't have enough information yet. The QM does seem like he's wanting your help, well he'd better be ready to help out in return.
"Quartermaster Cher'sion!" you call out, getting everyone's attention. "The House stands right behind you, any and all Unionizing cannot be tolerated. We can't let them force Democracy upon the House by holding its future hostage. Which is why you need to tell us everything. Everything you know about this plot."
You stab your index finger into the palm of your other hand.
"We need to KNOW why they're disrupting cargo. We need to KNOW who the ringleaders are, and what you'd been doing to counter them. Is it possible your efforts may have had unintended consequences such as slowing down cargo delivery?"
"Yes, I mean NO! I don't think I've done anything that might cause delays in delivery. I'll do everything I can to provide information. They have some demands they put up posters about to make a mess of my office."
He pulls out a small handheld torch unit and uses it to incinerate an already mostly burnt sticker.
"Their demands are unimportant. The House must come first, especially on an expedition like this!"
That might be one issue if he's unwilling to even listen to his subordinates. You press on.
"Then lead us towards these troublemakers at once so they can be dealt with and no longer interfere with your most valuable work."
Cher'sion leads you into his office where one wall is covered in a web of coloured string. At different points are photos of cargo techs with notes attached. They indicate what shift everyone is working followed by a string of gibberish characters. Silvar spots a guide to what these characters mean, they indicate what departments they're in contact with. People who have a lot of contact with the same departments are linked by strings. Those who have more connections throughout logistics have white strings. Are they white? They may be further into UV than you can see.
The QM points to 8 connected by white string.
"I don't who who the head of the Union is. I call them mister illusive. It must be one of these 8. They have rotating shifts that switch between day and night over the course of the week. They must be the ones. They interact with the entire crew."
>Cont
>>
"But do you know why they're disrupting cargo?"
"They're telling everyone to complain to me about it. Maybe they want me too busy to do anything about their plot. Now that the barracks are empty they can build their nation of boxes."
Right well maybe a little crazy.
"Let me look at the cargo routing system," says Kalnit. "You have a centralized database for where everything is supposed to be sent and when right?"
"Of course, we're professionals. Don't use that one!" Cher'sion exclaims when Kalnit goes to sit down at a console.
"Use the second one. The first one is old and restarts if you hit the wrong key combo. This is why I cant let just anyone in here. They'll reset the computers."
"You're supposed to tell the techs about problems like that so they can fix them," Hannah angrily complains.
"They couldn't fix it the first time so I stopped reporting it. It works fine if I use it."
The Chief is not pleased with this answer but lets the rest of you continue your investigation.
Kalnit quickly finds signs that someone is manipulating the routing system to cause delays and then logging it as Cher'sion. Doing some research 5 of the people on the QM's suspect list have the technical credentials to pull this off. Even if none of them are the person responsible one of them is bound to have more insight into the whole union thing.
"Alright, do we pull these people off the line and talk to them, or visit them where they work?" Silvar asks.
"Let's split up gang!" is Alar's response.
You dont find evidence of any box nation being formed yet or any cargo going missing but these people do have access to all the cargo. Weapons have passed through their hands as replacement equipment is being issued by the Alliance after the recent deployment. The QM is thoroughly unknowledgeable about the Unions demands he's been ignoring them for so long.
>1) Specific questions for the Quartermaster
>2) Go and interview these people on the job or have them brought in for questioning?
2A) On the job
2B) Have them brought in by MP's
2C) Other/suggestion?
>>
>>
>>6368896
>1) Specific questions for the Quartermaster
When did you first notice those efforts to form a Union? And is there any crew you know that is utmost loyal to you?
>2) Go and interview these people on the job
2A) On the job
we might as well use this chance to get familiar with the people doing this for far less payoff than we do, also maybe do interview some random crew as well just in case there really is something brewing, so we dont tip them off too much
>>
>>
>>6368286
>1) The Walking Tank
1B) Try to sell it to your Fence
>2) Joanna's three Izuan Power Armor samples
2B) Keep 2
I am really hyped about what we can do with the production line, but results might be many missions away. In the meantime, we can tool around with a few and turn it into a Tachikomi.
>>
"When did you first notice talk of a union? Was it when you first came onboard?"
"Not right away, only later. There was a staff meeting when the expedition was being prepared. Someone mentioned they'd heard talk of a union. The Knight was there. Said they'd look into the matter. Said he'd talk to anyone wanting to form a union to try to convince them otherwise. Made promises about steady income from the Alliance. That was the end of it for a time.
We had to reorganize shifts a bit, people weren't happy about that but I explained it had to be done. It has kept the cargo moving and on schedule. I explained it to the Knight who said they'd take care of smoothing things out, and it'd be settled once we had a bit more income. "
Hannah doesn't seem to believe what she's hearing.
"Dar'el didn't tell me anything about this. Why?"
Cher'sion doesn't know.
"When did the posters start to appear?" asks Silvar.
"After the staff meeting where the union was brought up. Knight said to ignore it but I've been destroying them on sight from the start. Can't let them linger."
"Any crew you consider loyal to you?" you ask.
"The Marines and infantry." The old man pounds a fist to his chest. "The first time those posters showed up near a barracks was the last time."
"I meant of the cargo techs. Any you can count on to back you up?"
Cher'sion thinks it over for a long moment.
"Bryerson. One of the worst workers but very loyal to the House. Always eager to pass on updates and information that I feel the rest of the crew need to know."
That's at least some useful information. The Chief informs you that she needs to head to the bridge to let the department heads know to expect delays for the time being.
"We'll get some MP's to bring in the suspects for questioning," you tell her.
"Don't go spacing anyone without my say so," the Chief stresses.
Silvar nods. "Right, the Alliance would probably notice this close to the fleet."
This comment earns him a few looks from the rest of you.
You let Reza know you're heading for security and getting help from the MP's. Along the way Alar asks you about your opinion unions.
"You seem to be strongly against letting one form aboard ship. Do you think they're really that big of a threat?"
>What say?
>>
>>6369281
>What say?
A union would be the sign of us failing to maintain cohesion of the house, if the crew thinks they need to band together to be heard instead of being able to talk to their superior, well to be honest that might be it, we would need to enact steps to make the crew feel like they are heard indeed. Also you could say we as a House already are an Union, another Union forming inside it would be barely more than an parasite at this point in time, would it not be?mps won? well dont think it matters to much still would have liked doing a "boss visits the factory" slice
>>
>>6369281
>>6369295
What anon said in regards to Unions.
>>6368717
>Ulgeans and Dominion border conflicts.
Also Ulgeans? Aren't they the race that look similar to the Sontaran's from Dr. Who? Or am I thinking of a different thing? Or was it that they just act like them? Is the Alliance doing anything to stop or curb the Ulgean's expansionism into Dominion/ Faction territory in the more distant galaxy cluseters? Or are they just that stretched thin that they just cant?
>>
>>
>>6369305
>Aren't they the race that look similar to the Sontaran's from Dr. Who?
Pretty much.
>Is the Alliance doing anything to stop or curb the Ulgean's expansionism into Dominion/ Faction territory in the more distant galaxy cluseters? Or are they just that stretched thin that they just cant?
The Alliance is helping defend Faction and allied worlds being threatened by them and have launched counterattacks into Ulgean territory to destroy forward staging bases. They're stretched too thin to launch deep raids or offensives into the heart of Ulgean territory to destroy or threaten major shipyards.
The Ulgean will launch some minor localised offensives, then when they're beaten back will go quiet for a couple of years. They'll claim it was all a misunderstanding through diplomatic channels. They're a problem but one that would require the Alliance to commit major resources to dealing with and there's always some crisis or flashpoint happening elsewhere.
For now the Alliance rotates units in need of combat experience through the region anticipating they'll see action eventually.
>>
"I'll try and explain my reasoning. A union would be a sign of us failing to maintain cohesion of the house. If the crew thinks they need to band together to be heard instead of being able to talk to their superior, well to be honest that might be it, we would need to enact steps to make the crew feel like they are heard indeed."
Cher'sion certainly isn't one to listen to the complaints of their subordinates it would seem. You continue.
"Also you could say we as a House already are an Union, another Union forming inside it would be barely more than an parasite at this point in time, would it not be?"
"That's an interesting way of putting it," says Alar. "Thank you."
"A parasite." Vayall practically spits. "Fitting."
Sivar agrees.
"I still dont think they're that bad." Says Kalnit.
Talaat and Ninnik remain silent thinking things over.
You arrive at security where you meet with the MP's and discuss going out to talk to each of the suspects. Alar was right about splitting up, or at least that's what the majority think. You need to cover ground quickly with them being all over the ship and this being a problem impacting all the departments. It needs solving fast.
"Right, no threatening to airlock anyone like the Chief said, these people are our House. They may just need a reminder that they're only hurting the House with this sabotage."
The MP's quickly locate all of the suspects and everyone splits up. The cargo tech you and an MP are visiting is one Jed Ibrahim. Nin accompanies you.
Jed is on the move running cargo and you have to contact Cher'sion to narrow down where he's going to end up. Eventually you catch him on return to the main cargo bay and the MP flags him down. Delays or not the bay is busy today. He parks the small cargo lifter next to a safe area and steps off.
"What can I do for you officers?"
"We'd like to ask you a few questions about..."
>1) Where do you want to start first? Something simple to kick things off?
[ ] The recent slowdown
[ ] System hacking
[ ] The union
[ ] His boss
[ ] Nation made of boxes
[ ] Write in
>2) Presumably you'll want to go down the list eventually. Any other questions to ask him?
>>
>>
>>6369617
>1) Where do you want to start first? Something simple to kick things off?
>[ ] The union
want to see the reaction before any thought could have formed as to why the questionnaire is happening.
>2) Presumably you'll want to go down the list eventually.
yes
>Any other questions to ask him?
What did motivate you, Mr. Ibrahim, to stay onboard this ship and the rebuilding of the House?
>>
"We'd like to ask you a few questions about the Union."
Eyebrows go up and he rocks back on his heels slightly.
"I'm sure I don't know what you're talking about sir. We're not supposed to have a union onboard."
"There was talk of a union brought up at a staff meeting that Knight Dar'el was present for. Supposedly he offered to talk to people. Try to convince them otherwise."
"What did the Knight tell all of you new, uh, officers? Sir?"
"He never got a chance to discuss it with us."
"Damn. Well there's no union, at least there isn't supposed to be. Not among all the regular cargo techs anyways. I've heard things though. Talk that the guild is big on bringing back a union."
"A guild?" you question.
Involvement of any of the big guilds would be far worse than any simple shipboard problem.
"Which one, the Navigators or Mercenary guilds?"
"No no no, not those guilds, sorry the guild on the ships local server. They're kind of exclusive. Most of the cargo techs and some of the other departments play but the guild only lets certain people in. They're the only ones serious about a union. What's more important -to everybody- is the agreement. It the agreement goes through the union is effectively dead."
"Tell me about this agreement."
"I dont know all the details but word was the Knight was going to fix some things once we had more funding. The cargo techs were supposed to get a pension fund."
"You dont get a pension? Cher'sion is supposed to get one."
"He's a department head, they get extra perks. Plus he used to work forward logistics with the army or something. I dunno, it's what I heard. We're considered a non-combat, non-essential posting so only higher ups get a pension."
"And you feel that needs to change?"
"Well yeah, we're out here on the raggedy edge, all of us together. It's the right thing to do but it sucks the pay isn't the greatest. The least we could get is a retirement fund right sir?"
Nin taps your shoulder.
"It's a respectable position but one that really needs to be discussed with the captain."
"Yeah they like us to 'go through channels.'" Jed does finger quotes. "Well the channel stops dead at that old fool Cher'sion. If I had a say we'd have an advocate onboard for when the chain is blocked by old fudds who wont do shit about their department. Sir."
"You said "It's the right thing to do" before. What motivated you, Mr. Ibrahim, to stay onboard this ship and help with rebuilding the House?"
>Cont
>>
"Family history much as anything. We trace our roots back to times in Terran space. People talk about fancy Terran technology and their rights and privileges under the law. Doesn't mean the papers it's written on if your colony is a hellhole. We became refugees in the Terran Civil War and House Meros took us in. Even Dominion lower class life is better than what some Terran worlds have. We never forgot it. We worked hard and have been doing jobs that keep the House running. I tried testing out for the assault corvette squadrons in the last year of the war but I just didn't have it. I'm good at moving freight. I could probably drive a Tug though."
"Well we're glad to have hard workers supporting the House."
You note he didn't mention anything about computer skills.
"Someone is hacking the cargo routing system to cause delays, flagging it as orders from Cher'sion. Your file says you might have the skills for it?"
"I suppose those extra courses would pop up. It's not me, I'm too busy with shift rotations sir. That or working on server maintenance. Gotta be someone in the guild trying to get attention. I'd say its working if you're down here talking to me."
Indeed.
You've already got his opinion on his boss. That just leaves...
"You know anything about these posters that keep showing up around the QM's office?"
Jed chuckles. "Oh yeah, everybody does that."
After giving him a second and there being no explanation forthcoming you ask him to elaborate.
"Oh! Right!"
Patting down the pockets of his coveralls he eventually finds a pamphlet sized advertisement that's a little worn but still legible. One side can be peeled away to act as a sticker. The front features various coloured crates assembled into a castle fortress with the words "Box Nation" while on the back it has crates, shotguns and some sort of nightmare creature reaching out of a crate. On the bottom of both sides is a string of machine code. Is this for a video game?
"That server invite code probably doesn't work anymore. We had to change it when we banned that asshole Bryerson."
>What say?
>>
>>6369769
>What say?
So... a exclusive club for entertainment? How and when did it form? Im guessing they are the biggest "clan"? Any cases of real world exchanges for on server happenings or vice versa?cher'sion got fooled by a bunch of nerds playing some game in their downtime, they really do need a place to enjoy their pension fast...
>>
>>
"So... an exclusive club for entertainment?"
"It's not too exclusive these days, we've got more than 100 players now and only one person on the ban list.
I don't know if I'd call it a club either? It's supposed to be anonymized, though the crew is only so big. Some people make it obvious who they are. Most people have figured out I'm the best shot with pistols and grabbing crates headed to or from the armory. That's how you get shotguns. Can't form a nation without shotguns. Not when some of the boxes have mimics and security is trying to shut you down."
"How and when did your group form?"
"A few of us started playing a year ago using local servers from whatever planet were were parked near. A few of us got some money together to prep for the expedition to get our own small server. Ours is based on the Bertrands cargo bays so its actually helped a few new people learn the layout of the ship better."
"I'm guessing you're the biggest "clan"? Any cases of real world exchanges for on server happenings or vice versa?"
"Actually most of it is clanless. Everybody plays when they come off shift so time of day availability is the biggest divider between groups. There's like eight or ten of us that have the rotating shifts so we play with everybody. There is the guild I talked about, they're the exception when it comes to groups or clans. Most dont do much in the way of in person stuff related to the game except for helping to maintain the server or helping upgrade communicators."
"Communicators? Wait this is a mobile game? I thought those were blocked for workplace safety or something."
"Blocked on shift. Everybody uses hard lines to the ships network in the off hours."
"Right. So anyways not much real world exchanges but the guild my be the exception."
"That's just what I've heard."
You think it over.
"Could you track what time of day the guild members sign on?"
"Probably? Might take a couple of days. Is that a order sir?"
You could report your findings to the bridge and meet up with the others. Maybe the Chief knows a way to made contact with those the Knights was dealing with?
>1) Guild investigation
[ ] Yes, look into it when you can
[ ] Yes, this takes priority over your job
[ ] No but send a server invite code to the bridge
[ ] Write in
>2) Report to the bridge?
>Y/N?
>>
>>6369972
>1) Guild investigation
[x] No but send a server invite code to the bridge
>2) Report to the bridge?
Y
So Box Nation exists, but it's said to be a video game. Maybe worth monitoring the comms of the game for a week to hear the banter and listen for keywords.
Chief or the other knight-cadets might have other leads.
>>
>>
>>6369972
>1) Guild investigation
[x] Yes, look into it when you can + send server invite code to the bridge.
[x] Write in - Still need to figure out what's causing the recent slow down. Video games in off hours is fine, and I find it hilarious that Cher'sion got trolled by a bunch of nerds. But we still need to address why were out here and which is why are things taking so long to get to their intended destinations.
>2) Report to the bridge?
[Y] - After he tells us whats going on with the supply issues.
>>
"Yes, look into it when you can. We're behind enough as it is without taking a cargo tech off the line. And please, send a server invite code to the bridge. We may need to look into this ourselves."
"You got it sir. Anything else?"
"No idea at all who is hacking the cargo routing system to cause delays?"
Jed thinks it over.
"Easiest to blame either the guild or Cher'sion. What I've been seeing today all look like legit orders from the QM. The Quartermaster never logs out of that one terminal in his office though, its why he doesn't like other people using it. Maybe one of us with office access mirrored the system while he was out? I bet one of those Marine intrusion specialists could back track it if the old man would let them near it."
You look to the MP who contacts Reza. It wont be long until a few marines pay a visit to the QM's office. If the system is compromised they'll find out quickly.
You thank Jed for his help and head out.
Everyone meets up in Ops to share what they've learned. The box game seems to be pervasive when it comes to the cargo techs.
"You're telling me my ship is being taken over by a gaming league?" Hannah asks incredulously. "This is not my day."
The "agreement" isn't universally known as such but there has been talk of a pension fund at different levels. Some know more than others, like the one Alar spoke to.
"According to the person I interviewed the Knight was supposed to hire on more people to add a third shift."
This is something the Chief did know about and was planning to tackle in the near future. Vetting people to keep quiet about the Knights death had thrown a wrench into potential recruitment. Additional House allied personnel from Dominion space were slated to arrive in another month so she had planned to wait until then.
The good news is that most of the crew seem loyal to the House or at least the idea of it. There seems to be little love for the current Quartermaster however. Something might need to be done there.
You mention Jed had suggested the addition of an advocate for when people like Cher'sion weren't reporting problems to the CO.
Hannah sighs.
"We've talked about a morale officer that could act in a similar manner. If we keep on that old fool I may have no choice but to add one."
"What about the pension fund?" Talaat asks.
Reza calls up a screen. "In comparison to military expenditures like ground vehicles and munitions you might consider it relatively cheap. Thirty to fifty thousand would be enough to get it off the ground."
The Chief steps over towards Reza and looks over his shoulder.
"If we extended it to the whole crew that lacks coverage it would be more like a hundred thousand."
You do have the money now but 100k is not insignificant. You could buy a pair of armored vehicles for that.
>Cont
>>
Contacting whoever was discussing changes with the Knight should be a priority. If you could get the full terms worked out that should be the end of things, but how? If you kept things quiet, tried to contact this guild through the game, you could simply resolve their problem without getting the rest of the ship involved.
You could go the opposite direction and play things out in the open, with pensions for the entire crew. It'd be more expensive but force guild members to act. Might improve crew morale to boot.
Then again someone is performing sabotage. Maybe its better to crush descent before moving on to negotiation?
[ ] Keep things quiet
[ ] Full crew pension
[ ] Find and crush the saboteurs first
>>
>>
>>
>>
>>
"I suggest we move forward with establishing a full crew pension. They're risking their lives just being on this ship, far from home and with assassins out to get us. They've followed us this far to keep the House alive, even with the Knight's passing. They should get a pension..."
You pound a fist into your open palm.
"But first we need to crush these saboteurs."
Hannah agrees but points out that; "Once word gets out that we're preparing the fund I suspect the sabotage will cease in short order. The only thing it will do is turn the rest of the crew against them. I'm scheduling a department head meeting for tomorrow to announce it. Financial can get started today. You've got at most two days before they try to go underground. Catch them if you can."
A cargo tech arrives with the latest server invite code for Box Nation but warns that it can take a few days to get into the game. Kalnit starts to load it up at an Operations terminal, gets a disapproving look from Reza, and then pulls out his own datapad to load up the game. It doesn't take long for a worried look to appear on his face.
"Oh no."
"What is it?" Talaat asks, heading over to take a look.
"The game has job classes but you need a minimum time on the server or in different jobs to unlock other ones."
"It's not just cargo techs?"
"No there's different classes of cargo techs. Experience and time spent on server carries over between rounds. I'm just a passenger class. I have no idea what I'm doing."
So Kalnit can have fun with that you guess. Meanwhile the rest of you follow up on the marine specialists sent to the QM's office to back trace his terminal. They've convinced the Quartermaster to let them near the terminal with supervision.
Kalnit groans in annoyance.
"I picked up my luggage from the bag claim and it just attacked me and I died."
"Your luggage attacked you?"
"Yes, there was some kind of monster hiding in it."
You look at the screen in time to see security NPC's show up with shotguns and begin blasting the larger suitcase. A red marker soon appears above it identifying it as a Mimic.
Roll 2d100 for Marine intrusion specialist back tracking.
>>
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>>6370305
>>6370317
The Marines were able to find proof that someone was in the QM's system. Though they weren't able to trace where the commands were coming from they'll be able to find someone using the same trick in the future. For now the system is secure and the passwords are changed. Some techs will add a biometric security feature to it in the coming days. That should make it harder for another attempt at mirroring the system.
The artificial slowdown in package routing has been removed. Give the cargo techs the rest of the day to catch up and things should be back to normal.
Vayall shakes her head.
"It may be fixed but we're no closer to apprehending those responsible."
At least the system is secure for now. The Marines and some of the officers with systems experience will continue to go over the data recovered. The rest of you call it a day.
By morning Jed has a basic list of times some of the guild members might be on the server. He needs more time to narrow it down further. For now 2 suspects are essentially ghosts who no fixed schedules. Two others have more reliable hours of operation. The MP's that have taken on the task of heading up the investigation will try to cross reference crew schedules. So far the list is more than 60 people long.
"Offer amnesty for anyone that informs on the rest," Silvar suggests.
"Or a reward. Well, AND a reward I mean." Vayall adds.
"Really? No." Nin objects. "A reward is just going to make everyone point fingers at their coworkers."
Alar is next to speak.
"Amnesty for anyone that admits to involvement now and makes a full apology. Maybe community service for the inconvenience to the rest of the ship."
Talaat waves a hand to get attention as he uses the other to stifle a yawn.
"That or we could just leave this up to the MP's to work away at? Even if they effectively go into hiding, having the MP's on the lookout for them from now on will mean a constant risk of exposure if they try anything in the future."
[ ] Amnesty for Informants
[ ] Amnesty + reward for Informants
[ ] Amnesty for all minus community service
[ ] Leave it to the MP's to work at
[ ] Write in
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Maybe it's best to let the MP's do their own thing and work away at the problem. The Chief holds their meeting and within a hour people across the ship are talking about the new pension fund being set up.
Cher'sion is worried that the union masterminds will get away with their sabotage. The Chief is more worried the QM will find some way to alienate his staff more than he already has. It's going to bet the better part of 4 weeks to until additional crew arrive to fix the manpower and shift problems faced by cargo. Bringing on an entire shift of Alliance personnel isn't going to work if you want to keep the Knights death a secret for long. A single person however would be much easier to clear through security.
Or maybe with the pension and staffing issues fixed Cher'sion will be easier to tolerate for the rest of the staff. Or maybe you'll need an advocate for people to go around him.
>1) Keep Cher'sion aboard?
1A) Yes, it's only for the year
1B) No, the Alliance can find a place for him
>2) Add an Advocate / Morale officer?
2A) Yes
2B) No
2C) Only if Cher'sion stays
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>>6370477
>1) Keep Cher'sion aboard?
1A) Yes, it's only for the year
we need everyone to pull their weight and then some but we also need recognize how to best utilize what and who we have, Cher'sion might not pull above but still does their job and adding an advocate officer could double as training for their successor
>2) Add an Advocate / Morale officer?
2A) Yes, as a direct replacement for Cher'sion
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>>6370485direct replacement
"I can boot him off the ship or put someone on the staff to deal with the problems he's causing with his personality conflicts. He's still a department head position though. That can't change." Hannah tells you.
Gemaya helpfully points out the alliance is setting up bases in a local dwarf galaxy whose garrison will need a quartermaster
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Cher'sion stays and an additional crew position added to see to the morale and well being of the crew. Even though the new position hasn't been appointed yet the heads of the various departments make sure that the crew are made aware of the upcoming changes.
>Crew Morale Restored
All of the gear that had been off loaded to the fleet for maintenance and repair has been returned. The shuttles are all fully operational once more.
It's not only gear returning to the ship. Most Marines that had been badly wounded and needed advanced medical procedures to save are back aboard, though they'll be in physiotherapy for some time breaking in new muscle tissue.
Two Marines dead. Thanks to the stasis units only 2 of the wounded marines died. One of those killed instantly, or near enough. Reza has been training up the small infantry contingent aboard as replacement marines should anything happen. For now you have replacements but not many. Their quality will drop as you take losses.
"With our available barracks facilities we may want to consider recruiting marines from the rest of the fleet. At least once word gets out about the Knight. Picking up mercenaries could also work. Plenty of soldiers were cashiered out of the armies after the war and have been looking for mercenary work. Some are looking for longer term employment, which we could offer if the House is restored."
As long as you dont accidentally end up hiring mercs that are out to kill you.
From your actions on Auburn Vista you have gained 1 free skill point to be assigned as you see fit. You have experienced passive skill gain in Power Armor Synchronization.
What category do you want to assign your skill point to?
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>>6370724
>Armed Melee
We did good with a gun, but we need to be better with sword so we can duel and fight bugs in close quarters areas.
>>6370730
>can we get a expandable plaque where we can etch the names of those who have fallen in the pursuing of the reestablishment of the house?
There's already on board when we lost Knight Dar'el.
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You've turned in one of the Izuan Power Armor samples to the Alliance for their tech bounty, keeping 2 for your own use. Maybe Talaat's experiments will come to fruition, maybe you can use them as a bribe or hiring bonus for any Izuan.
With your combat pay and bonuses from the two unit citations recieved you have a tidy sum for personal spending. 137,100s. With your monthly stipend due in a few more days some options for better gear are becoming available.
You know Talaat turned in one of the suits he salvaged to pay for his experiments. Vayall turned in all 3 and is debating on what to buy with all of the money.
"I may have to use my access key for the House Tho'ros stocks and see what's available. It would be a shame to use it too early though. I certainly cant afford Faction Power Armor yet."
Before you can head off the ship to deal with that Cher'sion wants to see all of you down at his office. The less the Chief has to deal with him the better in her opinion so she's more than happy if you handle whatever has come up. Though not entirely pleased with having a new position added to second guess his decisions, Cher'sion is happy that the union does not seem to have gained any ground.
"You solved the crisis and bought the House valuable time. Time until the next crisis rears its head. That may be crew related or an external threat to the ship. For ones like you there will always be something else to worry about. That is the life you have chosen."
The old Dro'all takes a deep breath before continuing.
"I can assist your quest to restore the House beyond the day to day cargo handling. I promised to help Knight Dar'el in acquisitions and so I have. You must know that House Meros was a signatory to the Nasidum-Xygen-Bonrah Alliance in the civil war. They forced the formation of House Aries and dictated that it to work for their benefit. House Aries is now required to aid every House in their technological development and to sell them weapons. Though we were not a signatory to the latter treaty we are still to the former."
He holds up a data pad.
"We are a licensed armory retailer for House Aries goods and materials. I checked and it is still valid. I can acquire their gear and weapons at cost. With the addition of our Fence we can place orders for South Reach League produced equipment at cost as well. I can make arrangements for pickup beyond our typical meetings. You'll still need to see them in person to sell anything."
This is good. You'll be able to get hold of gear much more easily any time you have the money for it.
"As an existing reputable merchant, if you were to acquire licenses for other manufacturers I would be able to get hold of other rarer equipment at cost also. I doubt I'll ever see anything from the Royal Guard but one could hope."
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In the daily training sims you find yourself up against Silvar and Talaat. Both are good close in combatants and, as you show, your recent experience fighting Izuan power armor has increased your desire to do better in that area. Each time you increase your abilities in one area you soon do what you can to help the others try and keep up.
"I may need formal duelist training soon." Alar comments after a short bout with HF blades.
Back in Ops the Chief is looking over the next big acquisition. With the beating the shuttles took in that last operation she thinks it may be necessary to acquire a Landing Support Transport soon. LST's have shields and more substantial armor protection allowing the insertion of troops in more hostile environments. They're typically used to board enemy warships while under fire, while assault shuttles are held back until the worst of the fighting is done.
"An LST opens up more options. Especially when figuring in upgrades. Stealth LST's exist that can be equipped with holographic camouflage. Those would let us insert troops undetected. Some of the higher end Great House LST's can carry ground vehicles in limited numbers. Even a walker or two. One of you with House Tho'ros stores access could get one."
Reza points out that outfitting the shuttles with stasis shields would make for an adequate stop gap solution.
You would feel remis not to point out that the the Knight's old armor could be rebuilt into a modern piece of combat equipment for a little over a million. Expensive yes but a potential force multiplier on the battlefield.
Which should you direct resources toward?
[ ] Shuttle Stasis Shields (All) (400k)
[ ] Aries LST (500k)
[ ] Aries Stealth LST (600k) (+100k Camo)
[ ] Dominion LST (800-900k)
[ ] Great House LST (1.2 million)
[ ] Power Armor Rebuild (+1 million)
[ ] Write-in
>Questions about any options?
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>>6371068
Where is the money coming from?
Is this our personal fund? Or the ships collective fund? Or is it reward for that Izuan tank/ walker? Or are all of us Knight Aspirants pitching in? Or what? Because we (Joanna) don't have nearly enough for any of them. Maybe enough to equip one of the shuttles with a stasis shield. But then we're broke.
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>>6371068
>[ ] Shuttle Stasis Shields (All) (400k)
dont see the need for an LST right now, we can always get one later when we have something to actually ferry with one
>Questions about any options?
can we get stealth shuttles?
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>>6371068
Hmm, I'm guessing this will give Ninnik a place in deployments? Unless that's going to be one of the marine pilots?
I lean towards Stasis Shields as well, but I also would not be opposed to getting a stealth LST as well.
>[ ] Shuttle Stasis Shields (All) (400k)
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>>6371078
>can we get stealth shuttles?
There absolutely should be stealth shuttles. The Ruling House, Terrans and Rovinar would each have something for deploying their Recon power armor teams to planets.I just never actually drew up plans for any of them.
Okay I found something. The Chiron Class Raider can be outfitted as a stealth craft. It can land a dozen marines plus some gear. Maybe push it up to 18 people in an emergency. It's a little smaller than the Z6 heavy starfighter. After market refit would be needed to equip them with holographic camouflage.
It would cost about 150k each.
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Upgrading the shuttles to be more survivable will be more valuable for the immediate future.
A Chiron Class Raider outfitted for stealth might be useful to have around for special missions. So would a stealth LST for that matter. You'll have to debate that a bit more and come back to it.
"We could buy a Heavy Assault Gunship." Nin proposes.
He brings up an image of an LST outfitted with enormous guns.
"We're not buying a HAG," the Chief is quick to respond.
"It would fit our LST dock." Talaat helpfully points out.
Hannah shakes her head.
"They're a 16 inch gun platform that does nothing else. They're only useful if you're shooting at things in atmosphere that would ordinarily need nuclear weapons to crack. We dont need it. Fitting the Bertrand with ordinary mass driver point defense would be more useful for bombarding surface targets."
Gemaya points out that they could requisition a small number of SP kinetic kill torpedoes for use by your starfighters. Those would be able to destroy planetary shield generators. Less useful if you wanted to capture them intact of course.
With that discussion going nowhere it's largely tabled for the day until you find out what you can get for the walking tank. While arguments can be made for keeping it or turning it in for the Alliance tech bounty, selling to the Fence seems like one that will get you better value. Maybe more so now that the techs have it stomping around.
Mik Garner seems glad to see you in one piece having heard a rumor someone was out to assassinate you all. Clearly they haven't been successful if you all turned up.
"Any crazy alien artifacts, new weapons or products from the bugs? I've been avoiding direct contact with them out of concern they might just impound my ship and cargo."
You send over data on the walking tank.
"Fusion cannon for a main gun huh? That takes a certain kind of crazy. I'll take it off your hands in return for a couple of new model armored vehicles."
Ninnik mutes the feed. "He wants to get his hands on this thing badly."
"If he does he started with a low offer," Reza points out. "A pair of new AV series would be worth less than 85 thousand."
>What is your counter offer?Inventory list to follow
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750s Gyrojet pistol
1100s Gyrojet bolt pistol
2000s Repulsor Pistol
5000s / 105k (Case) Shallan Fusion Pistol
2k (Crate) Ballistic Rifle
4k (Crate) Ballistic Carbine + Silencer
420s(Case) Shotgun
800s Expedition 12.7mm (Max 10)
320s Sniper Rifle
800s Heavy Sniper
700s Squad Automatic Weapon
1500s Grenade Launcher (40)
2800s / 58k (Case) SRL Mass Driver Rifle
1000s / 20k (Case) Phase Rifle Wide beam
2500s Laser Sniper
1100s Chemical Laser
25k Shallan Fusion Rifle (Max 4)
50k (Case) <<Splinter ammo>>
100k (Case) <<20mm Special>>
100s / 2.1k (Case) RPG
300s / 6.3k (Case) ATGM
1500s Shard ATGM
8k / 160k (Case) Plasma ATG
300s Mortar
8500s Tripod mount Micro Phase Cannon
>Grenades
1k (Case) Gas grenades
1k (Case) GP mine
2k / 42k (Case) EMP mines
2k / 42k (Case) Plasma grenade
2k / 42k (Case) Stun Pulse Grenade
>Equipment
50k Izuan Medical Kits (Max 5)
1200s Medical Stasis Unit (Max 4)
2k Repulsor Skates (Civilian)
3.5k Armored Repulsor Skates
3.5k Boarding Shield
8k Heavy Shield (Requires power armor or power cell)
10k Armed Heavy Shield (Requires power armor or power cell)
20k Folding Stasis Reinforced Shield
>Armor
7k / 140k (Case) Marine Armor
12k / 250k (Case) Hard Plate Armor
250k SRL Power Cell Armor
222k SRL Power Cell Armor (Damaged x1)
1.5m Buccaneer Power Armor
>Melee
700s HF Knife
2k to 7k HF Sword (Various types)
4.5k Stasis reinforced monofilament
1k Holo blade (training)
4k Holo blade (Lethal)
50k Plasma Sword (Requires power armor)
>Starship Equipment
30k GX Torp
100k Shield Breaker(Heavy)
70k SP Missile
100k PD Turret
95k Kinetic PD Turret
250k ECM System (for the Bertrand)
300k Starship FTL system
500k Site to site Teleporter facility
>Starfighters
85k ZDR-02 Drone
150k Interceptors
200k Attack Bomber
250k Advanced starfighters
50k Basic Stasis shields (Shuttle or starfighter)
>Vehicles
2k Civilian repulsor cars
18k Aerocar
21k Kavarian IFV
42k Armory Vehicle (Advanced IFV)
38k Med Tank
55k Terran MBT
147k Jump Walker Drone
>Ships
1 million - Corgi PD Escort
4 million - Jenning Assault Corvette
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>>6371170
already feels way better having a magnitude more money than last time
137,100s
-20k Folding Stasis Reinforced Shield
-25k Shallan Fusion Rifle
=95,100s
if others want more stasis shields im down for 2 more
id also be down to not spend anything and save up for a Power Cell Armor
"Mr.Garner, are you in the business of selling DIY star ship building kits?"500k for a site to site teleporter?!? long gone the days of rolling to land on a tropical resort planet, idk if thats better or worse lol
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>Site to site Teleporter facility
Ideally these would function by connecting to a second facility or a ship with a receiver. You can switch to emergency mode to not require a receiving site, but where you'll end up is not so certain then.
>>6371181
>"Mr.Garner, are you in the business of selling DIY star ship building kits?"
"That's an odd request. You'd need a shipyard for that but if you did I could sell you parts and plans. It's still not going to be the cheapest thing assembling a starship. I know I could get plans for the Sledge Hammer Class Medium Cruiser. You need serious manpower to build that. Lets see freeware, Gungnir Battlecruiser, Vengeance Attack Cruiser, Constellation light transport and that's the list. Any new starships that have been built this century are guarded designs.
I thought the Rapier would be in here but they're built out of scrap so they're not a regular design. Or if they are nobody's bothered to share it. Whatever I were to sell you you'd need to supply the bulk tritanium yourself. I cant make any money shipping that."
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>>6371212
>wait, is this, 300k Starship FTL system, just the plates?
Core, plates and reactor shielding. If you wanted to sell technology to the Izuan you could name your price.
Speaking of selling to the bugs, Reza points out the "Izuan Medical Kits" for sale. Garner did say he'd have some of the wanted medical supplies stocked for your next meeting.
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"Would an ECM system for the Bertrand be of use?" you ask the Chief.
"We could use ECM to mask our approach to systems and make detection more difficult. It would make it harder for hostile ships to get solid torpedo locks, which when SP Torps exist you really want to avoid. Useful if we take on patrol missions or infiltrate systems. We would still be seen but we might get close enough to a planet to deploy a stealth craft without notice."
Interesting.
Reza would be in favour of getting as many Armory Vehicles as possible. Their outer armor is easily replaced when damaged and their turret weapons can be reconfigured for different missions. They also have integrated charging systems for power cell armor and weapons. Most models can be fitted with an ammo forge to resupply ballistics.
Alar is of the opinion that the Izuan medical kits would be handy to have as a trade item. Even if they're just something to barter with in emergencies. Vayall is for buying the entire stock for a quick sale.
Talaat and Silvar are looking at Splinter ammo, though for different reasons. It would give marines with carbines a better chance against well armored opponents. Or someone operating in stealth with a silencer a similar edge. Talaat also thinks a case of mass river rifles wouldn't hurt either.
"Anything you're after Kalnit?"
"I'm good, but I'm betting Mik isn't going to go much past 300k for that tank. 200k for sure 300k might be pushing it."
>What are you hoping to get in trade for the Tank?
[ ] Armory Vehicle(s) (42k)
[ ] Izuan Medical Kit(s) (50k)
[ ] Splinter ammo (Case) (50k)
[ ] SRL Mass Driver Rifle (Case) (58k)
[ ] Hard Plate Armor (Case) (250k)
[ ] SRL Power Cell Armor (250k)
[ ] An ECM System (250k)
Or some combination of the above?
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Trading a salvaged tank for equipment survey: https://fast-poll.com/poll/74f82cdf
>>6371181
>-20k Folding Stasis Reinforced Shield
>-25k Shallan Fusion Rifle
I've considered creating additional polls for Joanna and the ship to acquire but fast-poll has a limited number of responses you can put to vote on. I have to wait until more people give some idea of what they're interested in.
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>>6371260
>>6371170
I just voted.
Must have:
>Bertrand ECM (250k)
Without a homebase, we are cooked, so protection of this is a must.
Optional with the tank trade:
>Armory Vehicle (+1 IFV 42k)?
Then I think we could separately purchase with the 1M (1.55M -400k -150k)
-SRL Power Cell armour x2
-Hard plate armour case x1
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File: 1354582407544.jpg (547.8 KB)
547.8 KB JPG
Proposed purchases:
>Joanna (137k)
-45k Folding Stasis Reinforced Shield + Shallan Fusion Rifle
>Tank Sale/Barter
ECM System + an item (Probably an AV)
>Fleet Finances (1.027m)
-500k SRL Power Cell armor x2 (Joanna / Alar)
-250k Hard plate armor (Case)
-58k SRL Mass Driver Rifle (Case)
-50k Splinter ammo (Case)
Total= 858k
Would this be acceptable?
>Y/N?
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"If you really want that tank throwing in an armored vehicle that would be nice, but it's going to be along with an ECM system for the ship."
"What?" Mik freezes. "Do you know how much a shipboard ECM system costs?"
"We're aware," replies Hannah, crossing her arms and giving an unimpressed look.
"Agh! You are tearing me apart! Fine, take your ECM and an AV, but not a single thing more than that! Everything else has to be paid for and I get that tank today, not your next visit. I'm getting that tank."
"You'll get your tank. It's in perfect working order," you assure him.
"Good. I dont have any other bounties for Izuan equipment right now. There is one for domesticated animals. Something called a Hek Snake. It pays 5k each right now up to a maximum of 20."
These snakes are apparently used as pest control by the Izuan. They get their name by the noise they make when pretending to spit venom, mimicking a deadlier snake found on some worlds. You could theoretically look into purchasing some when you visit a friendly Izuan world.
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The rest of the purchases go through. The Marines get some valuable equipment. Your silenced weapons get some much needed punch added to them. Your own personal armament is significantly improved. You'll need to do some training with the shield and fusion rifle.
Kalnit picked up some components to help Talaat with his drone project along with a bolt pistol. A few of you are curious how effective the pistol will be. Talaat picked up a holo sword as a backup for his HF-blade. Vayall got a shield like yours, not wanting to have their shield shredded in combat again. Nin picks up armored repulsor boots to add to his inventory to increase mobility. Alar bought a new mass driver rifle and, after the armor is acquired, grabs a plasma anti tank gun.
"If I'm going to be using power cell armor I'm going to need firepower to deal with serious threats to my team."
That certainly would have come in handy a couple times in the last mission. Your own Fusion Rifle is capable of anti-vehicle work but is more intended for dealing with heavy infantry.
On the return to the fleet you receive an alert that a wave of ships has entered the region coming in from Faction Space. The Rovinar report that civilian ships outfitted for mining as well as prospecting and even colonization are headed for the region. They've made attempts to deter civilian traffic that doesn't have business with the forces already in the region.
None of the Factions themselves have plans to sponsor colony efforts in the region yet due to the unstable nature and risk they would be exposed to. The Alliance is establishing outposts in a dwarf galaxy orbiting the Izuan home galaxy, with plans for some civilian construction. Word going around the fleet is that the flagship will be jumping in a few days to a system to aid in construction of permanent space stations. With luck they hope to focus civilian efforts on this dwarf which is beyond Izuan FTL range.
The newly purchased SRL Power Cell Armor is being sent to the shop for upgrades. It will be 4 days until it is ready for use.
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>>6359972
>Galaxy Map
https://www.youtube.com/watch?v=5PWp7L6FV0g [Briefing I]
>Mission: Convoy Escort
Start time: 1 day
Duration: 4 days
Payout: 200k
Act as an escort carrier for an incoming fleet.
>Mission: Cargo Run
Start time: 1 day
Duration: 1 day
Payout: 80k
Move cargo to one of the new Alliance outposts.
>Mission: Deploy Com Relays (Traverse)
Start time: 1 day
Duration: 1 day
Payout: 80k
The Traverse is a region only lightly settled by the Izuan. The Alliance wants to establish com relays to keep in touch with future patrols.
>Mission: Patrol (Jem Leith)
Start time: 1 day
Duration: 3 days
Payout: 75k
The Alliance has acquired rights to establish outposts in the 'Jem Leith' dwarf galaxy. Perform a sweep for pirates that could threaten operations. Bonus pay and salvage available as a result of any hostile contact.
>Mission: Patrol (Sentinel Worlds)
Start time: 1 day
Duration: 3 days
Payout: 75k
The Alliance's show of force in the Sentinel Worlds has resulted in improved stability and an upwelling of support in the region from the local Queens. Most remaining contact teams have been able to conclude operations or withdraw. Patrol for Pirates or ships in distress.
"Not much work available," you observe.
Hannah chuckles.
"Maybe at first glance, but those patrol missions offer salvage if we come into contact with any pirates. There's also the chance we could come upon an old foe lurking out there, waiting for us. Hoping we'll be easy prey. Well our starfighter pilots have something to say about that with SP Torpedoes in inventory."
>Select Mission
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>>6371618
>>6371649
Looks like we're doing a local patrol.
After a few hours in dock the ECM system is confirmed to be fully operational. This was clearly made during the war, meant to compete against electronic warfare systems used by the Neeran. It should be powerful enough to give anything you encounter trouble. Nothing short of a dedicated EWAR ship will get close.
Just in time too.
Roll 1d100, taking the first 3 results.
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Day one out on patrol of the Jem Leith dwarf galaxy seems like it's going to be quiet. You check system after system. Deploying the occasional survey probe if the system doesn't have one already. You'll be collecting bonus money at the very least. At the rate you're going you'll run out of probes in the second day.
Jumping into an unsurveyed system communications picks up a weak distress signal. It's a type typical of most common freighters but those usually have broadcast ranges in the megaparsec. This one is weak, either the ship has lost all power or something is interfering with it.
"Re-transmit to back to the fleet, let them know we're investigating."
Hannah turns to those of you not taking turns in their bunks.
"Suit up. I may need boarding teams."
You're back in the Hard Plate armor, though now equipped with repulsor skates. Kalnit is eager for his first deploying in power cell armor and had both of his combat drones equipped to the suit. Reza warns him not to deploy his drones in Ops or the Chief will probably smack him upside the head the next chance she gets.
While you were away the ship has closed in on the local asteroid belt. Scans show a world in system that might be a candidate for terraforming if not for its proximity to the belt. It has an atmosphere but has suffered bombardments.
Kalnit jabs at the display.
"A planet that size should have cleared its orbit of debris."
"It's a young system, young star. We're just early," Hannay points out. "Sensors?"
You're closing in on the contact. It's in the belt not far from a Lagrange point from the planet. They ID the ship as a modified kavarian assault transport. IFF is offline. It looks like it's struck a carbonaceous asteroid and is embedded. Only part of the hull is visible.
"Life support readings?"
"Negative, the ship is showing almost no power whatsoever. Power for the distress signal is diminishing."
"Tell the boarding teams we'll likely need to cut into the hull to board if they cant boost power to the airlocks. Joanna, Kalnit you might as well get to the-"
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https://www.youtube.com/watch?v=SiuXze8bMAk [The Power Plant]
"Sir, something's wrong. That's not a natural formation."
The main display shows a close up of the ship. It hull is partially obscured by what look like sharp spines?
The Chief heads over the forward bridge area and sits down in the command chair.
"All stop. Switch sensors to full active scan."
LIDAR and phased particle scans light up whatever is holding the ship, which isn't the dark material of an asteroid like you expected but a spherical body covered in overlapping layers of spikes. Points on the body light up and beams play over the hull of the Bertrand.
"We've been pinged!"
"Helm, reverse engines."
Two dozen red contacts pop up on the display streaking away from the spiked structure and headed straight for you.
"Incoming!"
"Shields! Helm, get us out of here!"
The helmsman doesn't even wait for Hannah to finish the order, he slams the bow down and to the right, bringing the ship around and cranking the engines to full burn. The maneuver is hard enough that you momentarily feel the change in thrust pushing against you.
"It just launched another five hundred missiles."
They're fairly large for missiles. Even as the ECM system fires up to try and disrupt their locks you zoom in on one of the contacts. The front looks more like the end of a smart grapple. Is a boarding pod?
The Chief directs the helm to get distance and prepare for jump while she opens a com channel.
"This is the Bertrand to any Alliance ship, we have encountered an unknown alien construct and have been engaged by it. Flag system as containing hostiles. We're attempting to withdraw."
With the alien missiles definitely on an intercept course Hannah orders weapons to open up. The phase cannons swat several dozen missiles out of the sky as they make no attempt to maneuver unless the Bertrand does. Helm keeps trying to gain distance, only bringing the nose around when ordered by the navigator.
"Jumping!" reports the navigator as the crank the drive system throttle forward.
The Bertrand Jumps and you drop back out of FTL almost immediately.
"Did we make it?" Hannah asks.
"Micro jump successful. No gravity shadows or interdiction."
Sensor readings of the system takes a moment to update. It doesn't look like the construct is making any attempt to pursue you further.
"So much for salvage," Kalnit sighs.
[ ] Quarantine the system, let the Alliance handle it
[ ] Get reinforcements here to deal with that thing now
[ ] Write-in
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"We cant leave this thing alone. If it's capable of self replication it has an entire belt to feed on."
"Stay calm," Hannah calls out. "We'll call in the cavalry. Launch a survey probe while we wait. See if it attracts whatever kind of sea urchin's cousin this thing is."
The probe is still exploring the outer reaches as reinforcements arrive. An Alliance Battleship is first, then a Rovinar cruiser. They're both surprised by what you've found and call for additional support.
Intensive scanning from maximum range shows that the construct is entirely mechanical. It seems to be consuming the transport that it captured, though it's having a hard time of it. Apparently hardened tritanium plate used in Kavarian construction is not the easiest thing to get through for its... processing. It will break down the entire ship if given time, that much is clear.
Materials that can be identified are similar to that used by the Izuan in their starships and arcologies. This dwarf galaxy is well outside typical Izuan FTL range but they've been exploring space for a long time.
When a powerful Striker class and a pair of medium escorts are brought in, along with a wing of assault corvettes, word starts to travel up the chain. Soon the diplomats want to try to attempt contact and send a pair of ambassadors. The Kythera ambassador is sent, helping to outfit an old corvette with various communications arrays in the hopes of a peaceful resolution.
You're stuck out here for the better part of a day waiting before they make their attempt. You could have continued on with your patrol but this may still guarantee you some salvage.
The corvette beams various communications channels at the construct from long range moving closer with each attempt but staying well outside the belt. At 20 million kilometers they establish contact. Light pulses are sent back and forth. Soon the ambassadors contact the fleet.
"Whatever it once was it has gone feral. Destroy it."
That's all those of you in the fleet need to hear. With now four medium cruisers and a pair of battleships outfitted with anti-torpedo systems the fleet jumps in at maximum effective range and opens fire. Interceptor missile systems slam into the wave of projectiles the construct sends out. The Chief orders starfighters to launch and adds their torpedoes to the barrage.
The fleet's Striker class with its pair of spinal mounted heavy plasma cannons blasts great rifts in the hull of the construct. Attempts are made to avoid the grappled faction ship in case some crew remain. Either way the fleet group moves in closer putting down a continuous barrage of phase cannon fire. Starfighters vector in on some of the missiles that are launched against you, disabling them for capture.
It tries to throw laser fire at you but that sort of weapon hasn't been effective against starships for some time. Not in the power output it's utilising.
>Cont
>>
Eventually the call is put out to cease fire. Salvage teams and experts will go over the burned and slagged remains of this alien vessel. Precision E-beam shots from a rovinar ship pry open the "mouth" and repulsors drag the partially broken down remains of the transport free.
You're part of the teams that go aboard to search for survivors. Everyone is dead. It used an energy vampire system to sap all power from the ship. Reactors ran so hot they went into emergency shutdown. Even those that tried to hide in stasis didn't last long. Having to recover bodies is decidedly not fun.
The Alliance is disturbed by all of this but congratulates everyone involved on getting the job done. You have salvage shares on the transport and its cargo.
Roll 2d100 for cargo salvage
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They're carrying quite the mix of goods. Computer cores and databanks with information on faction space and some basic technologies. Fabrication systems and industrial manufacturing components. Useful to the new outposts being set up. Fire suppression systems and even fire fighting vehicles down in what's left of the vehicle bay. Industrial cleaning equipment. A mix of common pharmaceuticals.
Three cases of out of date body armor that could be offloaded to a planetary militia. It's better than nothing but only just.
Lastly the ships shuttle is still in pristine condition. It's a GE model with vehicle sized cargo bay and gimbaled VTOL thrusters for operation where repulsors alone might not be reliable enough.
Do you want to offload the industrial equipment to one of the Alliance outposts as soon as you can? Or try to sell some of it to the Izuan?
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>>6371803
I'm thinking we loan the industrial equipment to a fledgling Dominion house who might be setting up in the dwarf galaxy for more passive income. then reclaim it when Meros have our own planet to colonise.
What's the value of these systems and the shuttle?
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>>6371807
>we loan the industrial equipment to a fledgling Dominion house who might be setting up in the dwarf galaxy
>>6371814
>loan Fabrication systems and industrial manufacturing components to alliance
We can technically do both since some Dominion operations are setting up in support of the Alliance outposts. Odds are someone was expecting that industrial equipment.
With your second day of patrol work decidedly ruined you return to the fleet with the bulk of the ships. There you offload bodies for return to their families and have the industrial equipment put into storage while finding a buyer. Cher'sion puts word out that you're willing to make a deal on all of it if it means an income boost. It will take a couple of days, time for you to complete the rest of your patrol.
The pharmaceuticals sell right away for 11k as they're considered more perishable.
The equipment is valued at 267k.
While the body armor is still worth 95k despite its age, there is a general lack of interest in suits so old. Reza wants them off the ship as they're not rated for hard vacuum. Militia use indeed.
The shuttle will be handy for easier cargo runs with its rear loading ramp.It's valued at about 200k.
You head back out on patrol with plenty of systems left to deploy probes to scan. Easy income indeed. You're woken from your time off shift by an alert calling all hands to battle stations. Rushing for the armory you hear and feel the vibration of the ship as the phase cannons begin firing.
Talaat and Vayall are both already suited up by the time you arrive.
"What's our status?"
"Pirate chasing a freighter," replies Talaat. "Our team has the boarding action, head to Ops and see where they want your unit."
You suit up in the red with gold accented power cell armor for what may be the last time with your new suit nearly finished its time in the shop. Heading to Ops you see the Bertrand is still exchanging fire with what looks like an assault corvette. The strange pirate vessel is certainly configured like one with the wide spaced engines to allow better maneuverability. Its weapons layout is totally different, mounting a pair of pulse weapons in a wider than normal bow section.
The Pirate is trying to hide behind a disabled freighter, doing its best to throw shots in your direction then duck back into cover. The Chief already has starfighters out, moving to flank it from all sides. This isn't a fight the pirate can win if they stay and try to capture the civilian vessel. The moment they fully realise this and try to make a run for it Hannah orders torpedoes launched.
>Cont
>>
Being starfighter launched the torpedoes dont have the same level of acceleration to start off with as ship launched ones. The corvette manages to outrun two of the torps but two others connect. One slams into a turret and detonates, explosions chaining through the starboard engine. The other hits the main body, destroying most of the port side and nearly severing the bow mounted pulse weapons from the remaining drive section. There wont be many survivors to pacify.
Shuttles are soon launched to board and inspect the wreckage. A salvage ship will need to be brought in to haul the wreck back to the fleet.
Hailing the freighter they thank you for coming to their rescue.
"We merely need a power boost to get our reactors restarted and get the engines back online. We'll be fine from here."
Gemaya points out that the freighter was running without its transponder on.
"We turned it off in the hopes of losing the pirate the next time we jumped."
"Your ship hasn't even registered its presence in the region with the main fleet."
"We were contracted quite separately to supply one of the new outposts," they retort.
[ ] Give them a boost and send them on their way
[ ] Inspect them for contraband
[ ] Write-in
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While an engineering team prepares to boost the ship you and Kalnit take your teams of marines aboard the freighter to carry out an inspection.
Most of the cargo is packed crates of clothing along with rolls of uncut fabric. Even some nanoweave in the mix. All conveniently blocking access to certain parts of the bay.
"Either you can move them or I will move them," you flex your armor for show.
It isn't long before a lifter clears a path through most of the cargo. Art and cultural artifacts from several species in the former Neeran territories. They'll need to be checked to see if they're stolen. With this much here they're either mass produced fakes or a serious haul.
Neuro-isolator collars. A lot of them. A small number could be explained away but there are hundreds here. Maybe thousands.
You turn to face the captain.
"Making things easier for the Izuan to capture Alliance personnel? Or maybe planning on seeing if they'd work on the bugs?"
The hune captain smiles as though everything is just fine.
"Now, now this is all a misunderstanding. We were moving those for someone else. A bounty hunting outfit. They need ways to restrain prisoners safely. These are trying times for everyone you understand. I'm sure we could find a way to smooth things over with an adequate donation to the retirement fund for your marines? Say, a quarter million?"
They begin to look less self assured as you take a few steps closer to them, the armor thudding on the deck.
[ ] You didn't see anything (Take bribe)
[ ] "Double it."
[ ] Impound ship and arrest them
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"Joanna to Bertrand, we're going to need a prize crew."
You inform the marines of the situation next then switch to external speakers.
"You're all under arrest."
The captain puts on a show of bravado.
"Or really? I wouldn't be so sure of that. Not when my first officer has-"
You clamp an armored hand over his mouth and signal for the marines to find the first officer. Silvar finds and disarms them. They were on one of the upper levels with a couple of plasma grenades and a sniper rifle.
"They've added a grapple system to these grenades so they stick to armor. I may need to borrow one of these the next time we're up against power armor."
The rest of the crew are a bit quicker to put up their hands and surrender. The Marines ziptie most of them.
"One of them did almost try to kills us. Can we count this as combat pay?"
"Probably not," answers Ram.
Today is a good day for Ninnik as he gets to pilot a starship. One of the navigators and a damage control crew are sent over to operate the ship long enough to get it back to the fleet. An empty Single Module Hauler arrives from the fleet to pick up the wrecked pirate ship. The survivors are already loaded into the brig by the time you get back to the Bertrand.
Although you didn't finish all 3 days of your patrol you were reassigned to deal with the construct for your second day, so it all works out and you're not docked pay for that missed day.
You've been given bounty payouts for a new discovery in the form of the construct, recovery of some of its missiles, for capture of the smuggler and for the destruction of the pirate ship.
Now to figure out the salvage for the Pirate Assault Corvette. It has been identified as a Rex class. The damage to it is extensive and much of the technology used in its construction are thoroughly outdated by faction standards. What's left over is estimated to be worth 1.8 million. Alliance SP Torpedoes were used to kill it so they're automatically applying for a 50% salvage share.
The real question is if you want to take an immediate payout for your share, or claim it for use as one of your escorts. You would need to pay off the Alliance for their share of the ship eventually but if you put it to work they'd be fine with you paying it off over time. Paying for rebuilding it would likely be the most expensive part for you. Of course the Alliance could cover that too for a greater share in the ship and more you have to pay off later.
>Cont
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Vayall gestures to the display.
"Why would we want this garbage? This clearly wouldn't be able to touch a Dominion built ship."
Nin admits it's not the best but the EMP weapons it's equipped with have potential.
"We could use it to capture ships with less damage. That's why the pirates built them. Disable a vessel for rapid salvage."
Talaat is leaning towards Vayall's side of the argument. "Nin, this thing is a dumpster fire. We are going to spend so much money getting it operational that it wont be worth it."
Kalnit and Alar seem uncertain about the idea. The ship is certainly high risk/reward. Silvar is uninterested in the debate entirely, looking over an article on sticky grenades.
[ ] Immediate payout for your share
[ ] Claim ship, slowly rebuild it/pay off Alliance
[ ] Claim ship, Alliance rebuild for bigger debt
[ ] Write-in?
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>>6372097
>[ ] Immediate payout for your share
>[ ] Write-in?
Strip it of its EMP weapons. We can have them installed on any ship Ninnik purchases or acquires. Sell the rest of the ship.
How much for a used corvette that is "decent" enough for Ninnik to pilot? Decent being able to survive an engagement while supporting the Bertrand.
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>>6372102
>Decent being able to survive an engagement while supporting the Bertrand.
https://houseanddominion.fandom.com/wiki/Corvettes
Normally I'd say avoid the light corvettes entirely, but something like the Corgi actually can carry a lot of firepower for its size. He'd be using the Bertrand for cover in most engagements but that will be the case with most used corvettes.
A Dagger class with a torpedo launcher, or an attack corvette with a twin linked main weapon would be good options. A used Dagger you could get for maybe 1-1.2 million but mercenary units generally buy them up really fast for use as torpedo platforms.
Attack corvette expect 2 million because of its main weapon. While lots of them are being mothballed, Houses still want to hang onto them because they're less expensive to maintain than Assault Corvettes.
Assault Corvettes have upended the market. They were expensive to build and maintain, there's more of them right now than people want, but its hard for a lot of mercenaries to look after them so they dont sell. Cheap used ones would be 3 million despite costing 6 million to build originally.
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Sorry about that got called away.
"We could put a claim on the pulse weapons and save them for another ship? One that's not a complete wreck?"
"Maybe," Nin admits. "Republic pulse weapons dont fit well on most designs. This one is a bit unusual."
Well you're for getting as much cash out of this wreck as possible. It's money you can put towards needed equipment in the here and now, or save for a more balanced ship in the future.
Alliance intelligence is concerned with the appearance of an assault corvette. They haven't seen many Rex class ships before, with them being more common to the South Reach Cluster and lingering piracy there. They dont typically have the FTL systems necessary for the longer jumps needed to reach this region of space. It also couldn't operate for long without a base of operations to maintain its engines. Specifically their earlier model high maneuver drives.
"We want all ships to be on alert for a potential pirate base in the region. We're not ruling out the existence of a carrier but a base seems more likely. We're putting substantial bounties on finding or capturing such a facility."
You wonder what they mean by substantial?
A certain mining ship is currently present at the fleet. One you assisted in return for them acting as an underworld contact in the future. Maybe you could check in on them and see how things are going?
Investigate contact at this time?
>Y/N?
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>>6372175
See if they have seen or heard anything going on that is impacting operations in the area. Such as areas that are more dangerous to operate in without protection or paying someone to not be harassed.
Or maybe they have some competition that we could investigate that would get us better information or leads in regards to the pirates?
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>>6372186
You contact the ship when Gemaya is safely in their office and not in ops to spy on you. The captain of the mining ship is understandably nervous about being contacted by you but you assure them you're just wanting to conduct some business. Business that can be beneficial to both of you.
You ask for information on areas considered too dangerous to operate in. Maybe in some of them you need to pay protection to the right people first. Things that are generally making life difficult for the average miner just trying to get by.
"There are some places we've been trying to stay away from because of pirate attacks. We're still feeling out the area. It's not like back home where you've got years of data to check, its still a bit new. We'll send what data we can."
The data they send marks about a third of this dwarf galaxy, flagging it as relatively safe but not so heavily patrolled that they cant do some unsupervised mining. There wont be any pirate bases there and attacks will be minimal. That leaves two thirds left over to be searched. At least they've started to narrow it down.
"What we have been doing is checking out contacts with a similar background. You said you want connections, well we can provide that. It's just going to take some incentivisation of the right people."
He rubs his fingers together for emphasis.
Developing a network is going to take time and money. Spending more money right now wont make it grow any faster unfortunately. Not reliably. If you wanted information on a potential bounty target however that could be done with a more substantial one time payout.
[ ] Develop Underworld Network [level 1] (25k)
[ ] Get me a target (100k)
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Money is sent along so they can get to networking. With some time they'll be able to acquire better information for you.
Silvar and Vayall each have ideas for things to buy from the fleet and intend to get it done before your next mission.
Vayall addresses everyone.
"I'm investigating the House Tho'ros stores using my access key. Even if we cant afford anything now we'll have some idea what to expect in the future. You and Talaat will still have your own access keys available."
You hope she isn't being too impatient. You have some money now yes but still not all that much.
Vayall leads the way to one of the requisition centers aboard the flagship reserved largely for the Dominion Knights. It acts as a means of centralizing Dominion efforts to aid the Alliance. There are officers from many Houses present, Knights and even a few Errant Knights that are associated with the larger effort.
Outside of House forces on loan, the Dominion Knights are largely split up into chapters of Errant Knights these days. Each chapter has their own homeworld, in most cases granted by the Ruling House or the Seven to support the entire project. Those in the chapters are not so much landless as Houseless these days. You've heard of some chapters that are based inside the territory of Houses they're friendly with rather than with worlds of their own. Granted bases or facilities to act as mercenaries or security forces for a House.
There are advantages to teaming up with others that have lost their House and are looking for a way to survive. Maybe your people were too proud to give up entirely on going it alone. An ancient House dating back to the Dro'all homeworld, back to before the first time Ber'helum was Ruling House. You shake off thoughts of old history and focus on the present.
It doesn't take long to find out where to go for requisitions. Vayall adopts her normal imperious stance and presents the access code to the rather thin looking Dro'all behind the desk.
"We've been granted access to purchase from the House Tho'ros armory."
"Oh yes we've been expecting you. House Meros survivors. We get all sorts of Errant Knights these days. Most are a little older than you. House Tho'ros has such a catalogue these days. Well any of the tech Houses do since they started their whole team up thing. It's really been keeping Dominion weapons development advancing despite the peace. I heard they're working on jump jet suits with thrust vectoring stasis wings that take different shapes based on the needed flight profile. It's so beautiful! I dont know how they'd manage to get all those shapes, they'd need to make the emitters so tiny.
But listen to me go on! Here have a look at what they have in stock."
>Compiling list...
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4k Dominion Repulsor Rifle - Great House
6k Dominion Heavy Repulsor - GH
10k Reynard Rifle M - Gunning Heavy Manufacture
4500s Reynard Rifle L - GHM
7800s Folding Concealed Repulsor GHM
80k (Case) Munitions - 20mm Special GHM
12k X-Ray Laser - GH
15k Cooling Laser - Helios / Tho'ros
10k Forearm GL + Guided munitions - GH
4800s Phase Long Rifle - GH
12k Plasma ATG (Guards Variant) - GH
128k Variable Plasma Rifle - GH
>Equipment
5k Reactor Link Cable (VPR)
25k SP Drop Pod - GH
30k Stealth SP Drop Pod - GH
25k Holographic Camouflage - GH
1100s Medical Stasis Unit
1k Sleep Headset
10k Armed Heavy Shield (Requires power armor or power cell)
15k High Density Shield
20k Folding Stasis Reinforced Shield
25k Stasis Shield (Requires power armor) - GH
100k Great House Sales License
>Armor
260k Light Power Cell Commando Armor - GH / J-D
250k Dominion Modular Power Cell Armor - GH
10m Light Recon Power Armor - GH
10m Light Jump Jet PA - GH
10m Medium Matryoshka Jump Jet PA- GH
10m Medium Matryoshka B Turret type PA - GH
10m Alliance Heavy Power Armor
12m Stasis Reinforced Armor - GH
>Melee
5k HF Sword (Various types)
4k Holo blade (Lethal)
48k Plasma Sword (Requires power armor)
>Starship Equipment
30k GX Torp
100k Shield Breaker(Heavy)
50k SP Missile
100k PD Turret
120k Heavy PD Turret
90k Kinetic PD Turret GHM
350k(average) 400k (Best) DHI Sublight engines
500k AM Afterburner DHI
4m upgrade components (Dante Class Gunship) - Tho'ros
>Vehicles
18k Aerocar
42k Armored Aerocar
41k Armory Vehicle (Advanced IFV)
50k Med Tank
150k Adamant Heavy Tank - GH
150k Jump Walker Drone
215k Jump Walker Manned
250k Mountain Lion Class Walker
1m Heavy Quad Walker (Shielded) - GH
8m Geoffrey Class Walker
15m Malyutin Class Walker - GH
8-16m Dante Class Gunship - Tho'ros
>Ships
550k Scarab Light Attack Ship
1.2m Great House LST - GH
6m Mark IX Assault Corvette
6.5m Mark X Assault Corvette
7m Kharbos Frigate
8m Vulture II
8-10m High Guard Class
20m Fire Drake Class Assault Corvette
17m EC-K Attack Cruiser
85 million Nocturn Class Stealth ShipI'm sure I forgot something but that took way too long.
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>>6372244
From personal funds
>Equipment
>25k Holographic Camouflage - GH
>1k Sleep Headset
From house funds.
>4k Dominion Repulsor Rifle - Great House x 20 for the marines
>Equipment
>100k Great House Sales License
>Starship Equipment
>120k Heavy PD Turret x 4
>Vehicles
150k Adamant Heavy Tank - GH
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Silvar's eyes immediately go to the Commando armor. This isn't what he wants, it's what he needs.
"That armor has both the speed and stealth I need to be effective in battle. If I never ask for anything else again let it be this."
>260k Light Power Cell Commando Armor
Well it certainly seems like he's locked in for what he wants.
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>>6372244
I badly want to get us a ship or power armor. But we don't have the funds for one. And we only have like... 92k? I think should just wait until we got more money on hand. Vayall and Silvar can get what they want. But I'm set on not getting anything right now. Maybe later when we have more funds or better income streams since right now we're broke as fuck.
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>>6372244
no fighters?
>10k Forearm GL+ Guided munitions
>1100s Medical Stasis Unit x 10
21k total private fun(ds)
>100k Great House Sales License
>90k Kinetic PD Turret GHM x 4
for a total of 460k
the kinetics for their dual use as planetside artilleryreally dont want this quest to also be an "stealth archer" combat approach rather have joanna fuck shit up right in its face + leading from the front you can however convince me to get some holocamo for an stealth squad, just not for our pov
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>>6372272
>no fighters?
Good point.
Mostly bombers right now. I'm supposed to work on some new Alliance fighters.
200k RF-355 Type-8 Attack Bomber (Type-6 upgrade)
210k RF-356 Type-10 Attack Bomber (Type-6 upgrade) (Max 6)
165k Z5Y "Booster" interceptor
200k Z5Z Attack Bomber- Ber'helum
250k Z6C2 Manned Bomber - GH
250k Z6D Drone
250k Z6G Gunship
550k Z6M Alliance Variant*
500k Z4S Heavy Interceptor* (Max 2)
250k Praetorian Heavy Interceptor
300k Advanced Stasis shield upgrade (Starfighter/Shuttle)
*Advanced stasis shields installed by default
Available Fleet funds 1,364,000I will see about posting in the morning but I probably wont be posting until tomorrow afternoon.
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>>6372244
Any Kythera nanite statis medical kits?
>>6372272
supporting this +
2x 30k Stealth SP Drop Pod - GH
I think we could have a lot of fun with this considering we are doing a lot of infantry-focused work.
Also the sleep headsets (1k) helped us before learn more Medical skill. Can this help get to basic for every skill?
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>>6372487
>Any Kythera nanite statis medical kits?
If you put someone in statis nanites aren't going to be able to work on them.
There's the Field Medical Autodoc but that requires power armor or something with a reactor to supply enough power to it. Once you have power armor you can requisition such a system for it for free as the Alliance wants field testing done on it.
>>6372487
>Also the sleep headsets (1k) helped us before learn more Medical skill. Can this help get to basic for every skill?
You may be confusing Memory Imprinting, which has to be done at a fleet medical center for 1k for basic skills. (And can be done for most basic skills)
A sleep headset is a sleep inducing system which allows someone to rest for a short period of time and get most of the benefits of a longer sleep.
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Guillotine helmet! That's something I forgot. I don't remember whoever came up with the Idea but it's a legitimate strategy. Hemet that triggers a stasis field saving the head from catastrophic damage that might destroy the rest of the body.
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Your power cell armor has finished it's upgrades giving you and Alar your own suits. You no longer need to have one swapped out with K.
Will you be keeping the same paint/colour scheme as before? Vermillion with gold accents?
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>>6372641
hmm we could replace the silver with mercury to tie in human alchemical history into the alchemical origin of our housetotally not because mercury has a way stronger silver look than actual silver no noid also like to vote for our boots to be reversed, as in mostly silver with accented vermillion.
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100k Great House Sales License
360k (90k x4) Kinetic PD Turret GHM
These look to be going through. The rest we'll put up for survey.
https://fast-poll.com/poll/ecd8c1e2
The crew has managed to find someone at one of the new outposts that is in need of the industrial equipment you recovered. The Chief has coordinated with the Quartermaster to determine how much space aboard is left over. With that in mind she's accepted a quick Cargo Run mission.
Hannah expects it will be quiet and recommends using the down time for training.
The cargo drop off is quiet with no signs of pirate activity. On the way out of the system sensors detect a navigator FTL probe. It seems to be off course and may have suffered damage.
You can turn in the probe to the guild for a small reward, or check its databanks for useful information. Perhaps finding your own reward instead.
>1) Training day?
What skill do you wish to train for 1 day? Lower ranked skills have a higher chance of experience gain.
>2) Navigator Probe
2A) Turn it in untouched
2B) Scour its databanks for info
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>>6372703
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You're making progress in your training though it's slow going. You're confident with more time spent on this you'll improve your overall skill.
>>6372709
>that doesnt violate anything the guilds puts out right?
Technically no. They dont really like it when people tamper with their probes but they'd prefer to get it back more than not. They're just going to be reluctant to provide much reward if you've downloaded its data.
The data you've downloaded includes information on FTL routes in this dwarf galaxy and survey data on some good mining sites.
>FTL routes
You should be able to respond to distress signals in the region more quickly.
>Mining sites
You could turn in the mining site data or send it to your underworld contact since they're always looking for good mining sites. It will be a few days before you get anything out of it in that case. You could also tell them you'd like to trade favours.
[ ] (50k) Sell for immediate cash
[ ] Trade to underworld contact for eventual pay
[ ] Trade to underworld contact as a favour
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>Still taking votes on the mining data. Wanted to post this before I leave for work.
You're only back at the fleet for a few hours before alerts come in. The previously detected wave of ships coming in from Faction Space are closing in on the area. Some are headed for the Bright Tapestry galaxy, others for the Jem Leith dwarf galaxy. The Alliance is worried, both that smugglers and pirates might be mixed in among them, and that civilians might try to settle on or near Izuan worlds.
Deploying communication relays in the Sentinel Worlds and Traverse has also become a priority increasing its pay. It's hoped that patrols will be better able to coordinate efforts. They will also help relay distress signals when these civilians inevitably run into trouble with the Izuan.
>Mission: Convoy Escort
Start time: Immediate
Duration: 2 days
Payout: 120k
With apparent pirate activity in the area convoy escorts are being requested. Act as an escort carrier for a local convoy.
>Mission: Deploy Com Relays (Sentinel Worlds)
Start time: 1 day
Duration: 1 day
Payout: 100k
The Sentinel Worlds feature numerous Izuan colonies. The Alliance wants to establish steady com relays to keep in touch with friendlies and allied forces.
>Mission: Deploy Com Relays (Traverse)
Start time: 1 day
Duration: 1 day
Payout: 100k
The Traverse is a region only lightly settled by the Izuan. The Alliance wants to establish com relays to keep in touch with future patrols.
>Mission: Intercept (Jem Leith)
Start time: Immediate
Duration: 2 days
Payout: 150k
Alliance deep space sensors are detecting a wave of FTL contacts headed for the Jem Leith dwarf galaxy. Intercept these ships to determine if they are hostile. Existing bounties for smugglers and pirates apply.
>Mission: Intercept (Bright Tapestry)
Start time: Immediate
Duration: 2 days
Payout: 150k
Alliance deep space sensors are detecting a wave of FTL contacts headed for the Bright Tapestry galaxy. Intercept these ships to determine if they are hostile. Existing bounties for smugglers and pirates apply.
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"Launch as soon as you are able," requests Alliance control.
"Bertrand copies. Give us a navigation vector to get us on target.
"Nav data sent. Good hunting."
All of you are suited up. Marines are ready in the shuttles. The Bertrand burns clear of the fleet and jumps. Plenty of attack cruisers and frigates likewise jump out. There are more ships incoming than you'd suspected and it seems like the Alliance doesn't have enough ships to intercept them all. Luckily the approach by some is staggered enough you should have time to go after more than one. Either way you'll be busy today.
Sensor contacts light up the displays. Intel tries to tag them by approximate class and size of their drive field. Transports of a wide variety are present. Some are hard to tell apart. The most common are Factions Frigates, no surprise there. Fulcrum class transports are standardized enough and have a comparatively large signature that they stand out.
More concerning are a number of medium cruiser sized contacts. Those could be anything from medium transports to warships.
Hannah looks to those of you present in Ops.
"Pick three contacts that you think we should make a try at and we'll demand they divert to the fleet, turn on their IFF or we force them into real space. Our navigator has been working on a trick if we ever run into the Triumvir again. Hopefully it works without too many wrinkles."
"What trick exactly?" Alar asks.
"We match drive fields then overload their drive forcing the bubble to pop. The Alliance has been working on it since the war but we've never tried it before."
The Chief grins. "Should be exciting."
Exciting isn't a word you want to hear when it comes to the bubble that keeps you suspended inside of subspace.
The Bertrand cant get the best ID locks on the drive fields, you'll have to make your best guess for what to intercept. Smaller ships should be no trouble for you. It's when you run into larger ships that might have torpedo launchers that things potentially get scary.
>Mark or otherwise indicate what ships you would like to intercept.
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>>6373437
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>>6373437
>Mark or otherwise indicate what ships you would like to intercept.
>the colony transport
>Blockade Runner
>Mining Bargereally wondering what those all are i couldnt get
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You input what you can match from memory on ship identification from the academy. Ninnik is able to confirm most of what you put in. He's pretty sure the one you guessed as a U-haul is correct as well.
"I dont think this one is a Clarent class. They're a bit smaller."
You tag a number of ships as potential targets. At the top of the threat list out of all of them is a Norune Attack Cruiser. They're fast mobile ships that you generally dont want to see in pirate hands. They also dont have the best aft weaponry. If it is a pirate you have a good chance at a take down and a bounty.
A few other easy marks are a Y-Type and a Flatboat. Silvar and Talaat are with you on these targets.
Once you've ID'd it Vayall suggests going after a Mining Barge while Alar advocates for the Colony Transport. Kalnit actually suggests going after the Marauder but the Chief warns against this.
"I'm not for taking on something with the firepower of a battlecruiser on a lark. That attack cruiser seems like a good enough starting point. Out forward firepower is double his aft and if they drop to real space we can launch starfighters. Navigator, loop us around behind them."
Signals are still being sent out by all Alliance ships asking civilian vessels to turn on their transponders and divert to the location of the fleet. There is little to no response from the wave of incoming aside from evasive maneuvers to make interception more difficult.
The Bertrand changes course in a wide ark until you've reversed direction and have begun to match speed with the incoming ships. As you close in on your target the Chief orders the outer sections of the ship evacuated and for hands to go to their emergency teleport capsules. If something goes wrong it's going to happen fast.
The attack cruiser you're after is hanging close to what you'd positively ID'd as an old Terran Escort Carrier. As you close in it makes a few course changes, then seeing you're after it, pulls away from the carrier. The Norune build good ships but yours is faster. The Bertrand's Navigator closes in quickly then tries to match speed before your drive fields tap against one another. A series is minor collisions shake the ship.
Alar grimaces. "Well this is fun."
"Attempting to match drive fields."
"Raising the forward shields as close to the hull as we can pull them."
"Stay on them," Hannah urges.
Roll 2d100
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It only takes a few moments to match drive fields. Now is the part your teachers at the academy warned about in FTL applications class. While your drive fields are overlapping, if one of you suddenly drops to real space any piece that's still in the other ships bubble will remain. A ship can be accidentally cut in half quite easily.
"Stand by weapons."
"Cruiser has locked weapons..."
But they aren't firing yet. Perhaps worried you have torpedoes ready to fire yourself. Your navigator positions the ship so that only the bubbles are overlapping, no part of the ship will be cut off by the others field.
Hannah seems satisfied and gives the order.
"Okay do it. Spike their drive bubble."
"Hold onto your butts. Spiking!"
A pulse runs through the field. Nothing immediately happens. Is that normal?
"Field overcharge detected," warns the operations officer.
"Is that supposed to happen?"
The navigator doesn't seem certain.
"Field going supercrit-"
The drive fields of both ships pop simultaneously, dumping you both back into real space. A moment of stunned silence is broken by the Chief yelling out; "Launch Starfighters!"
"Fighters away."
"They're maneuvering but not firing," reports sensors.
"Hail them."
A pallid looking human appears on the display seeming less concerned that you might have expected given their position. What with SP Torpedo armed starfighters surrounding them.
"We're a privately chartered vessel out of Delta City. We're prepared to surrender to Alliance authorities without armed resistance. However we will not aid you in returning this ship to a friendly port. You will have to send over a prize crew."
"Drop your shields and power down weapons," Hannah orders them.
"Complying."
"What the hell are you even doing out here?"
"Buying time for our client as planned. One way or another."
The Chief frowns and closes the channel.
"Ninnik take a prize crew over and bring that ship back to the fleet. Reza, how many marines should we spare?"
Reza looks over the sensor readout on the attack cruiser.
"Half to be certain the ship is secured."
"I'll go with him to watch his back," Silvar offers.
Kalnit offers to go as well wanting to check the engines for sabotage.
It doesn't take long to ferry over the prize crew and marines but long enough that the carrier they'd been escorting has made it into the interior of the dwarf galaxy. With reduced FTL speeds and plenty of stars for cover it's going to be hard to find them. There are still Y-type Transports and Flatboats around to intercept.
With some idea of how this drive overload trick works now you jump back out to intercept some of the remaining ships.
>Cont
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Hannah has the ongoing hail changed, adding that if the transport doesn't change course and comply you'll overload their drive field. The captain of the Y-type actually contacts you saying you'd have been further ahead just threatening a typical intercept.
"There is no method of overloading another ship's drive field. You'll have to catch us."
Your people quickly ID the captain.
"The Alliance knows who you are now, and can fine your accounts in the Imperium even if you escape."
The Kavarian captain doesn't quite panic.
"Oh, shi- uh. Um, we're... changing course and turning on our IFF. We're complying with Alliance orders. Dammit."
They do in fact change course and light up their IFF, even reducing speed to something normal. One less ship to waste marines on.
The flatboat doesn't believe you about the field overload trick either. A downside to testing out new tricks and tactics you guess. They do no comply and you're forced to match fields and pop the drive bubbles again. That cant be good for the engine but it's a problem for the engineers to worry about.
The transport is resisting and the Bertrand has to drop their shields using phase cannons and then grapple the other ship with tractor beams. That just to create an environment safe enough to launch the shuttles. A civilian transport is far to flimsy to risk using torpedoes to disable them.
You should have time to chase down 1 more ship.
>1) Is Joanna boarding this transport or the next ship?
1A) Board Flatboat
1B) Board next target
>2) Next target?
2A) Colony Transport
2B) Mining Barge
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You offer to remain in reserve for boarding whatever the next target is. Alar and Talaat go to the shuttles and board the ship with two teams of marines. One secures the bridge, the other engineering. They're up against poorly armed civilians so phase rifles are more than enough to subdue those that are hostile. The bridge crew try to put up stiff resistance but Talaat simply wades in with his armor, able to take anything they can throw out.
With a lot of the crew on the transport now stunned it's necessary to send the remaining personnel that can act as prize crew.
Hannah shakes her head.
"I know what most of our reserve personnel will be training as when our House reinforcements arrive in a couple of weeks. More prize crews and additional shifts."
The ship is carrying gear intended for establishing a new colony. It's likely the ship itself would have been broken down for its parts and reactors after finding a suitable planet. Alar and Talaat report there are a lot of civilians aboard. More than Flatboat is rated to carry without modifications to refit them as passenger vessels. It's a problem the Alliance will have to deal with once the ship has jumped to the fleet.
The Bertrand's engineers finish work on degaussing the drive system and jumps out again trying to catch a mining barge. You and Vayall have been steadily tracking its movement. It's going to be close but you can make it. Both of you preemptively mount up in the shuttles ready to deploy the moment the word is given. Phase weapons and stun pulse grenades make up the bulk of your loadout to deal with civilians.
Checking the uplink over your suit HUD you find that the Barge changed course once you set out after it. It ducked into a system to try and lose you, ripping apart asteroids with its mining beam to act as cover. It jumps out again almost losing you but the crew manage to pick up its trail quickly enough to resume pursuit. It tries again in another system and the only thing it results in is giving you more time to catch up.
The ship shakes as the barge makes life difficult for you. Its engine bank can fire off powerful pulse detonations for additional thrust and to deter pursuers. Their crew aren't afraid to use it.
Hannah contacts both of you.
"We might have to torpedo them, though I'd rather not. I can try to get in close and grapple to let the shuttles board but I'm worried they might turn off their shields and let the blast wave from an engine detonation get you."
"Our shuttles have shields now. We have some protection," Vayall points out.
"I know but you're still in a shuttle. There's only so much of a beating you can take."
[ ] Torpedo them
[ ] Risk grappling to board
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"Torpedo them."
"What?" Vayall exclaims.
"Torpedo them. Mining barges are supposed to be tough ships. If they want to they can make it really difficult for us to take the ship. That's if something important doesn't explode and kill some of our people along the way. They're built so tough because that mining array and the materials storage systems could otherwise threaten the entire ship if they blow up."
"You're not wrong. All shuttles hold position. Helm back us off so we can launch starfighters."
The shaking of the ship subsides as the Bertrand gets some distance. Winin a minute a torpedo strike hits the main engines on the barge. It's not enough to completely disable the ship but it gets the point across. You're done playing around.
The Chief hails the barge again and tells them to stand down or prepare to have more pieces taken off of their ship. It still takes a little while before they give up but they do cut engines and cease maneuvering.
The shuttles launch and soon your teams storm aboard the bridge section. Most of the command crew are placed under arrest, except for their guild navigator who claims to have been against all of this. They'd been offered a lucrative contract and had been reluctant to risk being thrown out an airlock when it became clear they would have to outrun Alliance forces.
Whatever, it's up to the Alliance how they want to prosecute. For now the navigator is able to plot a route back to the fleet on minimum engine power. A third of the sublight drives are offline. Damage control crews are working to contain whatever was broken by the torpedo hit, the rest of the crew are standing by for orders. You tell them to return to their quarters or other safe areas of the ship. Anyone approaching the bridge to try to free the captain will just end up stunned and tied up for processing.
You have some basic starship piloting skills. Once the worst of the damage is contained the DC personnel are able to pull back into shielded parts of the ship. Working with the navigator you're able to help jump the ship back to the fleet. You're flagged for immediate docking aboard a heavy carrier to see to the damage and place the crew into holding.
"This wont look good on my resume. I dont suppose you're hiring navigators after this?"
He's short for a human and in your armor you tower over the nervous man.
[ ] Not after this showing
[ ] Maybe, if the Alliance clears you
[ ] Can always use a good navigator
[ ] Write-in
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Rolled 5 (1d6)
>>6374330
>[ ] Yea, if the Alliance clears you
owes us one, didnt seem (too) incompetent, now we only have to get something actually in need of a navigator...so whats the legality of this mining barge, does the owner get slapped a fine, is the ship forfeit... nvm rollan
>>6374335
lets see if dice like mining bargescant tell you about the bug as i get no verification required... :>
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"Maybe, if the Alliance clears you. We're involved in some high security operations right now so they'll need to give the all clear first."
"Well I dont think I'm getting getting paid for awhile so even if you can't hire me right away I'm probably stuck in this region for the foreseeable future. Name's Dylan Stavrou."
"Joanna Farrell, House Meros."
"Like from the Dominion? That's different. I guess that explains the fancy paint. Well wish me luck and if it all goes well you've got a fully certified guild navigator."
It's later in the day by the time the barge is fully secured and you catch a lift back to the Bertrand. Everyone has been collected and the captured ships turned in for their bounties.
"That was a shitshow," Hannah announces as all of you report for the debriefing. "You all did fine by the way. Joanna, I didn't even know you could pilot a ship."
"Just the basics," you say.
"Well keep that up. The Alliance has already sent me some good new and bad news. Bad news first, we dont get to keep any of those ships. Not that we'd want a flatboat. That mining barge would have been quite the haul though."
Vayall puts her head in her hands.
"We could practically print money with one of those."
"The gist of the explanation from the Alliance is that the ones we captured aren't pirates and normal salvage rules dont apply. They're civilians that had up until this point been in relatively good standing or are even considered charitable organisations. In Terran space anyways. They're in heaps of trouble with their ships impounded and possibly held as collateral as the legal charges against them are worked out. Messy stuff.
I'm hoping Gemaya will be able to confirm the good news?"
The rovinar officer finishes typing something on their data pad and looks up.
"Yes. The answer is yes. Given the assistance rendered and the difficulty in securing some of the ships the Alliance has decided to offer full salvage rights to military hardware not attached to the ships themselves."
That better not be just a heap of easily replaceable small arms.
"Significant small arms-"
Dammit.
"-some secondary armaments, and the contents of the torpedo magazines of the attack cruiser."
"What was she carrying?" asks Hannah.
"Terran Mark 45 Shield Piercing torpedoes."
>Cont
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You're suddenly very glad that ship didn't have an aft torpedo launcher. It could have deleted the Bertrand in just a few shots if they'd decided on hostilities.
Alar raises a hand. "Don't we already have SP Torpedoes?"
"These would be in your personal ownership rather than on loan from the Alliance. I believe most Houses maintain what is called a House Stockpile of such weapons they have acquired? Usually through salvage, though often on the black market as well."
The Chief brings up the weapon profile on the main display.
"Our House lost its stockpile fighting the Ruling Houses. Today standing Houses get a stipend of warheads from the Ruling House's new Alliance approved SP weapon production site. Something we cant apply for. This is a good step towards legitimacy."
She looks at the numbers and shakes her head,
"I'd normally say these would help us salvage some ships without the Alliance taking a share but these weapons are overkill. They'll completely destroy most targets of light cruiser size that aren't built with newer armor."
What a problem to have, weapons that are too powerful.
"How many?"
"40 Torpedoes will be transferred to you tomorrow."
These would sell for a premium on the black market if you wanted to make some quick cash. They might be more valuable kept for your eventual return to Dominion space, or on a mission where you could net some serious salvage.
>Do you have any plans for the torpedoes?
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>>6374348
>Do you have any plans for the torpedoes?
I am curious how much they are worth. But! I would hold on to them if they are a step in the direction to recognition as a Dominion House. Of course these being the Terran version that ctrl+alt+delete's the things if you shoot them at something. If the target isn't big enough to survive being shot at.
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>>6374351
>I am curious how much they are worth.
>>6374358
>selling a small number depending how much they are worth
The Alliance typically uses lower yield SP torpedoes these days as they're better for general purpose applications. The Terrans were losing planets when they built the Mk 45 so they wanted to kill a Neeran battleship with every single hit if they could. This makes them far more dangerous weapons but more expensive to produce. How some people working on contract got hold of them is anybody's guess.
Black market SP's typically sell for 80-100k depending on the model. These would be worth easily 200k each.
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>>6374384
>>6374385
You can have Cher'sion send a proposal through to your fence to be ready in time for your next meeting in a week.
The next day you get word from Commander Zvonimir that the power armor manufacturing equipment has been successfully relocated to one of the new Alliance outposts. He's spent the better part of the last 2 weeks going over modifications to the armor technology to produce a suit for Faction species. The result is an armored exoskeleton that is comparable to heavy power armor in terms of size and strength.
Protection will be significantly worse due to the materials involved. A tritanium composite similar to the original Izuan armor will be very cheap to produce, repair and replace. It should still provide adequate thermal protection against Izuan lasers and plasma pistols. It will begin to struggle against their shoulder fired plasma weapons so care will need to be taken given they're a bigger target.
Replacing the outer armor material entirely with Hard Plate would seem most ideal, though the logistics of doing so will take longer to set up. Hard plate is mass produced in many standardized components. Zvonimir hopes his people can eventually get this working with as many existing parts as possible. Maybe even borrowing some from vehicles. That's going to take time and you need armor now.
For now he's pressing ahead to get one of the production lines into operation as soon as possible, even if the design has some problems. He hopes to have some prototypes out to you for testing in a few short weeks. That should allow you to outfit some monstrously powerful close combat specialists.
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Before any new missions the Chief and Reza look over the data on the available funds. After that intercept mission you're back above a million. Most of you are now outfitted with power cell armor with Ninnik being the exception. Seven of the eight marine units have hard plate armor. You're well equipped, though for the most part you're aware of the limitations of that equipment. It has weaknesses.
Hannah fiddles with her pad looking over figures.
"We've seen a lot of money go out the door over the last few weeks, most of it going to good causes. Armor, weapons, useful gear. We're still lacking two things that we're going to need long term. Starship escorts and actual power armor. They're expensive. That's why I would like to propose we set aside part of any future income to a fund to purchase a ship or armor. We need to start saving."
"What are our current funds?" Alar asks.
"Fleet funds are 1.2 million," Hannah answers.
"Perhaps a checkpoint system?" offers Vayall. "We dont allow any spending that will force our funds to go back below a million. Likewise when we get to two million, and so on."
"Or we just set a percentage of our income aside with each mission?" Kalnit suggests.
"Yes we could but I hate income tax," Vayall responds.
>How do you want to go about building your fleet savings?
[ ] Checkpoint system?
[ ] Percentage of income?
[ ] Write-in
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>>6374404
This vote will remain open for additional input.
Alliance missions are available.
>Mission: Deploy Com Relays (Sentinel Worlds)
Start time: Immediate
Duration: 1 day
Payout: 100k
The Sentinel Worlds feature numerous Izuan colonies. The Alliance wants to establish steady com relays to keep in touch with friendlies and allied forces. Especially with the new arrivals potential to disrupt things.
>Mission: Deploy Com Relays (Traverse)
Start time: 1 day
Duration: 1 day
Payout: 100k
The Traverse is a region only lightly settled by the Izuan. The Alliance wants to establish com relays to keep in touch with future patrols.
>Mission: Patrol (Jem Leith)
Start time: 1 day
Duration: 3 days
Payout: 75k
Unidentified Faction ships have taken shelter in the 'Jem Leith' dwarf galaxy. Perform a sweep for pirates threatening operations, or other vessels that could act as a disruptive influence. Bonus pay and salvage available as a result of any hostile contact.
>Mission: Patrol (Sentinel Worlds)
Start time: 1 day
Duration: 3 days
Payout: 75k
Unidentified Faction ships have entered the Bright Tapestry galaxy. Perform a sweep for pirates, or other vessels that could act as a disruptive influence. Take steps to maintain positive relations with the local Queens of the Sentinel Worlds.
>Mission: Convoy Escort (Sentinel Worlds)
Start time: 5 days
Duration: 4 days
Payout: 200k
Act as an escort carrier for an Alliance convoy visiting successful diplomatic teams. 2 Alliance starfighter squadrons will be posted aboard your ship.
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Finally found a nice false colour that I liked for Jem Leith.
Lets get some patrol rolls. 1d100
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First day out on patrol is relatively routine. Deploying survey probes, watching sensors for any readouts of ships in the region that aren't supposed to be here. Boring stuff.
During the drop out of FTL in another uncharted system the helm puts the ship into a hard maneuver avoiding an asteroid strike. Its gravity shadow is just small enough that its below the threshold your sensors can detect at FTL. So large enough to give you a bad day if it had struck you.
The asteroid gives an unusual sensor return bearing crystalline deposits typically found in a larger planetoid. This thing might have the rare element used in FTL components. If not the minerals found in this belt are still worth money to the right people. You can turn in the data to the Alliance for 100k right away or try to trade it to a mining outfit for a higher number.
[ ] Log it with the Alliance (100k)
[ ] Try to find a buyer at the fleet
[ ] Trade to underworld contact for eventual pay
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>>6374404
>How do you want to go about building your fleet savings?
[x] Wing it
We need more people for attack craft/escorts too. Getting the navigator is a start, but more to be worked out as things develop.
>>6374404
>Seven of the eight marine units have hard plate armor
Guess which unit is testing the prototypes?
>>6374457
[x] Trade to underworld contact for eventual pay
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You'll forward this find to your contact and see if they can make some use out of it. Keep them happy. Remind them that being your friend is beneficial for them as well. You want your cut of course but they're going to make their share.
The second day of the patrol is quiet too aside from an encounter with a Wayfarer class ship. Civilian science ships, Wayfarer's are mostly seen in space that has been cleared of most threats because of their poor protection and armament. This one has been taking core samples from various asteroids over several systems.
When challenged they're unable to provide adequate identification to show they've spoken with the fleet. This is one of the ships that ran the recent interception attempt.
While you can impound them for the usual bounty of 50k they're a rather minor threat in terms of damage they can do compared to most illegal mining operations. They're collecting data to sell on to others.
As tempting as it might be to simply extort the data out of them you have an Alliance observer onboard. It might not fly well with them.
Talaat speaks up.
"I have an idea. If they're selling data could Alliance Intel use this ship as a Trojan Horse? Find out who they trade with and track their movements?"
Gemaya thinks it's possible though you wouldn't get a regular bounty for the ship since it would show up on records.
"If they somehow find a ship like Fourth Triumvir I think it's worth it," says Kalnit.
[ ] Turn in for bounty (50k)
[ ] Turn over to Alliance Intel (+Pirate intel Jem Leith)
[ ] Write-in
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Gemaya contacts Alliance intel to set things in motion while the Bertrand keeps the other ship from going anywhere. The official explanation is that you're still determining if they need to be detained.
It takes a few hours but you get a signal seemingly from nowhere but its origin point should be nearby. A cloaked rovinar cruiser has arrived with a team to put aboard the ship. They board without leaving any trace on the sensor records.
After a short time the captain of the Wayfarer hails the Bertrand. He informs you that your "mutual friend" has explained the arrangement to them and they'll be on their way. After compensating you for your time of course. They send over 100k in payment for letting them depart without further issue. If anyone asks them how they were able to escape from your inspection they can honestly say they paid you off.
The Rovinar ship signals you once they're clear and that they've taken care of things. You can go about your business and so can the subverted ship. Hopefully you don't stumble onto them again and blow their cover.
The next day on patrol brings you into one of the larger nebula border regions. Sensors think they may have detected a deep space life form in a molecular cloud. Before you can fully track it down part of a distress signal is picked up.
"We're being attacked by pirates, please help us! We're an independent colony-"
The rest of the signal is cut off by hash as its transmission is jammed. The Chief has the distress signal is passed on to the fleet before ordering the navigator to plot a course to the system.
"Let's see how much trouble some colonists have found themselves in. Prepare for a boarding action with pirates."
All of you are suited up by the time the Bertrand drops out of FTL at the edges of the system the signal came from. The system is a yellow star with one planet in the habitable zone and some nice midsize gas giants and belts for mining. The habitable world has a number of small moons but nothing overly large. Generally a good target for colonization.
The source of the distress signal becomes obvious soon enough. A transport has landed on the planet and deployed a planetary shield generator. Good for someone being prepared for the harsh realities of space flight. The shield only has partial cover of the planet however and some pirates seem to be taking advantage of that fact to land troops. Sensors show a number of landing corvettes and frigates are on the surface outside the shield.
In orbit the situation is more dire. Sensors detect an unknown class of starship just outside the gravity well. It appears to be a type of heavy carrier, if a bit on the small side. It has a Kavarian Battlecruiser and JW transport acting as escort along with some assault corvettes. One of these ships is jamming coms throughout the area and you're unable to raise the Alliance fleet.
Hannah shakes her head. "This is beyond anything we can tackle."
>Cont
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Reza looks over the situation on the ground. Vehicles are closing in on the civilian ship which has deployed its own shield as a last line of defense.
"If we leave to go get help those people will not be here when we get back."
"What, you want to land troops?"
"Want to? No, but an entrenched position with a shield for top cover can keep out a ground assault long enough for reinforcements to arrive."
Nin pulls up an orbital map. By keeping outside the gravity well the response time of the larger pirate ships is restricted when it comes to anything happening in low orbit or the surface.
"We can jump in on the other side of the planet, descend into a close orbit and drop forces right on top of them before the pirates ships can move from high orbit."
Hannah traces the rest of the arc.
"And we continue to slingshot back out and run like hell away from the assault corvettes. I've pulled operations like this before. It's easy for the landing force to be wiped out if the civilians don't lower their shield to let you in. "
"We can have some of the attack bombers load SP Kinetics to make an opening for us if anything goes wrong."
Alar ventures.
[ ] Sounds like a suicide mission
[ ] If we can get in we can hold the line
[ ] Write-in
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>>6374824
>[ ] Sounds like a suicide mission
though call, dont like sticking our necks out for something so uncertain. like whats the best we can get from this? money and the favour of an unsanctioned colony... does Gemaya know anything about Alliance payouts for helping unsanctioned colonys?
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"Gemaya do you know anything about Alliance payouts for helping unsanctioned colonies?"
"These are clearly illegal settlers and may need to be arrested, but at the moment they face capture by pirates or slavers. I'm sure the Alliance would be more than happy to compensate you for a heroic intercession?"
You sheepishly whisper; "Whats the best we can get from this?"
"Given the danger involved I'm sure I could make a case for starting at half a million."
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>>6374824
>>6374855
Yeah, think I'll change to
>[ ] Sounds like a suicide mission
If we were going to receive more and salvage, would be more on board. But just 500k? May as well wait until Alliance reinforcements arrive and aide the colony then.
We could just jump out from the jamming to report the invasion and forces present. Then jump back in with the reinforcements. Granted, by then the pirates would likely be gone.
Could we just hang back for now and engage ECM to keep quiet and wait for the Alliance to arrive and update them on what the Pirates are doing and ships they available?
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>>6374855
the most heroics im contemplating is one single bomber run with SPs (alliance ones) we might be able to get the ACs, or hammer either the CV type or the BB but...
Do we have the stealth shuttle ready? is there a way it could approach and get a tracker attached?
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>>6374872
>Could we just hang back for now and engage ECM to keep quiet and wait for the Alliance to arrive and update them on what the Pirates are doing and ships they available?
The Alliance is aware you're responding to a distress signal and will eventually send other ships if you fail to report in. If you want help promptly you'll need to tell them that this is an emergency requiring a force of warships of a certain size to respond to.
The Chief suggests dropping the starfighter complement in system and having them target the transport ships that are on the ground. That will keep the pirates from leaving with anyone they've captured and might buy some time for you to get back with reinforcements. At the very least they can act as harassers.
>>6374881
>Do we have the stealth shuttle ready?
You do actually.
>is there a way it could approach and get a tracker attached?
The problem with most tracking devices is they need to be large enough to be shielded against radiation from a jump, or you need to put them inside the ship or its systems.
"I could do it," says Silvar. "If you can get me aboard that ship I can upload a trace program. I've got the right armor and I bought holographic camouflage."
Hannah frowns. "And you're planning to get back how? What if the shuttle needs to bug out? You'd be trapped aboard."
"I could steal a ship. They have assault corvettes."
"Can you pilot it though?" you ask.
Silvar seems uncertain.
"I could pilot it," Nin declares. "Joanna let me borrow the camouflage system you bought. We sneak aboard and steal a ship on the way out. Silvar covers me."
"You kids are going to get yourselves killed," Hannah states.
"Only if they're detected," Reza points out which earns him a glare. "This is what we've been training them for. Missions like these."
These missions are not mutually exclusive. You could land troops to defend the colonists in addition to the other missions, or hold them in reserve for boarding pirate ships once you return with the fleet.
[ ] Hold the line
[ ] Keep troops in reserve
[ ] Starfighter Strike on surface transports
[ ] Stealth Sneaking mission
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>>6374913
>[ ] Keep troops in reserve
>[ ] Starfighter Strike on surface transports
>[ ] Stealth Sneaking mission
yea gotta suck being a colonist right now, weirdly i feel ok with this risk instead of potentially losing a lot of our marines. well, time to press the engines into the red
dont really wanna ruin a freebie but we bought camo?
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>>6374913
>[ ] Stealth Sneaking mission
If Silvar and Ninnik want to risk it. Plus they might snag a ship in the madness. Give Ninnik the camo so that they can increase their survival that much more.
[ ] Keep troops in reserve
[ ] Starfighter Strike on surface transports
We can make some cover for them by striking the surface transports and then bugger off and return with Alliance reinforcements.
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"You guys are crazy but you're going to need all the help you can get, so you can have the camo system."
You hand it over.
"Now dont die. I want this back."
Nin looks like he wants to say something but just gives you a thumbs up. He and Silvar head for the bay where the crew is readying the Chiron Class Raider. It has House Aries stealth coating, so one of the better options back during the war. Everyone has had a few years to get used to it though so there is a chance they'll be able to detect it. You'll have to provide ECM support for as long as possible before you jump out.
The Bertrand jumps into system, reverting to real space on the opposite side of the planet from the Pirates. The Stealth shuttle and fighters launch as the ECM coverage cranks up. The plan was thrown together but it should work. Some of the fighters fly in formation with the Raider at first, their own drive plumes hopefully masking numbers. The Raider cuts engines after crossing the horizon using its newer more specialised repulsors to make minor course corrections.
The Bertrand rounds the planet ECM cranked to maximum. Despite this the escorting assault corvettes dont take long to notice it, three of them diving into the gravity well with engines on full burn. The Chief orders engine to full and the corvettes are pulled along in your wake. Well away from the stealth shuttle.
Of course by now the starfighters are dropping their SP torpedoes down on the grounded pirate transports. Kinetic warheads according to treaty but they should still do a number on them given how many are being deployed.
Roll 3d20 for torpedo barrage effectiveness.
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Torpedoes hit targets scattered around the perimeter of the planetary shield. Many quickly show signs of damage. At the location of the largest ship there is a bright flash of light.
"There has been an anomaly," reports sensors.
Zooming in the display you find a fireball more than a kilometer across erupting upward. After a few seconds the origin of the explosion is once again visible, a starship now with a hole blown out of its starboard drive section. The ship has been kicked by the blast sending it skidding away from its original landing zone. If there were any troops on the ground outside they're probably dead now.
"The hell just happened back there?" The Chief asks from her command chair.
"Just an... accidental treaty violation?" you offer.
Reza shakes his head.
"Drives on a pirate landing ship exploded."
"Great."
"This will require so much paperwork," Gemaya complains.
A majority of the pirate ships seems to have taken disabling or at least damaging hits. They're going to struggling to lift off quickly and you might return with reinforcements at any moment. Odds are they'll try to push off as soon as they are able to evacuate.
The starfighters descend into the atmosphere, some striking the pirate landing zones, a few get underneath the planetary shield at the edges. They'll be able to harass the forces advancing on the center and possibly buy them some time.
All of you watch the ETA for the stealth shuttle to approach the carrier. The assault corvettes chasing you are gaining ground slowly but surely. Hannah gives the order that if they fire torpedoes the navigator is to immediately jump the ship. Otherwise she'll wait until the shuttle has had time to dock.
Pirate starfighters begin launching from their carrier, headed planet side to deal with your fighters. That's going to be ugly. Some support vessels also launch, clearly intending to help the damaged ships back into orbit.
The timer reaches zero and the Chief gives it a few more seconds for good measure. Maybe it will be enough.
"That's as much time as we can give them. We need to get reinforcements back here ASAP. Jump us."
You run, and you're forced to keep running as the corvettes chase you through two shorter jumps. Being the one pursued is not nearly as much fun. The crew manage to keep just ahead of them until you're able to make a longer jump outside of the jamming radius. The corvettes break off and run for it once you're clear.
Contacting the fleet they're soon updated on the situation and informed of the existence of the pirate carrier. That fits with the pirate Assault Corvettes that have been encountered previously. They need a base or a carrier to maintain them and the Alliance has been on the lookout for one or the other.
"We're alerting all nearby ships and scrambling a response force. It's going to take time for them to reach your position."
"How long?"
"Almost two hours for the main force."
>Cont
>>
An Alliance Battleship jumps in within ten minutes followed by a Guild Patrol Battleship, which is an unusual sight. Typically they stick to guarding guild stations. A dozen Alliance Frigates show up over the next half hour along with two escort carriers and a destroyer. They're loaded with starfighters and additional torpedo stocks.
The main force is still the better part of an hour out. They have all of the ground units and additional marines that will be needed. Aside from a small marine unit aboard the battleship the only ground forces you have right now are those aboard the Bertrand.
[ ] You have enough ships, go now
[ ] Wait for the main force
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>>6375247
>[ ] You have enough ships, go now
We might not be able to stop the pirate fleet from escaping. But if we can trap their forces on the planet that gives us plenty of PoW's for the Alliance to interrogate.
Plus we have our team working from within that hopefully the pirates are unaware of. And are to busy trying to bug out to look out for infiltrators/ boarders.
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"This is more than enough to defeat some pirates. We should go now," you urge the Chief.
She agrees with you and contacts the highest ranking officer, the captain of the battleship. An old Dro'all that looks to be nearing retirement.
"I agree with you on principle but we lack ground forces or sufficient numbers of marines. They're all coming with the reinforcements from the main fleet."
"There's not going to be any need for ground forces if we take any longer," you mutter.
"We just need orbital superiority," Hannah stresses. "Even with our limited numbers our ship can suppress the ground forces and mop up with the marines."
"We'll need your marines for boarding starships," the Captain counters.
"Respectfully, we can discuss prioritization once we secure the system, sir."
"Humph, I suppose you're right. I'm used to working with more cautious Dominion commanders who want to arrive with overwhelming superiority. Alert the main fleet we're moving and set course for the system."
On the way to the shuttle bay you contemplate how many survivors you're going to find. You spent valuable time on the run from those corvettes. How long was it? Time that could matter you worry. It takes another 15 minutes of jumps avoiding stellar nurseries and gravity wells. The resumption of long range jamming shows that you're headed in the right direction.
When your fleet drops out of FTL the pirate carrier is long gone. That was to be expected and ultimately it doesn't matter. Silvar and Ninnik are working on tracking it right now if things are going right.
The problem is the lack of other pirate ships. Most of the damaged ones on the ground look to have been recovered. You listen in on whats happening on the bridge over coms.
"We just detected a cruiser jump out of the system. I'm also tracking a transport climbing out of the planet's gravity well."
The captain orders some of the frigates and his battleship to pursue the fleeing jump signature and for the rest of you to get in system.
"Secure the transport before it jumps out. I want the Guild ship on search and rescue operations."
As you jump in system you can see from your sensor feed that there isn't much left of the illegal settlement. The planetary shield is destroyed and most structures have been blasted by engine wash as the ship took off.
The Bertrand and four of the frigates turn in pursuit of the transport, pelting the aft sections with phase cannon fire in the hopes of scoring an engine hit. It performs a jump at the bare minimum safe distance from the gravity well. The navigator is already plotting a pursuit course before the Chief orders the crew to get after them.
>Cont
>>
You're pulled out of FTL by automated safety systems detecting an uncharted gravity well. The transport has been pulled out of FTL nearby. It tries to maneuver but soon enough the Bertrand and two frigates are closing in on them from multiple directions. One frigate fires its pulse cannons into the transports starboard engine destroying it. They're not running now.
"Helm, grapple them. Shuttles, launch once we've tractored the ship."
It isn't long before the shuttles launch from the bay, swinging around the hull of the Bertrand to land on the crippled transport.
>Where is your team going aboard?
[ ] Bridge / Forward
[ ] Engineering
[ ] Transport bay
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"Do you think any of our fighters made it?"
"At least one was still transmitting."
>Choose your loadout!
Power Cell Armor +
Smart Grapple
Pistol: Phase pistol
Stasis Units: 1
Boot Knife: HF-Knife
>1) Rifle: 2 Slots available
1A) Fusion Rifle
1B) Repulsor Rifle
1C) Phase Rifle
1D) Ballistic Carbine (+optional silencer)
1E) Grenade bandoleer (adds 12 grenade slots)
>2) Equipment Slot
2A) Folding Stasis Reinforced Shield
2B) Flight pack
2C) Camo Shroud (Ineffective due to armor noise)
2D) None
>3) Grenades: 14 slots available
Frag (1 slot)
Breaching charge (1 slot)
Stun pulse grenade (3 Slot) (MAX 3)
Stasis Unit (2 slot)
HF-Blade (2 slot)
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>>6375449
>1C) Phase Rifle
>1E) Grenade bandoleer (adds 12 grenade slots)
>2A) Folding Stasis Reinforced Shield
>3 slots Breaching charge x3
>9 slots Stun pulse grenade x3
>6 slots Stasis Unit x3
>2 slots HF-Blade x1
>6 slots Frag x6should have advocated more for an sp alpha strike... oh well at least now its not too many fighter pilots we have to get to know
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You raise the other teams.
"My team is taking the transport bay."
"Mine too," adds Alar.
"I'll go after the bridge," says Talaat.
Kalnit is last. "I guess that leaves engineering for me."
You handed out some of the extra stasis units to the marines before the mission. The medics should be well equipped to help any civilians in distress.
The shuttle docks with an emergency access port and the team is aboard. Pressing inward you reach the cargo bay quickly. As soon as the doors open you can hear screams and phase pistol fire.
"I said move if you want to live! Get going! Get to the crew quarters!"
You move towards the shouting, navigating through the broken remains of cargo containers that seem to be scattered everywhere. Soon enough you see the bodies of civilians on the deck. Some look to be mostly unconscious, others are showing more serious injuries. The medics quickly put those ones into stasis.
Rounding a still intact cargo container a trio of pirates come into view. One is wearing hard plate armor, two others have mercenary gear with slabs of additional tritanium plate. All of them are trying to get some colonists moving towards the bow. You suddenly wish you had a repulsor rifle.
You toss a stun pulse grenade between the three of them. The two in Merc gear still had exposed limbs and go down screaming. You put a shot into the third, hitting them in the back of the head but the armor holds. A trio of marines hit them with follow up shots, two in the chest plate, one in the head. Finally they drop from the head wound.
You quickly get on coms to warn the others as the marines direct civilians back towards your shuttle.
"All teams be advised, some enemies are outfitted with hard plate armor."
"Hard plate confirmed," Kalnit replies. "These guys are hard to put down."
You recover your pulse grenade and continue to sweep, soon getting into a fire fight with another band of pirates in the lesser armor. They're in a bad position to hit with grenades with downed civilians everywhere. Marines move into position to flank them from either side. Once they give the signal you charge out of cover shield first to draw their attention and the marines hit them from the sides and back.
You may want to use stun weapons to avoid civilian deaths but the pirates are not so inclined. A third of them are using repulsor rifles which even you need to be careful to avoid damage from. So far your shield doesn't seem to have taken any damage. The combination of sturdy construction with a stasis field for reinforcement seems to let it soak most incoming fire.
Talaat reports the bridge is secure but has some bad news.
"Enemies in the bow section are retreating into the decks above the cargo bay."
Kalnit soon reports the same from engineering. It's secure but his drones sighted two enemies in power cell armor leading a retreat into the top side decks. Why they're moving in that direction only becomes clear a minute later.
>Cont
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"Bertrand to all forces, our ventral hull has been breached! We are being counter boarded!"
You and Alar are closest. If Talaat were to cut gravity in the cargo bay you and Alar would have a straight shot at the upper decks rather than trying to go farther forward and find stairs or a lift. It's not going to be great for the civilians in the bay however. You could also pull back to the shuttle and fly into the lower vehicle bay of the Bertrand.
To make matters worse if the enemy has power cell armor your phase rifle simply isn't going to be effective. Do you scavenge a repulsor rifle from one of the downed enemies? There are also carbines with what look like splinter ammo but are a little different.
>1) How to reach the upper decks?
1A) Cut gravity
1B) Find stairs/ a lift
1C) Retreat to the shuttle
>2) Change of weaponry?
2A) Don't waste time, go now
2B) Repulsor Rifle / SRL Mass Driver Rifle
2C) Ballistic carbine with Splinter ammo(???)
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>>6375723
>1) How to reach the upper decks?
1C) Retreat to the shuttle
>2) Change of weaponry?
2B) Repulsor Rifle / SRL Mass Driver Rifle
I was wondering about salvage when you mentioned >You suddenly wish you had a repulsor rifle.lmao
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"Back to the shuttle!" you tell the Marines.
You head for one of the downed pirates and strip them of their repulsor rifle, snagging as much ammo as you can.
Vayall has been waiting in reserve and deploys to protect engineering. Meanwhile Reza pulls the rest of the marines to protect the forward sections including the armory and operations center. The infantry compliment mount up with the tanks and IFV's to hold the vehicle bay. Damage control teams are arming themselves and will assist, but they're primarily concerned with guarding key systems. It's questionable what chance they'd stand against pirates in power cell armor.
Kalnit and Talaat will keep pushing the pirates from their sections of the transport, hopefully keeping them occupied. You and Alar will have to decide where to focus your efforts.
The vehicle and cargo bays have little to no cover making it difficult to cross them while your own forces have armor. They'll either press forward towards the bridge and ops, or aft towards engineering to secure the core. Taking either would be bad.
Which will Joanna cover?
[ ] Cover Aft
[ ] Cover Forward
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A daily checklist at my current job includes "Check the vehicle for explosive devices" because some of the industries I visit might be targets for terrorist attacks. Despite this I'm still doing way better than my previous jobs.I had a nervous breakdown back in 2024 and today I finished my last therapy session.
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You scramble onto the shuttle, one of the marines closing the hatch behind you.
"Alar my team will cover the forward sections."
"Copy, we'll go aft."
The shuttle shoves off and right away flies up and into the now open vehicle bay. Once it comes to a full stop everyone bails out. One of the IFV's drive past, its guns scanning every entrance to the bay. It seems they're ready for the fight entering the area. You wonder how the other departments are faring. Hopefully most people are evacuating from the sections the pirates are hitting.
"This bay is what, 20 decks below ops?"
"More or less," replies Ram. "Lower decks are mostly tankage. Security feeds show they're almost up to this level."
Hannah has flooded a number of the lower deck access ways with liquid hydrogen or other volatiles to make things difficult. One of the MP's at security direct your squad to the central forward sections between the walker bays. They've been able to easily track the pirates movements by the destruction of internal sensors. One of them is using some kind of fusion gun to blast their way through areas showing resistance and some just for the hell of it. At least one damage control team is assumed dead.
You suit sensors pick up explosions before your team arrives but you're still fairly close. Heat levels go up as you get closer. Rounding a corner into a cargo access corridor you spot enemies just as they spot you. Most of them are in hard plate armor and all of them have sealed suits unlike those you saw in the transport. They're prepared for you venting parts of the ship in an effort to kill them.
Weapons fire fills the corridor as everyone tries to find some form of cover. Both sides are using mass driver rifles with some phase rifles and carbines thrown in. Its a fairly even fight, though many of your marines have shields and you have yours.
Then someone in customized power cell armor drops down from the deck above. They bring an enormous weapon of some kind to bear with an aperture the size of an artillery piece. The mouth glows with plasma like your fusion rifle.
Should you try to drag the marines into cover? Or should you try to take a shot at him while he's charging up? Try for a headshot? Aim for the gun? Can your shield tank a shot from that gun well enough for you to land a hit?
[ ] Get everyone to cover
[ ] Take a shot at him
[ ] Take a shot at his gun
[ ] Write-in
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>>6375854
>[ ] Take a shot at his gun
fire with fire as they saythat sounds whack do they at least give you a telescope mirror or something?good going! dont really know what else to say to that, hopefully you dont have to push yourself as hard anymore.
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>>6375878
I have to wonder if it's one of the SRL Warlords who decided working 'peacefully' in Factions space was boring or draining on their resources. While working out here is more lucrative and they don't have all of Factions Space breathing down their neck waiting for them to screw up. If they have ships enough to field a Heavy Carrier. What's to say that they don't have their own Super Heavy or worst case scenario a Mega under their command out here?
If they are a Pirate Warlord, them targeting us could be reasoned as them getting rid of the last remnants of a rival Warlords House (whether the Warlord who joined our House was their rival or not).
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>>6375957
its one BB and an medium sized carrier so my guess is simply them banking on the izuan/opportunistic colonists being easy targets and just skimming off the easy top, well we just gotta wait what the spooks gonna dig up, also theres no way the alliance wouldnt have detected a heavy let alone a super heavy entering the region.
also wdym targeting us? we jumped them. and no warlord joined our house per wiki just whatever elements means. and that was like 20 to 30 years ago.
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Seeing fire from the marines pinging off the pirate's armor, and even the exterior of his weapon, you fire a burst down its throat. You dont know how long a bullet can survive that sort of plasma but repulsor rifles tend to fire something at least as hard as tungsten. These are pirates, maybe your gun is using depleted uranium for all you know.
Whatever they're made of something breaks inside the weapon and plasma bursts from the side. The sudden addition of thrust pushing the cannon causes it to whip sideways as he fires, splashing plasma against the floor, walls and ceiling. You duck behind your shield shrugging off the worst of the flames. The pirate tries to wrestle it around but the plasma peters out before he can get control of it again. He is clearly annoyed by this turn of events.
"You broke the Hog! You prissy twat in a painted suit, I'm gonna make you my bitch for that!"
As he screams at you he drops the big gun, pulling out a repulsor rifle with his left hand and a melee weapon best described as a long bladed cleaver in the right. You find out what the customizations to his armor are. A pair of pods attached to the back behind either shoulder are jump thrusters.
Laying down a barrage of fire he leaps at you. He swings the cleaver striking your shield at the end of his arc, the impact pushing you back. He keeps pushing, firing his rifle one handed, hammering you with kicks while he slams the shield. The heel of the cleaver catches on the edge of your shield and he yanks backwards. Given an opening he rams his boot into your midsection sending you tumbling backwards.
Rolling out of the way of a downward swing you get to your feet, HF-blade in hand. Your blade connects with his next swing and you each come away with notches in your weapons. He hits his thrusters and shoulder checks into your shield. Reaching over it he tries to stab you in the face but he's forced to intercept your next swing. Still moving, your back slams into a wall. The next trade of blade blows sees his weapon take more damage but your thinner HF-blade shears off.
[ ] Grab his weapon, grapple
[ ] Shield bash so you can get your HF-knife
[ ] Shield bash, Repulsor Rifle
[ ] Write-in
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>>6376084
>In orbit the situation is more dire. Sensors detect an unknown class of starship just outside the gravity well. It appears to be a type of heavy carrier, if a bit on the small side. It has a Kavarian Battlecruiser and JW transport acting as escort along with some assault corvettes. One of these ships is jamming coms throughout the area and you're unable to raise the Alliance fleet.
Unless I'm mistaking a Heavy Carrier as a Heavy Cruiser made into a Carrier. And in the first thread and wiki, Meros took on a Warlord to give the Warlord legitimacy and Meros more strength. As for jumping, I mean that if this is a rogue Warlord, that they sent the hitmen/ mercs after us that killed Knight Dar'el Camdie. Because we took on that Warlord previously.
As for the Alliance detecting a Super/ Mega, that would be hard to miss for anyone. I'm just hopeful thinking on that. Since it would be cool to battle some Pirate on the bridge for command of their ship.
>>6376091
>[ ] Shield bash so you can get your HF-knife
Perhaps we can cripple them by stabbing at an exposed joint or other?
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You mentally command the suit to focus power on your left arm and jump repulsors, putting everything into a shield bash. It sends the pirate reeling backwards giving you enough breathing room to go for your HF-Knife. He bounces back right away with another boost from his thrusters. Still you manage to draw the knife in time just as he tries to drive a knee into you.
You dodge to the side avoiding the worst of the blow and he's forced to turn the attack into a kick. Stabbing downwards you catch the edge of the knee joint with the knife and it comes away with a streak of blood.
"Time to paint with red!"
"I agree!" he bellows.
A cleaver swing glances off the top of your shield and cuts a groove into your helmet. It didn't fully penetrate but it got through most of the armor layer setting off damage alerts. He doesn't stop there, jamming his rifle around the edge of the shield and unloading into your right shoulder. Your knife stabs into the side of the gun, causing it to explode when one of the projectiles hits the blade.
He drops the gun grabs the edge of your shield and swings his blade overhand down towards you. You manage to stop it with your knife, bare inches from your neck. The two of you are stuck grappling, trying to get his cleaver to budge one way or another. Kicking outward you hammer his wounded knee but to minimal effect.
"Ram I could use some help."
With the blade edging closer you brace your legs and hit your repulsors, rolling down and to the left. You hit the deck and go skidding, ignoring more damage alerts. Rolling to your feet a safe distance away you brace for the next assault. A breaching charge connects with the front of your shield. Shit!
"Let's see your fancy shield eat one of those!"
The charge goes off but the shield holds. The power levels on the shields stasis system have gone down considerably. You cant keep taking hits like that. You also notice you're down a breaching charge. He stole one of your weapons!
The Pirate draws a pistol before moving to resume his attack. Conventional tactics dont seem to be getting the job done. Do you keep him occupied until the marines can assist you? Or start using your plethora of equipment?
[ ] Keep him occupied
[ ] Start dumping grenades
[ ] Try to trap him in stasis
Roll 1d20
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As the pirate drives towards you once more you have an idea, but it's one that will take more than a second to pull off. First you need to buy time. Hitting your own jump repulsors you risk another shield bash. The collision sends both of you sailing off in different directions.
Stashing your knife in the bandoleer doesn't take long, then you grab a stasis unit. You've got three on you so the only thing to worry about is the other guy getting wise to your plan if this doesn't work out right away.
Once he gets his feet under him again the pirate fires up his thruster packs again. Is he just doing the same two attacks? You can't say it's not effective. He's a monster in close combat but you're a bit more nimble on your feet. As he drives at you once again you roll to the side, taking a glancing blow on your shield. Your right hand snaps out and activates the stasis unit.
Only part of one leg is trapped in the field but the pirate still goes down hard. He's dragging around an unresponsive limb attached to an ovoid area of space the size of a body.
"What the hell?!"
Your opponent flails on the floor for a brief moment as you rush towards him readying a second stasis unit. Once he figures out what's going on he begins rapid firing his pistol into the area of distorted space, overloading the medical grade field. It's not hardened against attack like shield tech.
You activate the second emitter, catching his sword arm and part of his chest as he swings it upward. Before he can shoot it too you backhand his pistol forcing the arm out wide. Grabbing your knife once again you stab it through his pistol hand as he tries to bring the weapon around again. The blade is jammed through the weapon and into his palm. Neither is going anywhere.
He thrashes violently trying to batter you with his left arm and leg. Backing away you reach for the last stasis system then consider your options.
[ ] Put him completely in stasis
[ ] Kill the bastard
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>>6376688
>[ ] Kill the bastard
I think it's appropriate to put the pirate down. Considering how close he got to killing us.
That said, if others wanna stasis him so he can be interrogated by the best/ worst person around for more info, that's fine to.
Though we get his armor and toys, whatever the outcome is.
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There's still gunfire and explosions in the nearby halls. This is a dangerous pirate that was getting close to killing you and could escape again if his prison takes too much fire. That can't be allowed to happen.
You dump the magazine of your rifle into the head and neck area of the armor getting closer with each shot . The neck is pretty well protected on this model of armor but not against point blank fire. Something finally gets through and seems to get the job done. You put one more round in for good measure then collect your stasis unit, kicking the pirates weapon clear of their armor.
With that done it's back into the fight. It's not over yet.
Pirate elements have been trying to push past their fight with your unit and continue upwards towards the bridge. Those stuck on your level have been throwing down broken doors and wall plating to build a barricade. It's been keeping the marines occupied.
"They're here, bring in the IFV dammit!" Ram shouts over coms.
This deck does look like the ceiling is a bit taller than elsewhere on the ship. The vehicles aren't here yet so you wade in using your shield for cover and begin putting fire into any pirates that show themselves. You can make out some movement in the pirate back line and your HUD ID's another suit of power cell armor move past. They dont seem to be that interested in stopping to tangle with you.
The shriek of a fusion rifle firing echoes down the corridor from the pirates position. Are they bringing another one of those big guns to bear?
The answer turns out to be no. A few pirates in hard plate armor scramble out of cover with their hands raised. When they're not killed outright by the marines more soon follow suit as the sound gets closer.
"Stand against that wall! Against that wall!" Ram broadcasts to the surrendering enemies, directing them away from the barricades.
After a few more shots of the fusion rifle Reza breaks in on the channel.
"Power Cell user neutralized. Remaining pirates in this section are surrendering."
You push forward ready to drop anyone that looks like they're going for a weapon. Marines start to zip tie pirates and shuffle them out into the hall. One of the IFV's arrive and unloads a squad of infantry who move up to help out.
You're pulling apart the barricade to get it out of the way as Reza and a squad descends to your level. He hefts a fusion rifle strapped to the right arm of his suit.
"Ve'rod hauled it out of the armory, said it was yours."
That might have come in handy today but as long as the Sergeant was putting it to good use. He assures you there isn't a scratch on it, though the fuel cells will need to be refilled. You wonder what Reza would think of trying the pirates weapon, the "hog" as it was called?
>Cont
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Reports come in that the pirate leading the attempted assault on engineering is dead, having been killed by a blast from Alar's anti-tank weapon. Kalnit and Talaat report that those still trapped on the transport are prepared to throw down their weapons on the condition they be handed over to the Alliance for prosecution rather than the Dominion. Gemaya accepts their surrender on behalf of the Alliance before any of you have a chance to discuss it further.
Talaat switches to the command channel.
"What's the big idea? We're the ones taking them prisoner here."
Gemaya is quick to respond.
"They're to be taken alive, especially any officers. We need to find out where they're getting their hardware from. Who their suppliers are and if any are located in the local volume."
"We're claiming their weapons and equipment," you state. "All of it."
"You get equipment the Alliance gets prisoners. See to it that it happens. Execution of prisoners is a war crime."
"You heard her people," Hannah adds. "Let's get it cleaned up and make off with some gear. MP's are being dispatched to assist."
Rounding up the prisoners takes some time. Enough time for a damage control team to head back down into the lower decks to patch the holes in the Bertrand and the transport. They're ugly but will last until you get back to the fleet.
Medical teams and a prize crew are dispatched to the transport and work begins on triaging the wounded and traumatized civilians. With Nin away you're called in as a backup to help pilot the ship. It's a bit rough but you get it back to the system the colony was in, finding the expected Alliance unit present. The civilians are offloaded to the largest Alliance ship present, a heavy carrier, and the Bertrand docks for repair work.
Down on the surface the colony is wrecked. The destruction of the planetary shield generator removed any chance of this place becoming defensible in the near term and most of the structures were damaged by the captured transports forced departure. It looks like at least one other pirate ship made a landing nearby when the shield came down. If anyone is settling here it will require a new dedicated expedition.
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Detailed analysis of the salvage shows that the pirates are using modified splinter ammo laced with a neurotoxin. It seems to be intended to debilitate anyone wounded with it, not that the horrendous wounds already caused by splinter ammo wouldn't be enough. Maybe they're intended for soft targets lacking enough body armor to properly fragment the round?
Enough hard plate armor has been salvaged to outfit the remaining marine unit with a few left over for training the infantry on it. By now all of the infantry and many of the damage control team members are outfitted with what was the previous standard armor for Dominion Marines some 30 years ago.
5 suits of power cell armor have been recovered in various states of repair. 2 are intact coming from the forces that surrendered. One has some damage from your battle and subsequent execution of its owner. Two have severe damage from plasma weapons and need to be rebuilt back at the fleet.
Your own suit is damaged and will require 5 days of repairs. According to Ve'rod you might be able to turn in the modified pirate suit for a replacement and a tech bounty since he has never seen suits outfitted in such a manner. Alliance intel will probably want to know its full capabilities if other pirates in the region are using similar gear.
[ ] Turn in for replacement and bounty
[ ] Loan for testing, you want it back
[ ] You'll file your own reports on it in time
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You ask Ve'rod to get scans of the suit and thruster system.
"Is there any chance you can duplicate these thruster packs?"
"Myself? No. From what I can see they have a few drawbacks. Fuel limits, recharge time, draw on the main power cells. Given time I'm betting the Alliance R&D people can produce a better alternative."
All but one of your starfighters were shot down. The last pilot was able to keep enemy fighters away from ejected pilots and downed craft. 3 of the pilots who ejected had to use their survival capsule and out of those 2 are wounded. All are expected to make full recoveries but it might take some time.
The Alliance wishes to decorate the entire starfighter unit for their hard fought defense of the civilian settlement in the face of overwhelming odds. They're willing to deem the detonation of the one pirate ships sublight drive in the torpedo strike an accident as every precaution was taken.
For salvage rights the Alliance is claiming one of the crippled landing ships that were left behind. They're leaving a number of damaged or outdated vehicles and starfighters to you. 5 starfighters, 5 IFV's and a 3 Technicals. Alliance requisitions will provide full repairs for the damaged fighters and replacement for the 2 that were outright destroyed. You'll be getting paid a share of the ships and transport that were recovered.
The pirate ground forces were well equipped. One of the leaders that the other Alliance unit chased down had a suit of power armor. You would have had your work cut out for you if you'd deployed ground side. On the other hand the salvage payout might have been substantial.
A pair of your new starfighters are the SRL produced Z5W. A powerful interceptor carrying short barrel particle beams. These would be best used by your ace pilots and there are already requests for permission to be assigned to them. The Chief has assigned one to the only pilot not to get shot down. You'll have to be introduced to them later.
The commander of the air group has requested that steps be taken to begin outfitting the starfighters with basic stasis shields. This is expensive but far less so than the advanced shielding which costs as much as two fighters. With the basic shielding costing 50k you'd need to spend more than a million to outfit the entire wing.
It's an expense that will need to be discussed but the starfighter pilots want shields eventually. Another mission like this without some steps taken towards providing better gear might result in some insubordinate behaviour.
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The Stealth Raider is back aboard. They report that they were able to approach the pirate carrier when they launched additional corvettes and fighters. They had to cut in close to the engines to avoid detection. Not the safest thing to do when you're in a stealth craft. After that they only had minutes to land near an open bay and drop the team.
They made it safely aboard that much is certain.
The exit vector the pirates left along is different from those used by the last two ships to leave the system. It's headed into an area of Jem Leith that is still being surveyed. Like the majority of the dwarf galaxy unfortunately. The Alliance does have communications relays covering 80% of Jem Leith, so odds are good that when the tracking signal is sent it will be picked up.
"What if they're not within range when the trace program goes active?"
Hannah shrugs.
"Nothing happens. We're stuck waiting. Eventually that ship will cross into friendly territory and the Alliance fleet will have a clear shot at them."
Reza interjects.
"That's assuming Alliance intel doesn't wait to see if the ship will lead them to all of the pirate bases in this galaxy. That's the typical intelligence game. Don't give away we're tracking the ship so that it gives away its allies."
With the carrier infiltrated and that science ship you subverted earlier they should be able to build up a complete picture of the region in a short period of time. Or at least you hope so. Either way time is needed and it's only been a few short hours since they went aboard.
That carrier wasn't exactly small. They have to find a place to get the trace program into the com system, then find a ship in the vehicle bay that they can hijack. All without alerting the crew or triggering security systems on whatever corvette they try to steal. In theory they have everything needed to succeed. Putting it into practice may prove more difficult but they both volunteered.
With the Bertrand and its fighter wing under repair you're not going anywhere for the rest of the day. The fleet is combing the surrounding systems just to be thorough.
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"Why is this so much more difficult than I imagined?" Silver mutters, trying to take control of the corvette systems.
It has been many more hours than either hoped to spend on the pirate ship but after planting the trace program it's finally time to get out of here. Settling on a ship to take wasn't an easy matter. There were plenty to choose from, many of which Ninnik ruled out for one reason or another. The remainder aren't the best but they're everything that has a reasonable chance of being pilfered.
First up is an "Add-on" assault corvette. They're a strange class but this one has seen some of the later upgrades giving it a large bow mounted phasing array, letting it act as a larger than average pulse cannon. It also has a torpedo launcher and two spinal mounted phase cannons. It all adds up to a lot of firepower, at least on paper. These ships have a less than stellar reputation and there's no telling what all of the modifications have done to its staying power. How long can it fire all of those guns?
Its engine configuration leaves something to be desired as it doesn't use conventional high maneuver drives but simply relies on having more engine power.
The previously encountered Rex class doesn't have a torpedo launcher which is a major detriment when it comes to firepower. It still has 4 light pulse cannon turrets giving moderate firepower. The pair of Republic EM pulse weapons could disable starships for easier capture so that's a selling point.
The Rex makes use of older engine systems of the mark 3 and 5 assault corvettes, which are high maintenance. You shouldn't stay away from the fleet for longer than a week without preventive maintenance. The good news with this downside is the engineers know everything that can go wrong. No surprises to be found.
A Tarketta Prototype Assault Corvette has somehow found its way into the hands of these pirates. This one must have been stolen from some private collection because it has been fully finished out with Iratar armor. With a torpedo launcher, 4 light pulse cannon turrets and two light phase cannon turrets it has plenty of firepower. What it lacks are high maneuver drives typical of most modern corvettes. That might not be so bad against the Izuan who are still a relative unknown. Maybe it would be more valuable if sold?
The typical Hades class is still a common sight even today. They have a rugged and reliable space frame by the standards of Aries AMC when it was built and parts are still common. Two heavy pulse cannon arrays and a torpedo launcher are still considered a good level of firepower. It lacks any turrets forcing the ship to bring its forward guns to bear in any fight. This wasn't considered an issue given its high rate of turn. Upgrading it with a pair of turrets like the newer Hades D would likely require a costly rebuild.
>Cont
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Someone has refit a Dominion Early Type assault corvette with newer equipment. It has heavy pulse cannon arrays and high maneuver drives taken from a modern corvette. The drives especially should not be compatible but someone has clearly been using it. A torpedo launcher and two light phase cannon turrets are standard.
Like many early types it has exposed FTL drive plates, making them more efficient but are more vulnerable to damage. This ship could be really good or ready to fly apart at the seams.
Last is a typical Dominion mid-war assault corvette, mixing parts largely from the mark 3 and 5 which were largely compatible. It shares the same engine problems with the Rex, but these can largely be remedied by frequent maintenance. This ship has a pair of spinal mount heavy pulse cannons which are easier to maintain than arrays. It also has 4 light phase cannon turrets and a torpedo launcher. Firing all of the energy weapons on such a design typically taxes the power systems. Normally the turrets are used to engage at range and the pulse cannons reserved for decisive close range attacks.
The pulse cannons are modular and can be removed, replacing them with light turrets or arrays.
>What ship will the team try to steal?
[ ] Add-on
[ ] Rex
[ ] Tarketta
[ ] Hades
[ ] Early Type
[ ] Mark 3/5
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The next morning ship time there is still no sign of Ninnik and Silvar. No hits on the trace program either.
Engineers on the carrier have been working fast and the ship is already good as new. The fighters will take some more time to reassemble of course. A few are nothing but piles of junk. Some of the pilots are dead set on repairing their existing fighters rather than replacing them. It's going to be a few days until the rebuilds are completed even with carrier support.
With time to kill Reza suggests everyone concentrate on training. You were making progress you feel on the hacking.
From your actions defending the ship you have gained 1 free skill point to be assigned as you see fit. You have experienced passive skill gain in armed melee.
1) What category do you want to assign your skill point to?
2) Use downtime for training in hacking? Or another skill?
2A) Hacking
2B) Skill of your choice
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>>6377289
1) What category do you want to assign your skill point to?
>Armed Melee
It served us well as against some of the leading enemies, and we're looking for the mobile HQ of the same force. Also I want the Veteran Armed Melee skill asap aha
2) Use downtime for training in hacking? Or another skill?
>2A) Hacking
Nearly at Basic skill
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You're making progress in expanding your hacking skills. You feel like you're on the edge of a breakthrough but not quite. Eventually you're going to get your basic in hacking but not yet.
>1 skill point in hacking gained
After how close that fight was you have got to improve your skill in melee. During daily training you've been going up against Talaat and Reza with your HF-blade and knife. Getting used to drawing the knife in a hurry is something else to practice. Talaat is glad for an opponent to practice against that can keep up with him.
"You're getting better with your blade skills, I can tell."
"Thanks."
Still waiting around by the end of the day the Chief is debating getting rid of some salvage.
3 Technicals are under repair with the marines debating their utility for ground operations. Wheeled vehicles are less capable than repulsor vehicles which can ignore rough terrain. They are a potential means of transporting heavy weapons in the field. Even power cell armor can only do so much in that regard.
Cases worth of small arms have been rounded up. Some are leftover from the pirates, others are expected to have belonged to the colonists. Phase pistols are the most common and least useful. There are already enough pistols for the entire crew plus the marines and a future full infantry compliment. Maybe they could be stored for future use by the House?
The Chief is also proposing to immediately spend 300k on buying stasis shields for 6 of the fighters. That will at least be a start at equipping them and keep you at the 2 million checkpoint.
>1)Technicals
1A) Sell
1B) Keep
>2) 20 cases of phase pistols
2A) Sell for 160k
2B) Keep
>3) Starfighter basic shields x6
3A) Approve
3B) Buy more (Specify)
3C) Hold off for now
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>>6377343I knew I forgot something.
>4) Toxin ammo
The neurotoxin laced rounds for the pirates you recovered are probably a war crime charge waiting to happen. You could save them for special operations, or hand them over to the Alliance who will compensate you under one of their various programs to dispose of such weapons.
4A) Hand it over to the Alliance
4B) Save it for a rainy day
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With the decision to keep the Technicals some of the infantry have taken to driving them around the vehicle bay seemingly for the express purpose of leaving tire tracks. The Chief has the MP's inform them that they need to pay for racing tires with their own money.
The extra cases pistols are sold and most of the money goes into 3 additional stasis shields for the starfighters.
A few hours later a signal comes in. Ninnik has made contact with another Alliance ship elsewhere in the dwarf galaxy and they're assisting with securing prisoners. They successfully escaped from the pirates when the ship was taken out on a routine patrol. Securing the ship was touch and go for a bit, but Silvar was able to kill or incapacitate the few crew that were able to put up any resistance.
The two of them are ordered to meet up with this fleet rather than the Alliance main fleet. Once they arrive they're escorted in to the heavy carrier on station where the Rex class corvette is given a full inspection and its systems are searched through to look for potential pirate safe havens.
When Ninnik and Silvar return to the Bertrand they're given a heroes welcome by many of the off duty crew. They've captured a starship for the House! The Chief and Reza pin Hostile Acquisitions Medals on both of them.
Even if something were to happen to one of your ships it wouldn't be a total loss now. You've taken the first small steps to some day rebuilding House Meros. It's going to be 2 days for the Alliance to finish all of their checks on the ship to certify it for use.
>New regions unlocked!
>6. Boundless Verge
>7. The Wormhole
>8. Vigil Worlds
With the addition of an escort you have unlocked access to new regions of the Bright Tapestry Galaxy. It is still a time of upheaval for many of the Izuan star nations and conflicts are common. It's dangerous to go alone.
An escort will tend to deter many low end adversaries from attacking you, be they Faction or Izuan. Having a starship in orbit will add an additional element of threat during landing assaults. Your assets won't all be trapped at the bottom of a gravity well.
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>6. Boundless Verge
A less heavily settled region, it can be difficult for Izuan drives to travel into regions away from the galactic arms. Bordering The Core, The Homeworlds and the Prime Worlds, many Izuan civilizations are interested in securing the region. Difficulty in reaching many part of it is the only thing holding back a larger conflict for the area.
>7. The Wormhole
Home to relatively neutral Trader Clans, the wormhole region is the only means for the Izuan to reach the Strand Galaxy. Colonization efforts from many of the major Izuan powers have staked claims to the other galaxy. It's an area Faction FTL systems could travel to in a day but for the Izuan it's a simple impossibility without the wormhole. Heavily trafficked it's a good place to engage in trade. The Alliance is watching for smugglers that may try to sell Faction technology in the region.
>8. Vigil Worlds
Little is known about this region other than that most of it has been explored by the Izuan. Considered poorer than the galactic core most expansion focused that way, but there are still plenty of colonies present. Though experiencing less issues with uprisings, being a developed region the Alliance is urging expeditions to bring an escort.
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The Alliance taskforce occupying the system is preparing to depart. There are no active targets that they can get a solid bead on and will need to wait for more intelligence to be brought in before chasing the carrier. For now the heavier assets are rejoining the main fleet and taking the civilians to refugee centers. They'll likely end up on the worlds the Alliance has already established outposts on.
A survey team will be dispatched to evaluate this planet for future settlement but that could be weeks or months out. If other illegal settlements are found then it may be easier for the Alliance to simply secure it and sort out the people after.
"We've got pirates, smugglers, wildcat miners and illegal settlers," Hannah gripes. "All throwing a wrench into the Alliance's attempts to calm things down in this region. It's a big distraction from the Izuan who could become a major threat."
Alar speaks up.
"The settlers might be the worst. Aside from giving the pirates more targets they could be taken hostage by Izuan. Or worse arrested trying to "invade" planets claimed by the various Izuan governments."
"What if the settlers violate the Factions Treaty?" says Vayall. "The Izuan still aren't signatories to it. They could argue it doesn't apply to them."
Hannah shakes her head.
"The Izuan have signed a 'memorandum of understanding' with the Alliance regarding the Factions Treaty. The Izuan wont use nukes inside of atmosphere. Supposedly. It would be a huge diplomatic incident if the settlers did though. The Alliance would have to move in and arrest them ASAP regardless of the Izuan response."
"Why are they even out here?" Silvar asks.
Hannah calls up an intelligence report.
"Most are fleeing Terran worlds with oppressive legal systems that are violating the rights of the populace under the Confederacy charter. All while technically doing so within the bounds of the law."
>Your input on the refugee crisis?
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>>6377385
turns the region into a hotpot of trouble increasing our odds of gaining substantial resources. but can also mean the factions themselves might meddle personally cutting our deployment short. we might just also find willing colonists for our house. also is this an result of the recovering war economy or is this just terran business as usual?
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>>6377385
I don't know about the bigger picture but if we can funnel most them toward the same region, might be easier to contain. Also if we could some how keep the ones we help save in the same general area, might help us have a recruit base in the future.
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>>6377385
>"Most are fleeing Terran worlds with oppressive legal systems that are violating the rights of the populace under the Confederacy charter. All while technically doing so within the bounds of the law."
Wait, whats going on in Terran space? Why are they violating their own citizens rights? Did the war with the Neeran and the Dominion gaining SP Torps really do that big of a number on them that they're picking up the worst of the bad habits of the Dominion? Or is this more of a handful of planets case, where planetary governors are extending their powers to deal with extended crisis's?
>Pirates, smugglers, miners, colonists, and Izuan.
Only thing I am worried about is the Izuan gaining Factions FTL and spreading across the universe and heading towards Factions space. Of course that is an inevitability and the only thing the Alliance can really do is just delay and prep for the inevitable and hopefully make the Izuan Queens in power more amicable to working with the Alliance and by extension the Factions when they gain that FTL.
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"Whats going on in Terran space? Is this all a result of the recovering war economy or is this just terran business as usual?"
"Both." "Neither." Are Hannah and Reza's dissenting opinions.
The Chief gives Reza a side eye.
"The war time refugee crisis in Terran and Dominion space resulted in worlds being overwhelmed with people from front line colonies. Terran business practices and organised crime worsened the situation to the point where it's spilling over now."
Reza shakes his head.
"It's executive meddling in the economy of some worlds where they can get away with it. It happens in the Dominion too."
The two agree to disagree on the matter for now.
"If we could funnel them towards the same general region it might be easier to contain them."
You suggest.
"Maybe. Or it might result in them banding together to form their own polity," Vayall points out.
That might be better than them being run over by pirates or Izuan, and it would make them easier for the Alliance to locate. You'll have to see what options are available the next time you run into such a settlement.
Memorial services are held for the crew that were killed when the pirates boarded the ship. One technician and several members of damage control teams. The Marines only suffered wounded as each group that encountered a pirate officer had them dealt with in short order by those of you in power cell armor. It may not have felt like a short fight to you but in actual time spent is was actually quite brief.
The number of pirate officers who ended up killed when going up against you has resulted in the nickname "pirate killers" being floated around for the would be knights. Mind you one of those was killed by Reza but still. The details of your own kill hasn't really come up much. You disabled him just long enough to score a kill is the important part. Yeah. Definitely not an execution. Certainly no need to tell anybody that part.
Back at the fleet the modified pirate armor is shipped over to the flagship and handed to R&D. They're skeptical of the modifications until they see some combat footage. At the very least it will provide some upgrade options to teams that make heavy use of power cell armor. 5 newly added suits of power cell armor go in for refit to the House Meros configuration. That will take a few days to get everything in shape.
The pirates cleaver like HF-blade has been added to the wall of the officers lounge. With the notches you cut in it with your own weapon it would need plenty of repairs to be serviceable again. Maybe you'll get it fixed up, maybe it will stay up there. For now it's a good reminder.
>Cont
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You have time to kill until your escort ship is ready for action. There are missions taking place in the main galaxy in regions that shouldn't require an escort. Enough of your bombers have been repaired and returned to service that you still have torpedo support.
>Mission: Convoy Escort (Sentinel Worlds)
Start time: Immediate
Duration: 4 days
Payout: 200k
Act as an escort carrier for an Alliance convoy visiting successful diplomatic teams. 2 Alliance starfighter squadrons will be posted aboard your ship.
>Mission: Patrol (Sentinel Worlds)
Start time: Immediate
Duration: 3 days
Payout: 75k
Unidentified Faction ships have entered the Bright Tapestry galaxy. Perform a sweep for pirates, or other vessels that could act as a disruptive influence. Take steps to maintain positive relations with the local Queens of the Sentinel Worlds.
>Mission: Deploy Com Relay + Patrol (Traverse)
Start time: Immediate
Duration: 3 days
Payout: 100k + 75k
The Traverse is a region only lightly settled by the Izuan. Deploy a com relay and then begin patrolling the area within reach of it.
>Mission: Downtime
Duration: 2 days
You could also use the next few days as downtime for training while waiting for your gear and ships to be restored.
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Alliance Intelligence report to all forces in theater. A Pirate starship of approximately Heavy Carrier classification has been sighted in the region. Sightings are to be reported immediately. Information leading to its capture or destruction will be rewarded.
The ship and escort are known to employ long range jamming. Engagement should only be attempted in squadron size formations or larger.
Alliance teleport beacons are active in the Jem Leith region.
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The port side walker bay is loaded up with a deployable com relay. The first step should be relatively simple. Fly out into the relatively distantly space stars of the Traverse, deploy the package and once its confirmed to work patrol the region within com range. The total volume within range is too much to search yourself, but you can at least get it started. If anything goes wrong a distress signal will be easily picked up.
The jump into the Bright Tapestry Galaxy goes without incident as does the deployment of the probe. The Bertrand waits around for an hour as the Com relays goes through additional checks and scans. No distress signals detected within range. That's good news.
Silvar looks over the readout from the tests.
"It's too bad we can't bug the relay so that we get sent signals that we could exploit. Ships in distress that the Alliance might not respond to quickly enough. That sort of thing. Maybe find some smugglers in trouble that would be willing to pay us off with loot."
"Now now, we're supposed to arrest smugglers," Hannah reminds him. "We do have an observer aboard after all."
Roll 1d100 for patrol
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You carry out scans and deploy survey probes for the usual bounty. Things are quiet relatively on the first day of patrols, or it seems so.
Late in the day sensors picks up an FTL drive signature of another ship that seems to be shadowing you. Going back through previous scans it's been following you for several hours. The starfighters are soon readied and Marines put on alert. The Chief changes which system to jump into next in the hopes of luring them out. Fighters deploy as soon as you drop to sublight.
Nothing happens right away, but over the next two systems the contact jumps closer. Nin wishes he was at the controls of the corvette right now, but an argument can be made that the other ship wouldn't be getting this close if it saw two drive signatures.
When the mystery ship does drop out of FTL your fighters are ready to kill it if it makes the wrong move. It's an ugly thing that has a frigate body for a central hull with a pair of wings stretching out to either side merging into the hulls of what may have been attack corvettes. Did somebody try to make a scaled down Marauder using components from other ships?
Its shields are up but weapons aren't powered.
"We're being hailed," reports coms.
"Put it up."
The crew of the other ship claim their vessel was formerly operated by a pirate captain and officers. The crew has recently mutinied against the command staff and imprisoned them. They are seeking legitimate employment as mercenaries and are willing to hand over the former captain as a gesture of goodwill.
They do want to get paid however. They're requesting 250k in payment both for their services on an extended contract, and to hand over the rest of the command crew they arrested. You can collect bounties on them to offset that price.
The Alliance would want to debrief them of course but hiring on an escort ship is hardly unusual. Their regular pay would be covered by the Alliance but not the signing bonus they're looking for.
"What kind of ship is that?" you ask Nin.
"I think it's a modular attack cruiser. They're not very popular."
[ ] 250k for an attack cruiser? Sign them up
[ ] They have to be vetted by the Alliance first
[ ] Not interested, but you'll help them reach the Alliance
[ ] Tell them to surrender, you're taking them in
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>>6377478
>[ ] They have to be vetted by the Alliance first
my goodwill guess is they want us as a shield to be allowed to keep the ship and gain legitimacy and trust, my paranoia says they are out to stab us wherever whenever should we hire them.
ask them what the reason is they mutinied? also ask anyone what the laws says on pirate crews turning a new leaf? like are there incentives for a crew that mutinied against their criminal officer corps?
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>>6377495
>ask them what the reason is they mutinied?
Apparently the Captain took over the ship, promised everyone they would still get paid if they went pirate and proceeded to fly off into the middle of nowhere. They haven't been paid in 4 months and were barely getting paid before then.
As for crews abandoning their ways as pirates, the South Reach Mercenary Guild is fairly forgiving when it comes to regular crew from ships that have previously been pirates. Upper level people catch all of the blame and pay for it.
The Alliance is reasonably understanding with regular crew escaping from a life of piracy. This sort of situation with the ship would be unusual but not totally unheard of. Usually they dont like keeping such crews all on the same ship though. There is a risk of them going back to their old ways.
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Though not interested in hiring them personally, you'll help them reach the Alliance. Your Alliance observer can smooth things out and ensure they can be properly vetted back at the fleet and get employment as a certified mercenary.
They send over a shuttle, which is watched closely, carrying their former captain as a hostage/payment. You've gotten your hands on a rather notorious pirate that was previously assumed dead.
Hannah makes sure the other ship is positioned well ahead of the Bertrand as both vessels accelerate for the jump out. You're not catching a surprise attack in the engines from these guys if this is some sort of convoluted method of getting you to drop your guard.
Back at the fleet the former pirate ship is escorted in and the Alliance takes things from there. You just have to send the prisoner across for a bounty of 80k.
On your second day out things remain smooth. You encounter a Rovinar ship that has entered the area also on patrol. The two of you are able to share navigation databases and ensure you won't be covering the same areas twice.
I need a 3rd roll for your last day on patrol.
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The last day on patrol you pick up an odd signal. It may be Izuan in origin, appearing in deep space. As you close in on the contact it approaches a star system. Dropping out of FTL to investigate sensors pick up a pair of Izuan ships exchanging fire. They're both smaller than the Bertrand but one is carrying oversized weapon emplacements and is chasing the other.
Coms is able to raise the fleeing ship which is transmitting what you're now certain is a distress signal.
"We don't know who you are but we're being attacked by pirates. Save yourselves and flee. It will take the better part of a day for them to loot our cargo holds."
The pirate sends a signal soon after.
"I don't know who you are but our guns can make anything but a Man-of-war run in terror. Leave us to our catch, we dont share."
Their guns are quite impressive for coil weaponry. If it were the 2650's or earlier they might have posed a legitimate threat to your ship. Then the Dominion got pissed off with the Terrans constant use of mass drivers and developed shields resistant to those weapons.
[ ] Destroy the pirate ship
[ ] Cripple them for boarding
[ ] Drive them off to warn others
[ ] Write-in
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"Sounds like the perfect chance to salvage Izuan tech."
Most of the others not only agree but are already heading for the shuttles.
Reza requests you escort Ninnik aboard given your Power Cell Armor is still under repair. It's back to hard plate since the reserve suits are still back at the fleet.
This isn't a colonized system so the treaty with the Izuan regarding jumps in system doesn't apply. The Bertrand micro jump several AU dropping out within weapons range of the target and deploys fighters. Phase cannon turrets open fire hamming the shield of the pirate vessel.
The Pirate rolls and the coil gun turrets rotate to open fire on you. A number of smaller secondary weapons start throwing laser fire towards the starfighters. The fighters report that the lasers are powerful enough to be an actual threat, not like those typically used by shuttles for antipersonnel work. The new shields save one of the bomber pilots from taking a hit that might have scorched their armor.
For being a smaller ship its shields are quite tough. After a full minute of trading shots the pirate shields are finally weakening while yours are barely showing a blip. Some of the kinetic hits do cause damage but most deflect off the curvature of the shield taking only a glancing blow.
"They're going to need a lot more mass to damage shields like ours," says Nin.
The Chief orders the fighters to set their torpedoes for minimum yield and armor penetration before detonation. Just shy of exploding on the exterior of the hull. She wants to do as little damage as possible to the ship while knocking out its engines.
The moment the torpedoes launch the pirate ship immediately pulls a hard maneuver. They're less worried about shots on target than they are avoiding the incoming fire. The gravitational space time warping at the bow and stern of the ship used for propulsion can apparently also be used to deflect incoming fire. Some of the phase cannon shots are warped, being thrown out into open space, while the torpedoes end up being diverted.
Hannah orders more warheads launched. An overwhelming number this time. They must be planning to disarm some at the last minute if it looks like too many will get through. One strikes the aft gravity drive, two hit some of the main guns, while one catches the side of the forward drive. The rest of the torpedoes are diverted or rendered safe at the last moment.
The Bertrand pulls in close still rapid firing phase cannons. The forward gravity drive didn't fail completely and the ship is still maneuvering. You have to wonder if their shields work like yours. If you can get the relative velocity between them low enough the shields will intersect. Whatever the answer something fails on the enemy warship and its shields flicker.
>Cont
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Phase cannon fire rips apart the hull around the forward drive until internal explosions roil outwards. The drive goes offline. Weapons fire doesn't cease so your point defense guns open up, disabling a dozen laser cannons. Phase cannon fire cuts the power feeds to the larger coil guns.
With an opening gained the shuttles launch, docking to the cleared dorsal hull, or whatever the Izuan call the equivalent. Broadcasts for the crew to surrender goes out. Some of your suits play the same message, which gives away the position of your advancing troops but it cant be helped. The crew has to be made aware they can throw down their weapons and you'll merely take them prisoner.
The interior of the ship has that patterned resin like material you've seen before. Underlying structural elements still appear to have been constructed out of that Tritanium hybrid material but it has been covered over with resin anywhere that there might be traffic. Maybe they dont care for the feeling of bare metal? To be fair the high traffic areas on some Faction starships are covered in padding to prevent injuries when a ship is struck by fire. This might be something similar?
Silvar heads for the aft engine section, Kalnit for the bow. Everyone else spreads out pacifying the ship. Nin shows you the way to what should be the bridge. At least the location of the bridge on the other Izuan ship he'd been on. That was a freighter and a warship might have different priorities for placement. Either way its buried in the heart of the ship with a chamber attached aft that a queen could be housed in to keep an eye on things. Not unlike the Bridge/Ops arrangement of your own ship.
Talaat's team gets there first and he has a fight with a larger than average Izuan male. One wearing armor similar to but still distinct from the previously seen power armor. You provide some supporting fire but his team mostly has this. In the end the pirate captain is beheaded by Talaat using both of his swords to cleave through its neck from either side.
The systems doesn't appear to be keyed to the captain and Nin quickly takes control. Weapons are ordered to stand down, remaining engines cut. A broadcast is put out over the ships intercom telling the crew to stop resisting. That the captain is dead but they will not be harmed if they surrender. Whether they're tried for their crimes later isn't your department.
Vayall also reports that her team engaged a larger than average male. They had enough mass driver rifles to bring it down but she had to step in to draw its fire away from the marines.
"I may have to change my armor colour so that I stand out more."
The ship is soon reported secure. Some of the crew killed themselves to avoid capture. You're not sure what that was about. Using the com relay the Chief has reported your position and called for a salvage recovery ship.
>Cont 2/3
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The Izuan transport has halted farther in system. A lexicon and translation package is transmitted to them and you identify yourselves as being with the Alliance.
They're far enough from the main Izuan colonies that they dont have regular contact with them. As a result they've never heard of you. Cautious about the idea of a new species arriving in the region they nonetheless are willing to establish contact between their colony and the Alliance.
"You clearly have weaponry that surpasses ours. It might be best to attempt diplomacy now rather than wait. Our colony is independent but we have struggled with keeping it free of the influence of the queens of the greater arm. Perhaps it is time we looked for allies elsewhere."
They will wait in system for the next day or two conducting repairs if you wish to return with them to their colony.
The salvage ship arrives and recovers the pirate ship. You jump back to the fleet with them to ensure salvage rights are carried through and the crew handed over.
You get an intel bounty both on the ship, which is a new variant which hasn't been encountered before, but also the large males. These may be the hypothesized warrior caste. Intel is going to go over their physiological differences and wishes to study their armor as well.
They're offering a tech bounty of 86k each on the 2 suits of armor.
As for the ship it's the size of a frigate and the gravity drives are damaged. Enough is intact to study some of their theoretical operation. The Alliance is offering 2.3 million for your share. You'd also be getting a tech bounty on top of that which they're still calculating. This seems like they're lowballing its value but there are upsides to that estimate.
You could outright buy the Alliance's share of the wreck for the same amount. This would allow you to sell it to a Dominion House. It would cost basically all of your fleet money to do it but it's a possibility. You don't immediately have a buyer lined up so offloading it could take time. The engines aren't intact so it's not like you could fly it out to your Fence either.
>1) Warrior Armor
1A) Hang onto the armor, the Alliance can get scans
1B) Add Tech bounty to Fleet Finances
1C) Talaat and Vayall should get most of the bounty
>2) Izuan Pirate Ship
2A) Sell your share for cash (+2.3m)
2B) Sell it but you get to keep intact guns
2C) Buy out the wreck (-2.3m)
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>>6377778
>1C) Talaat and Vayall should get most of the bounty
such is the dominion
>2A) Sell your share for cash (+2.3m)
im enticed to sell it to Tho'ros or someone they think would like such tech, but reality is 2.3mil right now is a really fat bird as opposed to those 2 in the bush called clout with some bigger houses
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Talaat and Vayall should get most of the bounty, it's only fair as they did the heavy lifting. Some of the Marines will get bonuses as they helped poke some holes in the the Izuan.
As for the ship it's best to sell it and collect the money now. Adding it to your war chest helps you get that one step closer to some big ticket items.
Before returning to your patrol the refit docks report that the Rex class assault corvettes has been cleared for service. The pirates had some tracking programs of their own installed to broadcast its location if stolen. They are no doubt aware one of their ships are in Alliance hands rather than just taken by a pirate striking out on their own.
The Alliance are requesting that you change the paint scheme on the ship as soon as possible to prevent friendly fire incidents. If for whatever reason the IFF were to go down you'd be a target very quickly while carrying markings of the local pirate gang.
Basic Dominion corvette purple is available in quantity to the point of being free, as is a simple white used by many Alliance corvettes and frigates. You could pay a couple thousand and get the ship done up in the House colours.
Nin is split between something simple like Dominion or Alliance. He hasn't done anything noteworthy with the ship yet and thus doesn't think he's earned any sort of customization.
What is your suggestion for something to paint the ship? If you have any custom ideas post them. They could be used in a vote later.
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>>6377829
>What is your suggestion for something to paint the ship? If you have any custom ideas post them. They could be used in a vote later.
House Colors Primary, Dominion Colors Secondary, Alliance Colors tertiary. At least for now. When he feels more comfortable with it he can alter it as he likes.
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>>6377778
>1) Warrior Armor
>1C) Talaat and Vayall should get most of the bounty
>2) Izuan Pirate Ship
2A) Sell your share for cash (+2.3m)
2.3M+ for something we can actually maintain sounds okay. It's a frigate which means it'll be a significant project to overhaul ourselves to get up to a decent spec where it can keep pace with the Bertrand.
Now the pirate carrier on the other hand..
>>6377829
Purple, red and gold trim, like the power cell armour if I remember right
>>6372542
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>>6377841
The gold wasn't part of the House colours so it was removed once Joanna got her own armor. Kalnit still keeps using the gold.
House colours are Vermilion and mercury, but the mercury is usually simplified to silver since its hard to colour something with it otherwise.
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You tell Nin that if he's uncertain just get the Alliance White for free to start off with and the fleet can save up a bit of money for a House paint scheme or something once he's certain. It's enough to get the ship out and into space for the time being without a mistaken identity.
The Bertrand returns to continue its patrol but with an escort for the first time. It's a shame that the Rex hadn't been available before. It might have allowed you to capture the pirate ship intact. Oh well, pirates are bound to give you another opportunity in the future.
The Rex is carrying a skeleton crew from among the prize crews for its first few missions. Assault Corvettes normally carry a lot of automation so that they can be flown with only a crew of three. The chief engineer controls a fleet of internal maintenance drones while out on a mission. The Alliance has replaced the pirate drones with standard models and more of them but there are still questions as to how well this ship will function. The extra crew will keep an eye on things and evaluate the actual operation of the ship.
Jumping in you find the civilian freighter still present. They're pushing out of the system gravity well after completing repairs.
"We greet you slayers of pirates. Your space craft are strange to us. They appear to be torch ships layered with vast volumes of armor yet they move as swiftly as ships with common gravity drives. Our people will want to learn more of you. Did you travel to another system to dispose of the hostile vessel?"
Hannah explains you actually traveled outside of the plane of the galaxy to return to the Alliance fleet. A number of Izuan nations have sent representatives as part of contact missions. The missions to some Izuan nations have not all gone smoothly with some taken hostage by rebellious governments or powerful Queens.
"That is something we have come to expect. We are willing to risk contact with outsiders in the hopes of avoiding a similar fate."
You're sent navigation data including a route through some nearby systems. The freighter crew hope you'll be able to follow them. When they accelerate to FTL sensors are able to track them for a time as the space warping distorts reality around the ship. Once they reach actual FTL velocities it becomes difficult -though not impossible- to track them.
Sensors calls up the readings.
"We won't be able to track them when we're at FTL. Subspace distorts our readings of real space too much."
It's not like you cant overtake. A jump of a few seconds lands you in the next system waiting for them to arrive. The crew deploys a survey probe netting you another thousand Seni payout.
>Cont
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You continue to follow the Izuan ship through a number of systems deploying probes the whole time until you arrive in the "Innet" system. The habitable world is populated by a half billion Izuan by the looks of things. There are well established shipdocks in orbit capable of constructing ships the size of light cruisers. There must by 50 ships in system, half in orbit or docked, with the rest headed in or out of the gravity well. The station looks well defended. Even that pirate wouldn't have been crazy enough to attack this place.
The translation package is sent out and soon the local government greets you and welcomes you to engage in trade. Their immediate concern is if peaceful trade is a possibility with the Alliance and the Factions, as it is apparently the life blood of their local cluster. Coms are able to get readings from the station indicating they're in subspace communication with at least 6 other nearby systems. This place may be a local crossroads.
You can engage in trade to put them at ease, though Reza is going to have the Marines on standby in case these people turn out to be like some places contact teams have visited. You could provide with with a communications system capable of contacting the local com relay you deployed. They can establish relations with the Alliance at their own pace that way. Or you can offer to return with a dedicated contact mission with ambassadors.
[ ] Trade
[ ] Provide them with communications
[ ] Return with Ambassadors
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>>6377879
I would say lets go with all three, but if we had to choose.
>[ ] Trade
See if we can get some tech from them (I doubt we will). Or other minor things that they might want that we have that is not the medicine that allows them to breed. Let the Alliance open that can of worms.
>[ ] Return with Ambassadors
Once we get done trading we can grab some Ambassadors and hope to god they don't bring up immediately that medicine that allows them all to have kids. Since it seems every time the Izuan learn of it things go bad, rapidly. They don't have to hide it but try not to mention it?
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You're going to do some trading and general first contact positive relations. At first you're not sure if you have any trade goods but Hannah gets the department heads to do some thinking and pull reserve equipment and basic older tech you can show off. There's also all of the small arms taken from the Izuan pirate ship you just captured.
The Bertrand docks at the orbital station and a pressurized umbilical used for offloading cargo is extended to the vehicle bay. It's a bit awkward but it works and allows some cargo lifters, a pair of IFV's and some of the technicals loaded up with gear to simply drive over to the station.
An area is set up like an open air market with display stands showing off whatever trade goods the crew has managed to scrounge up. The Marines and infantry didn't like it but a good portion of the alcohol stockpile is carted out. They've been promised whatever sells will be replaced with interest. The same with everything else that the Izuan buy. This could be worth more than the money you make.
Holographics of various types are shown off, repulsor plates, communications and detection systems. One of the IFV's are used to show off repulsor vehicle movement and even drive a few people around.
Although reluctant at first to go near the stand with all of the salvaged weapons once they find out that these have been taken from pirates it quickly draws a crowd. They're all common Izuan weapons like those you saw on Auburn Vista so it's not like you dont have more.
Word soon spreads that your group killed an infamous pirate and before long people want to see proof. Holoprojectors are turned to showing off sensor footage of your battle with the pirate ship and suddenly there s a bidding war over a few of the weapons. In particular they want the rifle used by the Warrior captain.
You're not sure how much money you're making but it sounds like a lot. Hopefully in any future visit to this planet the Alliance diplomats will have set an exchange rate.
The pirate nonsense is still attracting crowds a few hours later. When people demand video of the boarding action Reza puts his foot down.
"No. We're not playing that in a crowded market. We have rules about showing stuff like that where they may be children."
The Commander of the station and the captains of a few other ships request to see the combat footage in private. The merchants set up a private viewing room and a holoprojector is brought in. They leave seeming rather subdued. Clearly they weren't expecting such a one sided fight. Some of your marines were injured, a few even needing stasis but none of them were killed.
The civilians still seem happy to have a bunch of pirate killers visiting and business remains steady as you run out of things to trade.
Asking about the walking tanks you've seen elsewhere they sound as though they're a common vehicle. Some have gravity drives installed allowing them to float much like your repulsor vehicles.
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>>6378249
do our stasis fields fit Izuan Physiology? id like to try to interest the local bigwigs in them. oh also maybe ask Talaat how interested he is in parting with his swords? considering their interest in the pirates weapon maybe they have even more interest in the weapons that ended said pirate?
Also id like to ask them some question about Izuan in general like, do their queens lay eggs? how old do the different Izuan get? are they organized in respect to which queen their progenitor is? do they keep to their own "hive"? do they mingle? how individual does a single Izuan get to be? what are their most popular sports?
Do they view themself as an independent government? how often do inter-planetary/system wars happen? is there a galaxy wide Izuan political body acting something like a peacekeeper/neutral mediator?
Are they interested in hiring mercenarys?
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Movies are selling well. The Chief sends and update to the crewman selling them to make sure the customers know what the word 'Fiction' means and that historical dramas are typically inaccurate.
One of the mess hall cooks is carting out samples along with medical scanners to check for toxicity on top of the guides that can be downloaded from the fleet. A dozen Izuan medical officers from just as many of the ships in dock are present. They're ensuring safety of their crews near the food stands on top of satisfying their own curiosity.
Stasis technology is something else attracting attention. There are various demonstrations with medical grade devices and food storage boxes. A stasis ejection capsule from one of the starfighters is brought out to show a reinforced structure resistant to damage.
Most typical Izuan don't mass that much more than a larger humanoid but because of their body plan have larger dimensions. A standard medical field won't be able to easily contain them. Some modifications will be necessary to make sure it consistently covers the head, torso and abdomen. You're not an expert so you cant say how difficult that will be. By the looks of things it could probably be done but the limbs would likely not fit.
>id like to try to interest the local bigwigs in them
A number of people from planet side have visited the station just to look them over.
"Your people can produce containment vessels to almost any shape able to be reinforced with these fields?"
"That's right. Storage cubicles, crew berths for extended missions, you name it. There are even big fuel tankers back home that use stasis reinforcement to carry metallic hydrogen or antimatter."
The locals are getting ideas.
>ask Talaat how interested he is in parting with his swords?
"Hell no. I've got this sweet dual wielding thing down, with the holoblade being virtually weightless it doesn't throw me off."
"Has anybody offered to buy them?"
"Five or six now?" he admits.
"What if you sold signed replicas?" says Alar.
Talaat considers. "We could do that."
"Hold on," says Silvar. "As in display only replicas or real HF and Holo blades? You know, the actually dangerous weapons somebody might be able to use against us or the Alliance in the future?"
On the one hand guaranteed sales, on the other weapons that are an actual threat to your armor being proliferated. Maybe that would not be a good idea? Then again this is a fairly remote territory for the time being. Maybe proliferation wont be an issue from this region?
Or maybe you should wait to see what the diplomats say about potentially selling weapons?
[ ] Use this to drum up HF/Holo blade sales
[ ] Sell signed display only replicas
[ ] Just use it to sell Training holoblades
[ ] All of the above
[ ] Hold off for the diplomats say so
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>>6378249
I am curious to see if we can get either data on their gravity drive or a functional gravity drive or a fixer upper gravity drive. If we can fit one in the Bertrand. Though I get the feeling they would ask for data on our own which I am positive is a no.
>>6378400
>[ ] Sell signed display only replicas
Money
>[ ] Hold off for the diplomats say so
I want to avoid spreading tech out to the Izuan. But if the diplomats clear it then it would be nice to know for the future.
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>>6378400
>[ ] Use this to drum up HF/Holo blade sales
>[ ] Sell signed display only replicas
>[ ] Just use it to sell Training holoblades
>[ ] All of the above
the diplomats can sort it our later, time to get some brownie points
can find out who got a lot of sway around here and network a little?
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You strike up a conversation with one of the medical officers near the food stands. You have questions, they have similar ones about Faction species that you answer.
>do their queens lay eggs?
Izuan do lay eggs which then go through a larval stage.
>how old do the different Izuan get?
Workers can live as much as 100 years, sometimes longer. Poor environment of some worlds will usually shorten life spans. Queens typically live up to 150 years if they're not assassinated.
>are they organized in respect to which queen their progenitor is?
Frequently but the local cluster has been trying to find ways of preventing queens from being the ones in charge. A result of them having settled this region to escape the power struggles of the galactic arm.
>do they keep to their own "hive"? do they mingle?
Most Izuan societies mingle creating a larger civilization, though queens will try to get their children to control key areas of a colony to expand their influence. It sounds like the locals are even more intermingled than most.
>how individual does a single Izuan get to be?
Some are very individual, full on anarchists exist and can be a real headache for some queens. People like that tend to be targets of assassinations.
>what are their most popular sports?
There are various contests of an individuals physical prowess. Running, carrying weights, that sort of thing. There are few team sports aside from queen's ball where a team tries to gain control of a ball and carry it into the opponents goal. Often this will devolve into a general melee for control of the ball. Injuries are common.
>Do they view themself as an independent government?
Very. They're far from the frequent wars of the galactic core and largely avoid contact with the arm in general. It can take months for traders to reach them. Because of this they are largely ignored.
>how often do inter-planetary/system wars happen?
The Core, Homeworlds and Prime Worlds always have some low lying conflict going on. Their queens are always trying to one up the others. The locals consider the queens of the core to be ruthless and without mercy.
>is there a galaxy wide Izuan political body acting something like a peacekeeper/neutral mediator?
Unfortunately the people of Innet are too out of touch to be aware of any such organisation if it exists.
>Are they interested in hiring mercenarys?
Not at this time. In their region mercenaries are often just the first stage of a would be pirate. Those that have abandoned -or been abandoned by- their queen striking out on their own. They've seen their share of pirates and more than one has tried to strike up a protection racket claiming to be mercenaries.
"It sounds like you need a Mercenary Guild that can act as a regulatory body," you suggest.
"Such things may exist in the core. Colonies in the Traverse are often far apart and lacking infrastructure to support private war ships or fighting forces."
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They're understandably reluctant to sell gravity drives. The only ones that could fit aboard your ship are military grade ones and they're definitely not selling those. Maybe in the future once regular diplomatic relations are established.
They are of course interested in your FTL which is a no go. Repulsors however are common enough that some samples of those are sold. An example of what they can get from regular trade.
One of the engineers think another potential trade good in the future could be capacitor banks. Those used by the Factions are more capable but civilian ones are only marginally so. The ones on the Bertrand are the current military grade, almost double the capacity for the same size. It's something that could show up as contraband for smugglers.
With most of your trade goods sold and plans made to come back to sell collectors items among other things, you pack up and depart. It takes a few hours to complete the burn out of the system before jump, but soon you're headed bak to the fleet.
After sending in your report you're asked not to depart on any missions for a day while diplomatic teams go over your report in detail. You do have time to visit your Fence which is good because he's sitting on a supply of SP Torpedoes for you.
Confirm trade of 30 high yield SP Torpedoes for 60 lower yield ones?
>Y/N?
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>>6378479
>Confirm trade of 30 high yield SP Torpedoes for 60 lower yield ones?
Since the Terran ones were meant to overpower and destroy Neeran ships with little care for remains? Yeah, lower yield Dominion or Republic SP Torps would be nice for salvaging purposes.