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For House & Dominion: Crucible (13)

http://houseanddominion.wikia.com/wiki/House_%26_Dominion_Complete_Archive
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Dominion+quest

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You are Sonia Reynard, Viscount of Rioja and a member of House Jerik-Dremine!

Your mission to find and secure the Crucible has been a partial success. You were able to escape the ancient builder shipyard with invaluable information and equipment. Even a ship with a wormhole generator and singularity reactor. It hasn't been without cost but things could have been far worse.

Meddling by the Neeran Empire led to the collapse of the energy field that kept the shipyard out of phase with real space. Efforts by your allies only barely managed to save the rest of Threochts planet's interior and the millions of Rekesh civilians therein.

After this crisis you and your allies were forced to deal with a Neeran Wraith class cloaked super heavy and an attempt to capture the system by an Ulgean fleet. With both of your own Supers off chasing the Wraith the attack wings and a few medium cruisers had to deal with 4 Ulgean super carriers and their escorts on their own. Both sides racked up heavy damage but the Ulgean were eventually driven off with the loss of two super carriers.

With the threats dealt with you've returned to the J-D fleet. More artifacts and data modules are being shipped back to the Dominion for safe keeping and long term research. An Alliance salvage ship has recovered the Wraith that your fast Supers managed to chase down and cripple. That alone should help to pay off some of your expedition costs.

Inside Threochts planet the scientists and Sphere Caretakers are working on repairs to the builder ship. They're also aiding the Krath with their efforts to secure and evacuate their distant kin. Clearing the proto-Krath is still going to take a very long time. Several years at least just to take care of the most obvious populations, then probably a decade of mop-up actions in and around Rekesh inhabited regions.

With the Ulgean in no hurry to resume aggression in the region and the Neeran now being driven back deeper into their territory it seems things will be quiet for the remainder of your deployment here.
>>
>>3910149
For House and Dominion! Nothing more can go wrong edition!
>>
The first Hex class attack cruisers have begun to enter service with your fleet, being hastily assembled to replace losses. Your engineers are a bit inexperienced with the class and intend to rotate the first few squadrons back for refits once they have the bugs worked out.

Word from House space has reached you regarding particulars of changes enforced on the new Count by the returning Barons. It's mostly restricted to allowing them more input on the passing or repealing of new laws and edicts by the Count, though in theory he could still force things through without them. They have been acting cautiously when it comes to any modifications of deals that might set off new protests. The lawyers and merchants associations remain a powerful political block within the Progressive Reformer and Egalitarian Coalition.

Knights and Nobles from the returned fleets haven't brought the sort of one sided political viewpoint many expected. Quite a few of the younger generation were influenced by events on Surakeh and wanted reforms. Of course few of those wanted the death of the Count to secure those changes. It has created a complicated environment for political discussion.

Things remain turbulent on Dreminth and Torun. Issues in the former Erid territories also persist, though there is little chance of a large scale uprising there for the moment. Baron Xisoth is uncertain if he will be deploying in the third invasion wave as planned. His presence seems to keep things stable in a way only your previous Count could manage.

Archivald is looking at preparing a J-D composite force instead. If this happens the assembly point will be closer to the front. Possibly where your fleet is currently based since Forbearance would need to be handed off to them anyways.
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>>3910149

For House and Dominion! In before more surprise events also known as surprise Empire Neeran offensive!
>>
News has leaked to the media that the ACS yards operated primarily by Iratar have reached their maximum theoretical output. What those numbers are isn't clear but the yards are consuming resource stockpiles faster than can be replenished. Crewing the new Supers is requiring more and more of the Factions experienced manpower and clone output. The war needs to be won soon before the impending bottleneck adversely affects Faction industry.

Emperor Ber'helum has requested that Houses take steps to prevent inflation of materials prices. Other Factions are trying to do the same.

RSS has completed primary salvage operations of the locations you recovered years ago. (Partly because of competition nicking a few sites.) Super Heavy wreckage has been moved back to Surakeh or other House strongholds where they're being held for transfer to the yards at DRH1.

The Forbearance yards are already being kept busy, not just because of the salvage sent their way either. A Ruling House directed development team has been working out upgrades for Dominion Supers. Crews that have spent time aboard Alliance ships are drawing from experience to find ways of improving the DECS. While undoubtedly good for the Dominion and the yard output, some in the House are worried by how many engineers from other Houses are present.

Avun remains confident that J-D personnel could hold the defense platforms and garrison until reinforcements could arrive if any of the guests tried to take the yard for themselves. If it were the Ruling House attempting such a takerover the defense might be for naught. The could easily overwhelm the Run's defenses before your allies could muster a powerful enough response.

The fact that they didn't nationalize Alex's experimental shipyard during the J-D coup is proof enough for you that the Emperor can be trusted. Others see Ber'helum's warning at the time as more of a threat. They want certain infrastructure in the House prepared with demolitions for use as a means of self destruct if anyone tries to capture them. Mostly the big shipyards. There is considerable opposition to this. Captured yards can be retaken after all. Even it that might take a very long time.

Despite this arguments persist. J-D has a great deal of valuable tech and important facilities the current Ruling House has invested in heavily. Future Emperors may feel it safer to have those assets under their direct control.

>Do you have any input on this you'd like to express to the Count?
>>
Just going to sleep, but have a great one all!
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>>3910149
FOR HOUSE AND DOMINION
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>>3910244
>. There is considerable opposition to this. Captured yards can be retaken after all. Even it that might take a very long time.
Just agree to everything, I can just print you new stuff with my magic ancient alien beam if we actually need it.
That's understandable. Request the ruling house put the monetary value of the facilities they want prepped in escrow? If a facility is destroyed, they'll have to repay the house for the loss.
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>>3910244
Maybe it's time to build a less than public stockpile?

JD black reserve forces.
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>>3910244
Sell the yard to a company that is 51% controlled by JD and let other Run members buy into it? That way if they try to take it, they're depriving the Run as well.
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>>3910244

>Do you have any input on this you'd like to express to the Count?

Emperor Ber’helum can be trusted not to try and nationalize or take over our yards. And if nobles are concerned about future Emperors trying to do so. Then maybe those nobles should try to prove to be of use to the Ruling House? Rather then just relying on the good will we (Sonia) have built with the Emperor over out career to maintain J-D’s standing with the Ruling House. Of course, I understand the idea of doing actual work and proving ones worth without devolving to politicks is hard for most nobles.

So, if the Count wants to assuage some of the noble’s fears. And, at the same time kick at some of the upstarts and weaken them. Suggest he petition or talk to the Emperor about getting an agreement with/ from the Emperor. That the Ruling House won’t take over J-D holdings. Like Alex’s yards, without really good cause, like J-D collapsing or having its own internal civil war. Or maybe even an agreement that J-D could start paying back some of that investment, though I do not think anyone would approve of this idea. If the nobles are that worried, they could start paying back the investment put into them. Raise their value by showing they can pay back what was put into them.

So either have the nobles prove their worth to the Ruling House and the Emperor to make any future Emperors see J-D as reliable and not as a possible source of quick influx of resources and yards or such. Or just have the Ruling House make an agreement of some sort.

Just a suggestion.
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>>3910265
>Request the ruling house put the monetary value of the facilities they want prepped in escrow?
The Ruling House dont want them at this time. It is politically convenient to keep assets in the hands of allies they've helped to strengthen. Either for use as buffer states, or to convince others of the benefits of allying with them.

Paranoid members of House Jerik-Dremine think they may want those back in the future. And when someone owns 40% or more of a shipyard it wouldn't take much to push for a controlling share. That's more of less how Sonia got the armor company and Rioja. Basically if you wanted them to invest even more money (in this case into escrow) you'd be inviting the Ruling House to simply buy out a controlling share of the yards.

Which would solve the problem I guess?
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>>3910268
>JD black reserve forces.
Establish a unit with crews in stasis intended to recapture or destroy shipyards if they're taken from you?
Or a hidden high tech yard?

>>3910288
This suggestion can be made to the Count.

>>3910294
>Agreements with RH
>idea of doing actual work [...] is hard for most nobles
So could these.
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>>3910244
>>Do you have any input on this you'd like to express to the Count?

Limit the availability of publicly available shares in the yard? Or investment for that matter. Will probably slow growth and annoy some people but seems to be the direct approach.

See if we can get the RH to sign an agreement that they will not be trying to take the yard from us by nationalise it.

Have a bit of faith in Ber'helum that they wont try to steal from their own allies?

Build additional defenses around it to show everyone how safe and secure the yard is and no one should try to take it, not that they could.
>>
You send a brief message to the young Count Jerik with some suggestions. Selling shares in the yard to members of the Run Alliance for one. Meanwhile asking for an agreement with the Ruling House respecting future J-D operation of the yards might be a bit blunt but couldn't hurt as long as it's done right. Caius finds your suggestion that the more paranoid nobles find ways to make the House useful to the Emperor to be amusing.

You hold off on ideas for a new black ops reserve force for the moment until you can present it in person. There is a risk other Houses might intercept or decrypt this call in the future and you'd rather not make it easier for them to find out.

Another week passes without any major changes in the area. The Rekesh are rebuilding their forces following losses fighting the Ulgean fleet. They're also constructing siege weapon turrets to be fitted to the pair of supers when they're finished being refit. Things are quiet until Alliance ships begin to appear.

Anticipating your fleet's future departure from the region, the Alliance is deploying large numbers of training units to the Yang galaxy. Corvette wings, patrol craft, medium escorts and older AEXS series vessels have begun to arrive. These will take over for the smaller numbers of newer front line warships. Although second line units they should be able to deal with anything the Ulgean attempt. Especially in light of their recent losses at Threochts planet. Intel believes the Ulgean are shifting resources elsewhere to take advantage of Alliance offensives, either ongoing or those being prepared.

Rotation of personnel from the forward fleets has also started. The J-D units at home will probably mobilize in the next few weeks.

From what you saw at the planning for the 3rd stage this will probably be a lightning assault on the core of the Empire. You dont know the particulars of course. From what little you're seeing the Alliance will need massive numbers of ships. Especially if the Empire has been able to withdraw from the outer sections of their space in any serious number.

Will you be transferring any ships or personnel to the J-D composite fleet for the next large scale offensive? Or will you consider keeping your fleet in reserve should the offensive begin to bog down? It wouldn't be unreasonable to stay out off the remaining fighting entirely. After all, you had a special assignment. If anything happens the Emperor may still need you to hold down this galaxy.

NOTE: This choice will determine your involvement in the later stages of the war.

1) Send ships to reinforce J-D fleet?
1A) YES - We can spare some ships
1B) NO - Keep the Rioja fleet together

2) What will your fleet be doing in the meantime?
2A) Wait in reserve
2B) Camping the facility until it's time to go home
>>
And I fucked up the formatting.
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>>3910438
1B) NO - Keep the Rioja fleet together
2B) Camping the facility until it's time to go home
We have our mission and ensuring this facilty stays secure and in Dominion hands is far more important any ships of ours helping out in a offensive that probably involves like.... at lest 100 000 ships. No. We have our objective. We hold it to ensure there are no further fuckups and no one trying to take it or the Builder ship from us.

Remain, secure, fortify and wait.
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>>3910438
>1A) YES - We can spare some ships
We have managed to pick up a few specialist ships the J-D fleet usually lacks. The Neeran ECM focused medium cruiser seems like something that could prove more useful supporting our fleet instead of garrison duty in this area.

>>3910438
>2A) Wait in reserve
Sonia is pretty good at supporting an ongoing offensive. Or at least she's much better at it than leading one.
I think we have a large Dominion fleet in the area by now, and Sonia can't really make a difference here at this point.
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>>3910438
>1) Send ships to reinforce J-D fleet?
>1A) YES - We can spare some ships

We could send a small number. If we have the manpower to spare and the volunteers willing to stay deployed longer. To give the next J-D force some veterans from our offensive. Who can supply them with some experience from what we faced. Also allow our units to gain some training and experience from other J-D forces. In the off chance we have to face them in battle in the distant future, hopefully.

> 2) What will your fleet be doing in the meantime?
> 2B) Camping the facility until it's time to go home

I don’t know if we’re going to find anything new there. I’d still like to at least get one more check in with our super special soldiers we were making. See what their status is. What’s going on with the Tower Rekesh and if we can smooth anything over, what with their world almost being ruined thanks to ass hole Empire Neeran.

Also, slight paranoia someone is going to try and take all our goodies out from under us if we so much as look away for a minute.

Speaking of our Super Soldiers with Caretaker upgrades. Any progress on making them resistant to that jamming device? Because if there isn’t any progress, having those upgrades may be a sever determent to these soldiers future use.
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>>3910438
>1A) YES - We can spare some ships
>2A) Wait in reserve

Ready the builder ship for rapid exit, should the worst happen?
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>>3910438
Could we send a Rekesh auxiliary unit along? They've kinda sucked in straight fights so far but seem really capable when it comes to counter intel and covert stuff.
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>>3910520
>Could we send a Rekesh auxiliary unit along?
It would seem that they would be up for it so yes.
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What's the news on the Neeran city ship we dialed? Are the powers going to respect our (admittedly tentative) claim?
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>>3910438
>>3910507

If we need to break a tie to continue. I can switch to 2A.
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>>3910601
The Caretaker city ship that is trapped in a section of the dyson sphere's north pole and hasn't been moved in a couple thousand years? That city ship?
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>>3910647
Well, it was worth a try.
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It seems you'll be able to spare some ships to help reinforce the J-D fleet. While the overall number of volunteers is fairly low there are more than enough to create a dedicated unit. Those offering to step up are largely those who hope to make a bit more money or another promotion in the process.

Phas Rah'ne and Lyas Cinayk both volunteer to command the group. It seems that they've taken Hera's temporary appointment to Rioja fleet commander as a challenge. Lyas jumping in is a bit of a surprise but they've probably realised that this might be the last chance to make a name in the Neeran conflict if you're all lucky.

They've too valuable to the overall operation of your fleet to send both. One will have to remain behind. Whoever goes will likely have a chance to compete with Hera for the position of next Knight Commander the House promotes. A valuable post and the only way to become a Baron.

Maybourne helpfully reminds you that the Rah'ne family have powerful connections in the House among the Dro'all population. Old money with strong ties to the Conservator political faction.

Lyas on the other hand is the highest ranking Kavarian in the House military. Kavarians are a minority in the House but a visible one, being much more numerous in the South Reach territories. Supporting their further promotion could have a significant impact on military recruitment.

Who will you send?
[ ] Phas Rah'ne
[ ] Lyas Cinayk
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>>3910711
>[ ] Phas Rah'ne
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>>3910711

If Lyas were to become a Baron, would that make J-D the first house to make a Kavarian a Baron? Also, what is the general acceptance of the Dominion to the idea of a Kavarian Baron?

I also get the feeling that this next push is not going to be the end of this offensive. Things are progressing to smoothly. The Empire Neeran have got to be planning something, something that will necessitate us having to redeploy or sending one of them in command of our fleet out to the front again.

What are the chances the Empire Neeran have managed to tap into that wormhole generator in the South Reach? That they sold off to the Pirates claiming it lead to Empire Neeran territory? Maybe they've decided to finally reopen/ reuse that gate for a massive invastion force into South Reach territory? I highly doubt it but it could be possible. This whole invasion has just been going to well for us (Sonia and the Factions Alliance). Something's bound to happen to cause a snag in all this planning.
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>>3910740
>would that make J-D the first house to make a Kavarian a Baron?
The first one in your House's history to be sure. It's possible there may be other Kavarians acting in a similar capacity inside the Dominion atm but they would have gotten there by defecting from the Warlords. So no real Barons.

There were many attempts to before the Faction Wars- especially by the Ruling House/Kharbos- to promote loyal Kavarian officers to similar ranks but they rarely lasted long. They became targets of both Dominion nobles and Iratar backed rebels. Or the however many other Kavarian rebel movements.
https://www.youtube.com/watch?v=WboggjN_G-4

The majority of such Barons assassinations were blamed on Iratar but just how many of those actually were are questionable.

TL;DR: Not the first but probably the only.

>Also, what is the general acceptance of the Dominion to the idea of a Kavarian Baron?
Things are different now. Most dont really give a damn these days or are far less concerned about such things. Some Houses do of course but the have more important things to worry about now.
House Nirium tried to court the more conservatively aligned House who wouldn't like newly joined species becoming nobles and Barons. Because of this your House was asked to try to do less of that when possible after Lyas was Knighted. After Ber'helum came to power the Emperor's response was for other Houses to mind their own business about who was knighted. He certainly wasn't going to interfere with their internal affairs.

>wormhole generator in the South Reach
It was disassembled and moved to another location. Its technology and components were used to produce the Alliance's gate facility located in NAV REP 1.

>claiming it lead to Empire Neeran territory?
They claimed it could project a wormhole to Watcher space.

The Empire has several gate facilities, one of which was used to help supply their forces in Shallan space. The Rovinar destroyed the matching Shallan gate and it was never rebuilt. You are aware of Alliance plans to capture some of these gates to help shorten supply lines.
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>>3910725
Expanding on why I chose this as I feel it needs to be said we went through a Civil war where we ended up on the Conservator side since we didn't agree with a violent coup.
>>
With the vote switch earlier it looks like your fleet will be waiting in reserve. There wont be any rush to relocate just yet but when the next stage offensive begins you'll need to be ready to depart quickly if called on.

Still waiting on the unit commander with 1 vote cast so far.
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>>3910711
>>3910823

The House could always use more troops and if Lyas could be in the running. That would help the house military. But if things are going to go smoothly, then having Phas be in the running will be good for us and strengthening the Conservative party in the House. Thus kicking the upstarts in the crotch.

>[ ] Phas Rah'ne

Can't use the old seniority excuse. They're both of similar experience by now. Apologize to Lyas, and tell Phas to expect the Empire Neeran to come out with something to slow down the offensive.
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>>3910438
>1A
>2B
>>3910711
>[ ] Phas Rah'ne
>>
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Looks like Phas Rah'ne is going to be sent. You make sure to warn her that the Neeran aren't going to just roll over when the Alliance takes a swing at their capital. Whatever surprise they intend to throw she should try to be ready to roll with it.

Towards that end you suggest asking the defectors for some support. Trelta Gun and Viqano Dyer proved to be extremely useful with their Medium cruiser sized "Cordate" ECM ships. They pair had also figured out a few additions to improve the firepower of their ships. Unfortunately you weren't able to get hold of the upgraded weapons the Neeran had developed for the class. The Empire removed all of the guns from the local stockpiles during their retreat.

Neither Shallan are thrilled with the idea of going into another combat zone now that this galaxy is secure. If either of their ships or crews were to be captured they'd be executed for desertion. Fortunately they are willing to help show a rookie crew a few tricks to give them a chance. You did capture a third standard Cordate class and it's now fully operational. The crew wont be as good as either of the veterans but it's a start.

Did you want to give Phas the ship for their unit, or not risk a potentially valuable asset with an inexperienced crew?

[ ] Give her the ship
[ ] Keep it with your main fleet
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>>3910965

>[ ] Give her the ship

Best way to work out the things that are wrong with it is on the field. Just make sure to put the thing through a stress test before shipping off with it. May even be a good idea to have Phas perform a test with the Baron they're going to deploy with, so that the Baron is also aware of the ships limits and what it is capable of when they deploy.
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>>3910965
>[ ] Give her the ship
She's experienced enough to know when she can afford to deploy an inexperienced crew, hopefully.
>>
The ship and trainee crew and trainee crew are handed over and Phas immediately sets about conducting drills and practice maneuvers. With a few weeks to prepare she should at least be able to find out what they're capable of before deploying.

While you've been busy the crew of the Builder ship have been constructing walls and holding areas around the interior north pole of Threochts planet. The Caretakers have been making sure that the conversion beam systems aren't being overtaxed by their use. With the north pole facility now isolated in a smaller pocket the Krath have been able to clear it and install atmospheric containment systems.

Science teams investigating the site have been keeping in mind it was once used to unleash enough subspace radiation to kill all of the Leviathans whose corpses now litter the pole. With the help of Af Ied they confirm that the transit chamber leading to the surface has been sealed. Once some additional reinforcement is put in place to make sure no one accidentally reopens it again, it's determined that the local power systems can be repurposed.

"How much power are we talking about here?"
"Nowhere near as much as the singularity reactor but still quite a bit. As long as the ship is present to help with construction Af Ied thinks the site could be used as the center of a city." Tu Quedis explains.

You're initially rather incredulous about the idea.
"A city? Really? It's surrounded by nothing but blight scales for hundreds of kilometers."

"For now but that will change eventually. The engineers can also gain experience working with the conversion beams to construct increasingly complex structures, objects, even technology. The beam database was nearly empty after all, with the exception of base materials and the teleport option."

>Anyone for or against this?
>Ideas for things to build in this city?
>>
Stopping here for the night as I have work in the morning. I'll resume for a bit tomorrow night and am planning to run through the day Saturday.
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>>3911149

>Anyone for or against this?

I am all for this idea. As it can tie in nicely to our agreement with the Rekesh Government. And we can keep in contact with the Tower Rekesh, as much as I am sure they are thrilled to know.

>Ideas for things to build in this city?
Matter Syphon firstly
Builder Pad second.
Teleport system to connect the North Pole to the rest of the Facility.
Gate/ Wormhole research facility to study the gate system here. And determine the feasibility of building our own Gate/ Wormhole Hub Network to link all the factions major holdings.
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>>3910965
>Looks like Phas Rah'ne is going to be sent.
I think we should find something else for Lyas. The guy has been doing an incredible job, and I feel like we should find a way to show our appreciation.

>>3911149
>Anyone for or against this?
Seems like a decent idea to test the conversion beams and create something useful in the process.

>Ideas for things to build in this city?
An emergency vault for the local population in case something happens to the installation. With the kind subspace trickery available in addition to builder material and faction stasis tech, maybe somebody will be able to come up with an ingenious way to store a couple million people without requring a huge building.
A transport network using builder teleportation tech.
A subspace listening array, if that's feasible.
A clinic for the locals?
I'm sure Af Ied's grandfather has some good and questionable ideas.

>The engineers can also gain experience working with the conversion beams
Can the conversion beam or builder medical system create proper food? One of their devices managed to print a body for the ancient technician, so a steak or a loaf of bread shouldn't be too far off, right?
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>>3911149
>Anyone for or against this?
>Ideas for things to build in this city?

I am for it and have some ideas. We could use it as a testbed for all our newly aquired tech. Build up a research, and eventually production, center for once we can make more Matter Siphons and Building Pads. Housing for the large amount of crew we will staff it with. Holding area and quarteres for the Krath to make their work here easier by giving them a proper processing facility.

Some sort of high speed rail or the like that can transport people to it from the Gate area. Or perhaps even better. Make new gates in a secured area built specifically for it that will ease the logistics for us. So we can take in multiple loads of crew and supplies.
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>>3911149
>With a few weeks to prepare she should at least be able to find out what they're capable of before deploying.
Just saying, Sonia still has something around 11 billion in the bank. Making part of that available for last minute upgrades and purchases for the J-D fleet participating in the next stage of the invasion might prove more useful than collecting interest on it.
What's the price of a Moradin class heavy?
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>>3911149
>Ideas for things to build in this city?
Weather control tower
Open core reactor for proper lighting
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>>3911152
With the push into Neeran core territories starting in the foreseeable future, maybe now would be the right time to allow alliance scientists to have a look at the builder teleportation systems?
Losses are going to be enormous no matter what, but this way we might be able to prevent some unfortunate deaths from teleporter shock or capsules getting lost.
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>>3911149
Specialised facility for genetic modifications and medical testing?
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>>3911716
>Just saying, Sonia still has something around 11 billion in the bank.
I dont remember when I last checked the available funds. There has probably been a few expenditures not added to it. Like hiring mercenaries so they'd switch to your side. Also the replacement warships, those aren't cheap. Getting another Nocturn is going to cost you about a billion on its own when one is available.

>What's the price of a Moradin class heavy?
1.8 Billion is a rough estimate? I'd have to locate the file where I was calculating the heavy carrier prices to be sure.

>>3911909
As per the previous agreements it can be sent to the Alliance via the caretakers to avoid having more people aware of the Krath situation.
>>
I've tried to group together similar suggestions regardless of who posted them.

>Teleport system to connect the North Pole to the rest of the Facility
>A transport network using builder teleportation tech.
This is probably the easiest since those in the tower already build drones with deployable systems to do this.
>Make new gates in a secured area built specifically for it that will ease the logistics for us. So we can take in multiple loads of crew and supplies.
Could work. Maybe having gates dedicated to moving people and equipment in one direction, and another for moving others back.

>high speed rail or the like that can transport people to it from the Gate area.
This could help alleviate strain on the interior gate network as traffic increases.

>Gate/ Wormhole research facility to study the gate system here.
Probably best built at the old east gate to make use of the remaining infrastructure there. Even if parts of it has already been used to modify the west gate.

>Builder Pad
>Matter Syphon
These are advanced tech that will have to be worked up to over time
>research, and eventually production, center
This anon gets it.

>An emergency vault for the local population [...] without requring a huge building.
Technically the entire facility would classify as that but I get your meaning. Most Dominion cities are built with similar shelters, these ones would simply need to be a bit more advanced.

>A subspace listening array, if that's feasible.
Questionable. Sensors outside cant penetrate the energy field that keeps the interior out of phase.

>A clinic for the locals?
I suppose it would be a good idea to have one dedicated for that since most would otherwise end up being used for manufacturing or military purposes.
>Specialised facility for genetic modifications and medical testing?
Or it would be used for that.

>I'm sure Af Ied's grandfather has some good and questionable ideas.
No doubt.

>Can the conversion beam or builder medical system create proper food? One of their devices managed to print a body for the ancient technician, so a steak or a loaf of bread shouldn't be too far off, right?
There are dedicated food processors in the crew section of the ship which are undoubtedly far less complex. They do require power though, so it might not be a good idea to be entirely reliant upon them.

>Weather control tower
That should be straight forward

>Open core reactor for proper lighting
I'm not so sure how much the locals will appreciate this but it's worth investigating.
>>
I know it's not as simple as put the plug in the socket, but what would happen if we input the SP torp manufacturing data?
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>>3912935

We did this in a previous thread, scanned it in, results came back saying that it wouldn't be possible to duplicate or build with builder build pads.
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>>3912935
This was already answered.

http://suptg.thisisnotatrueending.com/qstarchive/3658499/#p3662817
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>>3912951
>>3912960
No no, not an SP torp, I mean the data we got when we scanned the manufacturing module for them, right before the Terrans stormed in.

Covertly create a beam module and ship it off back to the Emperor, just in case everything else fails.
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>>3912976
> I mean the data we got when we scanned the manufacturing module for them, right before the Terrans stormed in.
You dont have a copy of that data physically with you. Going into enemy territory with it would be a really REALLY bad idea. The location of possibly the only copy in J-D space was raided by Terran black ops when your House suffered a coup.

>Covertly create a beam module and ship it off back to the Emperor, just in case everything else fails.
http://suptg.thisisnotatrueending.com/qstarchive/3658499/#p3663072
>You ask that the data be printed off listed as a modified beam special weapon and the rest erased from the system.

It's taken care of.
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Planning begins on the new city which will include a number of your suggestions. The initial hub will be primarily dedicated to providing support to research and development as well as utilities for later expansions.

For now the crews are practicing with simple shapes and solid objects. The buildings that go up will certainly be sturdy. Thick walled and made of builder material there isn't much that will be able to damage them. A few structures patterned off Rekesh ancient history are built to look like they're made of stone or marble.

"How long until they get to building anything like a Matter Syphon?" you ask Rob Ecord.

"That depends on how generous or crazy Tereoct is. You recovered data on the things but the conversion beams database dont line up the same. The scientists are taking to manufacturing something on a pad and disassembling it with the conversion beams to build up data."

"Well keep at it. The fleet is in reserve so we should have some time to deal with things here for awhile. If we are called up your units will be remaining here."
"Understood."

One of the Logistics ship captains have returned from the Alliance held super heavy yards. As predicted they've reported all the ACS series warships have left. Their replacement training craft include older capital grade warships and Supers.

Not all are from the classes you're familiar with. One looks to be an EX-Mega with 5 pairs of siege turrets instead of the usual 2. It lacks the more substantial armor and secondary battery of the ACS. IFF identified it as a bombardment ship.

The Kavarian yards may have maxed out production but apparently not before some more oddball prototypes and specialist ships were launched or ordered.

Who knows what kind of crazy one offs you might run into in the days ahead?

Submit ideas for crazy super heavy cruisers!
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>>3913235

The Swarm Queen

As the Neeran have their Super Carriers carrying a shitload of Corvettes the Swarm Queen in turn carries thousands of Fighters instead. Armed with plenty of Point-Defense and Missile Launchers and a very powerful ECCM package. All the better to help defend itself and keep it's Drone Fighter Squadrons from being hacked. While it also carries an odd sortment of standard weaponry it has no room for heavies weapons such as Siege Turrets or Heavy Plasma.

The Torpedo Swarm Queen

What makes the Terrans harder than researching dangerous things? Large ships able to spit out torpedoes at literally everything. Working under the theory that "lots of torpedoes can solve any problem". The Torpedo Swarm Queen carries two specialized Heavy Torpedo Launchers in place of any siege weaponry Alternatively two giant ship cracking missile launchers with their own shields and SP tech. Meant to quickly crack open big ships . With a number of more regular sized launchers and single tubes supplemented by a large amount of conventional weaponry for more close range. Meant to dish out a large amount of damage at a lot of places in a very short amount of time.

The Wall

For many the idea of a Super is to stay at range and plinck away at a range with big guns. Whoever designed this baby figured that was for pussies. Introducing, The WALL. Extremely heavy armour, reinforced structure and shields for days, anti-matter afterburner and the desire to crush anything in it's path. Made for the express purpose of running and gunning straight into enemy lines, break it apart and then ram the biggest thing in it's way until nothing remains but scrap. Because you can't stop the wall, you can't break the wall. The wall breaks you.
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>>3913235
>Area Defense Super.
No guns. Shitloads of forward-facing shields and Point Defense

>Helios Super-Siege Heavy
A spinal mount weapon that's wholly impractical, incredibly oversized, and can only just fire thanks to new technology like the cooling lasers.

>Veritas Super Weapon
If it's ready?
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>>3913235
Antimatter production and storage super that can be used as a huge semi conventional bomb if things become desperate?
A super outfitted with navigator guild sensor arrays and other sensors for long range surveillance.
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>>3913235
>FTL Inhibitor
A heavily amored ship with multiple large gravity well generators to prevent Neeran retreats even in massive fleet battles, while durable enough to survive that
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Plenty of suggestions. A lot less attempts to actually draw what they wanted than I expected. Only had time to do up a couple as I've been called in to work for later tonight.

>>3913422
>Torpedo Swarm Queen
This one is actually fairly easy and could be done without having to waste siege weapon turrets on it.
48x Aries torpedo batteries
108x Torpedo batteries

>two specialized Heavy Torpedo Launchers in place of any siege weaponry
Two or two sets? That's a big difference. If the latter it would probably just have a few siege weapon turrets thrown on making it more of an upgraded EX-Mega torpedo variant.

>single tubes
Single tubes are fixed and thus less useful for a ship that cant maneuver.

>Swarm Queen
Unlikely the Factions would set aside an entire super hull as a dedicated starfighter carrier but you never know. This would probably use the same base hull as the torpedo version just with the magazines removed and replaced with fighter bays.

>The Wall
>Extremely heavy armour, reinforced structure and shields for days, anti-matter afterburner
This is going to make it slower than most as super heavies already use antimatter with their sublight drives in order to make sure they get anywhere in a reasonable period of time.
I threw some secondary drive sections from the Sovereign class onto it. Not perfect but it'll have to do.

>>3913492
>Area Defense Super.
Similar enough to the wall above.

>Helios Super-Siege Heavy
>A spinal mount weapon that's wholly impractical, incredibly oversized, and can only just fire thanks to new technology like the cooling lasers.
I remember this one.

>Veritas Super Weapon
>If it's ready?
We'll have to wait and see.

>>3913609
Maybe a foundry ship that's suffered damage and been repurposed?

>>3913648
>A heavily amored ship with multiple large gravity well generators to prevent Neeran retreats even in massive fleet battles, while durable enough to survive that
The Alliance has experimented with replacing the V-Torp launcher mounted on some supers with gravity well generators. Generally one of these were assigned to each super heavy group during the Crystal Sea campaign. Not sure how effective multiple gravwell generators would be. It would have the use the Terran version or there would be issues with gravity on the ship.
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With the next offensive still weeks away veod has been considering data on other builder sites. Wormhole data has been used to triangulate the location of the last connection by the ship when the crucible fell. It might be worthwhile to throw the Alliance Suvorov taskforce a bone and let them check it out.


[ ] Give the data to the Suvorov taskforce
[ ] Send ship yourself /or/ open a wormhole?
[ ] Sit on the site data for now
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>>3914086
Give data to Suvorov taskforce but require a Dominion wing attached to them? A Nocturn, maybe?
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>>3914027
What about a super-heavy sized gravwell generator with the focusing system to make gravity-beams?
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>>3914086
>[ ] Send ship yourself /or/ open a wormhole?
Wormhole team, get some people in place, then let the Suvorov know.
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>>3914086

This location, is it located inside of Empire Neeran Space? Or Kythera space?
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>>3914109
>What about a super-heavy sized gravwell generator with the focusing system to make gravity-beams?
That is not within Faction capabilities at present.

>>3914132
It is within a relay in Neeran space that is effectively contested. The Neeran are withdrawing forces from it but none of the others are actively trying to take it yet.
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>>3914086
>[ ] Give the data to the Suvorov taskforce

If it is in contested space have the Suvorov task force go there. Also as >>3914095 suggested, maybe task a Dominion detachment to go with.
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>>3914086
>[ ] Give the data to the Suvorov taskforce
+Dominion attachment
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>>3914027
>A lot less attempts to actually draw what they wanted
I'm on android this weekend, so drawing anything is not really an option.
Why not just lots of heavy guns in a spinal configuration? Kinda like a budget executioner.
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>>3914027
>A lot less attempts to actually draw what they wanted than I expected.
Should have just said so and I would applied my terribly wonderful paint skill to draw up some abomination.

>Single tubes are fixed and thus less useful for a ship that cant maneuver.
True, but if my memory serves me right torpedoes could be launched out, aligne, and then engage primary fire no? Sort of like Submarine missles are.

>>3914200
This
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>>3914248
>True, but if my memory serves me right torpedoes could be launched out, aligne, and then engage primary fire no?
Yes but then they'll have to use more of their own fuel instead of getting an initial kick from the launcher.
>>
"We'll send the data to the Suvorov but I want to make sure there's a Dominion unit attached to them. Maybe a Nocturn."

Maybourne looks into it.
"There should still be a Dominion contingent with them but mostly those from the Sphere Foundation. I guess the Emperor must have increased their funding and representation after the sphere expedition? They dont have their own cloaked ship though."

You only have one Nocturn available at the moment. You do have other cloaked ships though. Two older silent hunters that have been given upgrades, as well as some cloaked battleships.

[ ] Nocturn
[ ] Silent Hunter
[ ] Cloaked SR Fast Battleship
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>>3914207
A super with the spinal section replaced by salvaged ascendancy heavy cruisers. The structurally stronger middle houses a super railgun or one of the other weird and rare super heavy Helios gun designs but upscaled to ultra heavy size.

>>3914301
Silent hunters? Not really sure about the differences about these and the battleships when it comes to stealth missions.
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>>3914337
>Silent hunters? Not really sure about the differences about these and the battleships when it comes to stealth missions.
Silent hunter is smaller and harder to detect but they cant carry much crew.
Cloaked battleship is easier to detect but can actually slug it out in a fight with another battleship and could carry a unit of marines.
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>>3914356
I guess the battleships would prove more useful to secure us a meaningful claim on what is found.
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>>3914301
>[ ] Silent Hunter
>[ ] Cloaked SR Fast Battleship

We have what we need here and stealth ops aren't on the menu. That said the Nocturn is worth more then the Silent Hunter and Cloaked SR Fast Battleship.
>>
Gone to work. Back around 10PM. Hopefully I wont get called in again on whatever next day I'm supposed to have off.
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>>3914301
>[ ] Cloaked SR Fast Battleship
>>
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>>3913235
>>3914027

>A lot less attempts to actually draw what they wanted than I expected.

Well here is my attempt at making an Experimental type Mega, I’ve been working on in MSPaint since you posted this. I am pretty sure this thing would be world/ lore breaking but eh, figure I’d give it a try.

…..

Over Costed EX-Mega

Acting as a test bed for some experimental technologies the least of which being the use of Triple Barrel Siege Cannons. As well as larger secondaries and two additional banks of maneuvering thrusters. Developed along side the Bombardment type EX-Mega, this EX-Mega sacrifices much of the heavier armor that the old ACS Early Type came with. Though unlike the Bombardment type it’s fewer in number Siege Cannons allow it to take some secondary cannons for added protection. Due to the additional weight of adding a third barrel to the Siege Cannons, more powerful engines had to be developed as well to ensure the ship can keep pace with advancing allied forces.

The decision to add additional maneuvering thrusters was to allow the ship to better avoid incoming shots from enemy supers. Such as in the case that an Executioner class Neeran Super were to use it’s primary cannon, the vessel could force itself out of the way faster than normal EX-Megas normally could.

It is rumored that the decision to introduce Triple Barreled Siege Cannons was from a tired engineer who shouted in frustration to “Just strap another Barrel on it!”, after the Alliance put in requests for EX-Mega’s with either more Siege Cannons or Stronger Siege Cannons.
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>>3914027
Helios Super Siege Heavy (HSSH)

Or, as I like to call it, "Fire the main gun"
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>>3915007

Holy crap, is the whole purpose of that ship just to power and fire the main cannon which works similar to the Executioner?
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Wasn't happy with some of the lines, version 2, a bit cleaner.

>>3915046
Power the cooling systems too.
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>>3914954
>>3915007
>These ships
Hot damn!

>>3915046
To be fair it's closer to a Scorcher.

>>3914954
>Over Costed EX-Mega
>“Just strap another Barrel on it!”
There were always plans for 3 gun siege weapon turrets but they have structural problems and wouldnt fit the existing mounts. All the more reason to put them on a prototype testbed!

>more powerful engines had to be developed
Or just more of them. The Alliance has been moving in that direction for awhile now. The slightly longer ACS Standard types have additional banks of maneuvering drives to help keep their performance about the same as the early types.

>>3915007
>Helios Super Siege Heavy (HSSH)
>Or, as I like to call it, "Fire the main gun"
Indeed!

>>3915079
I think either of them work.
>>
>>3915007
>>3915079

>Power the cooling systems too.

A very important part of any super weapon that can crack planets open.

>>3915081
>There were always plans for 3 gun siege weapon turrets but they have structural problems and wouldn't fit the existing mounts. All the more reason to put them on a prototype test bed!

So not to world/ lore breaking then, great! Just gotta hope that first time you fire them that they don't rip the ship apart. Or figure out sturdier housing mounts for the turrets and reinforce the structure to endure the stress.

It's just to bad there isn't a way to create mass quantities of Builder Material. And then harvest it and repurpose it. Looking at our captured Builder construction ship with its conversion beam that can create just about anything including Builder Material. As well as those mining tools those proto-Krath were using to harvest said material for whatever purpose.
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>>3915081
I don't have any files or pictures of small phase weapons so I can't draw it, but could you put around a thousand or more small phase weapons on a super, have it wade into corvette battles and just start shitting all over small ships?
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>>3915140

So a PD EX-Mega? Call it the RAID-class EX-Mega, as it swats away those tiny pesky ships and missiles away like the pests they are.
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>>3915150
Yeah it just goes in and bullies anything smaller than an attack cruiser. I guess you'd have to put lots of targeting systems in, and gunnery positions. As many gunners as there are guns for maximum effectiveness.
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>>3915140
One of the problems with super heavies is that fine details like phase cannon turrets are small enough that it would seriously clutter any drawings. Because of this I usually leave them out. I left them out on the drawings for Forbearance and it's still cluttered as hell because of the torpedo batteries and other junk attached to its hull.

All Supers do have some phase cannons, usually a few hundred, they're just overshadowed by the more impressive weapons. I suppose you could make a ship where the quantity of such guns was much higher.

>>3915189
The Lance class medium was supposed to do something like this.
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>>3915234
Seems like you could get a solid 3-4000 on, in that case.
>>
A pair of cloaked battleships will be sent to link up with the Suvorov taskforce, along with some marines and special forces. With the need for the best possible cloaking shields on the deployment you talk to the local Rovinar forces and manage to acquire two newer battleship grade cloaks for them. Both are considered to be under lease and will be returned later.

A few of the marines in either unit will be equipped with an artifact weapon or other useful gear. Not to mention enhancements. Despite the risks two volunteers with the base caretaker enhancement are sent as well. If the Alliance tries to shut them out from any potential finds they'll be losing out on some substantial advantages.

Two weeks after departing the taskforce reaches the location. It's another week and a half before you hear any of the results. They've certain they found the right system. Nearly every planetoid showed signs of heavy bombardment in the distant past consistent with antimatter weapons. One in particular stood out. It was surrounded by a debris ring composed of chunks and flakes of builder material.

Science teams believe the planet once hosted an orbital facility. From the amount of remaining builder material present both in orbit and littering the surface it must have been large enough to encircle the planet. There are remains of deep foundations that would indicate the presence of space elevators or other surface to orbit structures.

Many details are still missing but what is certain is that there is no life or technology to be found there.

Samples have been recovered and the location marked for investigation by a long term science expedition once the region is a bit safer. A few ships will remain in the region to check the surrounding systems for signs of other builder artifacts or facilities. For now one of your ships is returning with scans and a few pieces of debris that still had markings. They're hopeful the builder ship will be able to make some sense of them.
>>
The House fleets have begun to launch and will arrive at your location beginning in about 5 weeks. It might take another 2 weeks for the last groups to arrive depending on logistics issues.

Was there anything you wanted to take care of before their arrival?
>>
Will resume for a few hours tomorrow night.
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>>3915519

Check with the RH Baron see if he is going to be heading back with us or if he's got other tasks to take care of.

Check with our two special operatives to see what their status is.

See if anyone has found a way to resist or counteract that jamming device that downed our specialist with caretaker upgrades.

Which Baron are we handing Forbearance off to?

Just general getting things settled and sorted out before getting ready to head home.
>>
>>3915519
-Test out caretaker enhancement? Assuming the medical suite can revert Sonia to a previous 'state', there's no reason to not try it. After all these years too. Who knows, maybe it will result in total cosmic power.

-Perform some training operations with the local Rekesh forces, see how they're getting on.

-Strengthening Ni Ahni's position in the civilian government/lay the groundwork for converting it to a more Dominion friendly state. House Rekesh?

-Investigate repairing the Builder ship/bringing it up to 100% capacity.

-See what Sam and Dave are up to? They've been helpful.

>>3915484
>Destroyed builder site
Is that the cultural archive that was mentioned?
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>>3915484
>Many details are still missing but what is certain is that there is no life or technology to be found there.
If I had to design an escape pod or vault that can survive a situation like that, I would definitely use the dimension shift technology the containment facility was built around. It might be worth a try to look for that.
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>>3915519
I believe there may be time for us to proceed with the enchancment procedure. It's been what? Two months now since the first batch got both the bodily enchantment and the mind power one and I've yet to hear of any negative effects from it. Better now while thing are calm if you ask me. We also got our "save file" in the machine so we can do a full body restore if worst comes to worst.

Should try to cooperate a bit with the Rekesh governemnt as well. We are allies after all. Need to cultivate that good will. Both in them and the population.

Lay plans on how we intend to sell this whole ordeal to the entirety of Faction space. We've got the groundwork laid down with the Krath, Rovinar and the Rekesh. Now we just need to seal the deal so to speak.
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>>3914337
>A super with the spinal section replaced by salvaged ascendancy heavy cruisers. The structurally stronger middle houses a super railgun or one of the other weird and rare super heavy Helios gun designs but upscaled to ultra heavy size.
It's super slow and horribly cumbersome but I like to think the stars aligned and the alliance had several cored ascendancy class ships and a super that got effectively cut in half by a scorcher or something like that available.
You CAN put something very big or a lot of stuff in the middle and it should be reasonably well protected.

>>3916028
I'm worried about the jamming device for neeran and augmented people the empire deployed during their attack on the Rekesh facility. Until we find a way to block that thing or immunize telepaths, I'm against upgrading Sonia.
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>>3916028

Unless we have a means to nullify or reduce the effects of the jamming device which has so far been able to knock out both Light Neeran and Caretaker Neeran and our own Caretaker upgraded soldiers. I don't want to risk it. The Empire Neeran have found a way to ignore its effects. Which means there is a way for us to be able to ignore its effects, but until such means or process is figured out. I'd rather not put such an glaring weak point into Sonia. Where all the enemy needs to do is flip a switch on a device hidden who knows how far a way. And suddenly Sonia and all our special upgraded forces are down for the count.

>>3916146

The cylinder of death approaches!
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>>3916146
That thing was a communications amplifier inside the ancient Neeran city ship, I feel like they might not be able to replicate it.

They used something similar which knocked out everyone, humans included, when they disrupted that peace conference right? I think it was the Neeran ship's interface system, so maybe it's irrelevant whether we augment or not.
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>>3914027
I got here late.

But what about the Gurren Drill Super Boarding ship?

Why expose your valuable troops to enemy fire? A small corvette class ship that has anti-tank weapons and a big fucking drill bit in the front.

Finds a hole in enemy armor and drills THROUGH supers before stopping to become a hard defensive bunker to prevent repairs.
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>>3916490
>what about the Gurren Drill Super Boarding ship?
Oh yes, the boarding pod with the plasma cutters and stuff. I remember that.

Roll 1d100
>>
Rolled 33 (1d100)

>>3917234
>>
Rolled 4 (1d100)

>>3917234

Drills to pierce their hulls!
>>
>>3915536
>Check with the RH Baron see if he is going to be heading back with us or if he's got other tasks to take care of.
It seems he's going to remain on station as it wont be necessary for his super to escort artifacts back to Dominion space. Some of his people will be transferred or rotated out but the majority will remain here.

>Check with our two special operatives to see what their status is.
I'm drawing a blank for some reason. Please specify which ones you mean?

Wait, do you mean the volunteers that were the first to test the caretaker human upgrades? If so they're doing quite well. There was no permanent damage as a result of the mental attack the Empire forces used.
They continue to increase their capabilities though it's a slow process. They're also helping to train a few of the other volunteers that were given similar enhancements.


>See if anyone has found a way to resist or counteract that jamming device that downed our specialist with caretaker upgrades.
They have a rough idea of what is necessary to power and make use of it. Unfortunately it's all theory at this point as the device will almost certainly kill the user. That's what the prisoners in the slave restraints were likely for.

Better news is that the Empire Neeran had developed a blocking technique that would make them mostly immune to the effects of the jamming device. Unfortunately it renders them unable to use most of their abilities. Which was actually working in your favour for a lot of the boarding action. Infiltrators were unable to hide properly for instance.

Efforts are being made to try and get the necessary information to perform the blocking ability out of any prisoners.
>>
I'll see about getting a post together before work tomorrow.

I'm off Wednesday and Thursday so hoping to make some progress then.
>>
Rolled 33 (1d100)

>>3917234
K
>>
>>3917235
WhyYYYYYYYyyýyyyýyuyyýyy
>>
>>3917406
>>3917237
>>3917235
It would seem development and approval of such boarding vehicles is running a bit behind. Possibly because they compete with SP boarding pods that are already proven to be effective. With the cutter equipped pods they'd need some way to get through the shields and that would require a heavy torpedos worth of SP coating.

>Which Baron are we handing Forbearance off to?
Barons Myrish Avun, L'ak Tenni and Fredric Saputo are on the way to your location. Saputo is tasked with control of the various House penal units. Because of this, and Xisoth staying behind, his group is over strength having been bolstered by the composite force.
While he's away Barons Archivald and Dremine will ensure that Torun remains under control.

>>3915711
>Test out caretaker enhancement? Assuming the medical suite can revert Sonia to a previous 'state', there's no reason to not try it.
There have been no attempts to undo the changes so far and signs point to it being fairly difficult to remove them.
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>>3917666
>signs point to it being fairly difficult to remove them.
That's a shame. I guess no cosmic Sonia for a while then.
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>>3917666

Random thought/ idea. Why not have a meetup with J-D Barons who are going to be part of the third wave. Meet with the RH Baron with us or with a couple of RH Barons who will also be going out in the third wave? Get our friends and allies other in roads and connections with the RH. And also so they can meet face to face some of those they will be working with. Sure it will be a hassel to pull off. But I imagine if people back home are worried that the RH might claim J-D yards and such. Then having our Barons mingle with the RH Barons could prove advantageous to JD and keeping those yards under our control.

Just make it one of those non-mandatory invitations, where it is an open offer and it won't be held against you if you decline. But you will be missing out on opportunities that could help you advance either socially, economically, politically and militarily. Also be nice to get word from the mouth of our fellow Barons what their opinion is on the situation at home. Oh, and give them a chance to mingle with Rekesh if we want to include them too. Hell have a ball on the front lines, why not?
>>
>>3915519
I want super Sonia. Gib them fancy body mods. It's time for Psyker Sonia in order to bring a whole new level of headache for everyone in the House.
>>
>>3920258
> Hell have a ball on the front lines, why not?

I mean. We are well experienced in Power Armor ballet.
>>
>>3915711
>Perform some training operations with the local Rekesh forces, see how they're getting on.
Those who survived the fighting against the Ulgean fleet are doing quite well. Vehicle losses have been quickly replaced for the most part, with the exception being Heavy cruisers. Shipyards are tying to rush repairs on more.
Given the beating their heavies took in a real fight the Rekesh government is looking at investing more in medium cruisers. Even if the results of the battle were a bit skewed due to being up against super heavies.

Their main mobile army is somewhat untested. The PDF on Threochts planet performed fairly well and as a result some of their officers are being recruited for the army.

With these points in mind you arrange a series of exercises for the fleet and ground forces. Units that will be accompanying Phas Rah'ne work as part of a combined unit detached from the forces of either fleet.

Mass fleet and planetary assault exercises are carried out with the Rekesh and J-D forces trading places or working together as part for a larger group. When the Rekesh are on the offensive Forbearance acts as a stand in for one of the Ulgean super carries that are being rebuilt.

By the time the leading elements of the other J-D fleets begin to arrive in the region the Rekesh are in a much better position militarily. Their civilian population and government have not been too pleased at times with the scale of the exercises that have been performed. Worlds that had been untouched by fighting even in the rebellion were suddenly faced with their skies being filled by landing craft.

Ni Ahni is growing frustrated with small but vocal minority in the government who dont see the use of the exercises. As far as they're concerned the war is leaving this region. Fortunately others are far more pragmatic. Local threats alone are reason enough to ensure they have a strong standing experienced military.

>Strengthening Ni Ahni's position in the civilian government/lay the groundwork for converting it to a more Dominion friendly state. House Rekesh?
Diplomats from the Ruling House are doing what they can on this front, but they're being careful not to overstep their boundaries. This may be one of those times where your deep pockets could come in handy. Making sure Ni Ahni has the private financial reserves to be more of a force in the political arena might help. Too much though and it might become obvious that he's being propped up by the Dominion.
>>
>>3920491
>This may be one of those times where your deep pockets could come in handy. Making sure Ni Ahni has the private financial reserves to be more of a force in the political arena might help.
What if we were to make funding available for Ni Ahni to use to invest and build up local companies? He'd get control of them via shares, we'd eventually get our investment back, and maintain Dominion interests.
>>
>Investigate repairing the Builder ship/bringing it up to 100% capacity.
This is being looked into. The wormhole generator is mostly operational though how safe it is to use in its current state is an issue. Right now there isn't a way to work on the most heavily damaged sections. With the recovered cutting tools it's possible to remove damaged areas but not put them back.

An area of the internal north polar city is being set aside for use to construct a docking pit for the ship to land in for repairs. Its hoped that once the crews have learned enough about the conversion beams they can build the necessary tools to affect repairs.

>See what Sam and Dave are up to? They've been helpful.
Their day to day remains quite busy. Helping to guard the surface entrance against enemy infiltrators is a task that wont end any time soon. It's the same with work aboard the ship and elsewhere in the interior. They're both getting a bit exhausted but neither of them are willing to take leave while there is so much important work to be done.
Seems they're happy witht he way things are going at present.

>>3915711
>Destroyed builder site
>Is that the cultural archive that was mentioned?
After looking over some of the debris that was salvaged and brought back for translation the Caretakers believe it to be from a habitat structure. Nothing the size of the sphere of course but it could have easily encircled the planet at high altitude if the amount of debris is any indication. That might explain the foundations of space elevators being present.

>>3920517
That would probably be one of the more discreet ways.
>>
>>3916028
>enchancment procedure
>>3916146
>I'm worried about the jamming device for neeran and augmented people the empire deployed
>>3916221
>I don't want to risk it.
>>3918002
>That's a shame. I guess no cosmic Sonia for a while then.

Enhancement stuff!

With everything going on you may not get another chance to visit the builder ship and see about getting the caretaker enhancement any time soon. There are upsides and downsides to getting it. Power for one, and a vulnerability to that anti-neeran weapon deployed by the Empire. Your allies are working on a counter to the weapon but the Empire has had the better part of 2 decades to perfect their own techniques. It probably wont happen overnight.

Any interest in the caretaker enhancement at this time? It seemed like most were leaning towards no but people change their minds.

[ ] Yes
[ ] No / not at this time
>>
>>3920546
>[ ] Yes
Ah fuck it, let's just go for it.
>>
>>3920546
>[ ] No / not at this time
Nah. Overreliance on enchantments can create situations where a single weakness can be exploited to bring everyone down.
>>
>>3920546
[ ] No
>>
>>3920546
>[ ] Yes
Yes. I want it so much. The war is pretty much over in any case. The chance that we deploy in a battle where enough Light Neeran are gathered for them to deploy the weapon is rather slim at this point.
>>
>>3920546
>[ ] No / not at this time
>>
>>3920546
>[ ] No / not at this time

Not at this time. It's to big a weakness. And if the Alliance or any Faction designs anti-Neeran technology. All our enemies back home would need to do to disable and kill us. Is have deep pockets. Invite us somewhere and activate the device and kill us while we're incapacitated.
>>
Not at this time looks like. The disadvantages outweigh the potential gains at this time. For now you'll focus on more practical concerns.

The J-D Barons have begun to arrive. Avun is first along with her heavy carrier Righteous Intent. She's glad to see that you're well and reports that Baron Nel'odym is keeping a close eye on things in the Run while the two of you are absent. Even with so many warships and transports being shifted into Neeran territory the Run remains a busy trade lane. Even her world continues to benefit despite being off the lane itself.

Rioja is doing well under the constant supervision of those you left in charge there. The economy is doing well. Your spymaster laments how few suits of recon armor are available for use against potential threats. Verilis has kept the training units in check and saw to organizing the replacement ships you ordered.
Avun even visited your kids before departing, telling them a (slightly exaggerated) tale of how you once rescued her from pirates.

L'ak Tenni is the next to arrive along with a Qlippoth heavy carrier. The same one that RSS fought to get out of the Loran system before rebels could capture it in the uprising. Checking the House fleet data you find that it's crewed mostly by people from Desh Xisoth's fleet. Clearly some trust issues regarding Tenni remain.
It looks like quite a few penal units have been transferred to her as well for one reason or another.

Saputo's much larger fleet is last of the major units to arrive. Although he has no heavy warships there are plenty of mediums like EBON to help protect the transport units. Additional escort ships to help protect Forbearance have also been brought along. While glad to see you the Baron doesn't want to waste much time and requests that the handover for Forbearance begin immediately in case there are any delays. You cant blame him really, the fleet isn't going anywhere without its big centerpiece.

There was talk of holding a ball I believe. Where would you like to have it take place? This could be an opportunity to build closer ties with the various states in this galaxy. Alternatively it might be taken by some as the Dominion trying to show who is in charge.

[ ] Threochts planet
[ ] Rekesh capital
[ ] Southern Provisional Territory
[ ] North Coalition
[ ] West Liberation Bloc
[ ] Hold an informal event on Forbearance
>>
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>>3920670
Somewhere in this area? It's a central location, I think some of the systems were planning to stay neutral if possible, and we're not here to play favorites.
>>
>>3920670
[ ] Southern Provisional Territory
We don't want to overstep with the Rekesh, whom we already have good relations with. Should continue building with the South to ensure this corner of the galaxy is Dominion friendly
>>
>>3920670

>[ ] Rekesh capital

tl;dr, Rekesh Capital to help boost knowledge of Rekesh beyond just this galaxy. And a chance to help with getting the Rekesh more interested in becoming a Dominion House.

Sure it could be seen as the Dominion trying to display itself over Rekesh. But I think with enough word from the RH diplomat and maybe a good word from the Rovinar diplomat. And maybe even something said from the Alliance. It would help bring attention to the Rekesh and better establish them as an ally that needs to be defended. And also give the people in the Factions a chance to interact with the those they are fighting to free from the Neeran.

Plus it draws a ton of business to the Rekesh economy. Hosting a ball on their world would be one hell of a way to get their business known outside their galaxy. Could probably sell it to the local Rekesh businesses as an opportunity to get their names out there in other ways beyond relying upon the Alliance. And it gives the Dominion an chance to have more people invest in the Rekesh and better introduce the Rekesh to Dominion culture and hopefully further them along the path towards becoming a house.
>>
>>3920670
>[ ] Threochts planet
>>
>>3920670
>>3920714

Threochts is also a suitable alternative if a tie breaker is needed. Just need to make sure guards at the base are aware and to make sure no body sneaks into or around the base that should not be there.
>>
>>3920670
> [ ] Southern Provisional Territory

They're on second best terms with us, and we can bring Ni Ahni along to make investments as our local representative, keeping a step between our funding of him and Rekesh politics while also getting a gun in the door to the economy of the second most stable faction.

In fact we should be trying to tie their econony closer for an eventual subsumption like with the EU.
>>
>>3920685
Changing my vote to the Southern Provisional Territory, in case that's what keeps things from continuing.
>>
>>3920868
I'm just really slow figuring out what I want to write.
>>
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>>3920877
That's okay. When in doubt, write about a tub of grog.
>>
You make arrangements for events to be held at a suitable venue in the Southern Provisional Territory. Their new capital has had some time to rebuild since liberation, though much of their efforts are still focused on defense. Your promises of an opportunity for business owners and entrepreneurs to acquire funds and other investment opportunities gets the attention of many.

In addition to the Barons and nobles under their command special care is taken to invite Ni Ahni and the Rekesh ambassador to the southern territories. When word of this gets around there is a flurry of talk among the well connected and influential of both nations. Some see this as meddling in the internal affairs of either side but you stress that this sort of get together is a common occurrence in the Dominion. It's expected of you to host a party for the Barons of ones own House. For you not to invite other influential figures of the region would be considered a slight against them.

The hardest part of preparations turns out to be arranging music with an actual band as opposed to simply recordings. A few local group are hired playing variations of music found through the region. Not quite the same but close enough, and shows that those from the Dominion are prepared to support cultures from the worlds in this galaxy.
Avun and Tenni aren't sure what to think of it though Fredric Saputo seems to find it amusing.

You and the Barons are among the first to arrive. It gives you ample opportunity to introduce Ni Ahni and allow them to talk before the majority of guests take up their time. Avun and Suputo in particular have more things to discuss given their different backgrounds. Both are old nobility and had seen much of the Dominion long before you had even enlisted. As a result their viewpoints are quite a bit different from yours. Tenni meanwhile is more or less from your generation.

Guests arrive in larger numbers than you were really expecting, though they're still well within the contingency planning. Most are dressed in the Empire's equivalent to business suits. Which to your eyes looks like a cross between civilian noble dress wear and utility workers outfit. Very plain overall but with an odd cut that is in some ways familiar.

The mercenary Ren arives in similar looking clothes, but ones that have been updated with elements clearly taken from both Trayan and Dominion uniforms. If not for the various insignia identifying him as an Admiral of the Southern Provisional Territory you would have taken him for a rather poshly dressed pirate.

"I take it your new position is treating you well?"
"Aside from having to wait on arguing politicians to make up their minds it's everything I could have hoped. The government is so fractured I can do as I want. If they dont like it I've told them they're free to dismiss me from service. If they do I'll also be taking all of the ships I own with me."

So nothing's really changed with him it seems.
>>
Anyone in particular you want to talk to or things to discuss?
>>
>>3920985

>Anyone in particular you want to talk to or things to discuss?

Any up and coming entrepreneurs or business opportunities for us to listen to or take interest in?

Try and see if there is someone from the Southern Territories beyond just Ren. We can talk to to get an idea for companies we can invest in. Though we can use Ren to vouch either for or against them as needed.

Try and get someone from the Alliance to talk about their plans in the region.
>>
>>3920985
>Anyone in particular you want to talk to or things to discuss?
Ask Ren if he's given thought about diversifying his power base. Ships and crews are great most of the time but not all of the time.
The ambassadors of the local powers.
The fleet commanders of the local powers if any of them are present.
See if we can talk to some civilians. I think we haven't really dealt with most of the local cultures.
>>
>>3920985
>things to discuss
Have they given thought to the idea of standardizing certain ship classes among the local states? If the Ulgeans ever attack, being able to supply, crew, and repair larger ships in all territories could prove useful.
>>
>>3920985
I want to sound out their position relative to the Ulgean fledgling Empire, thoughts on a unified response towards any aggression from them, plans for economic trade relations.

Kinda make the point that despite fears of Dominion involvement, we wpuld rather hve a stable region to trade with rather than waste our resources defending planets we don't own - especially when we're in a position to outright acquire territory from the Neeran empire from planets that weren't as in good shape as the local cluster. Or at least weren't as willing to throw off the Imperial yoke.

They've earned their independence, and while we're happy to stabilize them we aren't Space Police.
>>
>Ask Ren if he's given thought about diversifying his power base. Ships and crews are great most of the time but not all of the time.
"I'm a mercenary from a culture full of mercenaries Viscount. I like what I do. I'm no fool, I know the value of such things, but I'm not going to invest in anything I cant take with me. That's much easier to do now with the mobile base. When the government here stops being so provisional and they kick me out I'll return to Trayan space with what I've earned. Then I'll reassess my career options."

>Try and see if there is someone from the Southern Territories beyond just Ren. We can talk to to get an idea for companies we can invest in. Though we can use Ren to vouch either for or against them as needed.
Ren helpfully points out a few officials who he's learned cant be trusted. Nobody you care for should go into business with them if it can be helped.

>Any up and coming entrepreneurs or business opportunities for us to listen to or take interest in?
Being a figure recognized by the officials it's difficult for you to get much time in looking for investment opportunities yourself. Fortunately you have both people for that and Ni Ahni. When the government heads from the south realise the Rekesh military leader wont be contributing much to the political discussions over territory they largely leave him be.

A few Knights who accompanied you forward some prospects your way. Many are hoping to expand the south's military industrial complex and rebuild from damage inflicted by your raiders or the Neeran in the rebellion or their withdrawal. Most of it is the usual, shipyards, material production, so on and so forth.
Where your watchful Knights really prevail is when they find those looking for investment in more civilian aligned areas. Like the others they're trying to play up military applications but their real use is being able to thrive in both peace and war, not just one or the other. Civilian electronics, chemicals and repulsor component manufacture are just a few.

>Cont.
>>
>Try and get someone from the Alliance to talk about their plans in the region.
You manage to spot a member of the Alliance diplomatic corps who may have been mistaken for someone from the Dominion. Fortunately a few that are in the know are trying to help him out.

It would seem your own questions mirror that of several others present. The Alliance hopes to be able to establish long term defensive pacts throughout the region to deter future aggression by the Ulgean Hegemony or the Neeran Empire if the worst should happen. As long as either remain a threat the Alliance intends to keep a permanent presence in this galaxy.

"You dont believe the Alliance will fall apart after the war is over?" asks Avun.
"The Factions may go back to bickering among themselves once the Neeran are defeated but our mandate would remain unchanged. As long as powers like the Empire or Hegemony exist they're a threat to Faction space and the Alliance will continue to guard against them. Who knows what else is out there?"

The diplomat may have a point. If the Empire collapses there's no telling what sort of successor states might be left in its wake. You know about the Ulgean and Kythera but there could be many more. It's doubtful the Factions Alliance is going to disappear overnight.

>The fleet commanders of the local powers if any of them are present.
Aside from your House, Ren and Ni Ahni are about it among those who showed up.

>standardizing certain ship classes among the local states? If the Ulgeans ever attack, being able to supply, crew, and repair larger ships in all territories could prove useful.
There is talk of both the FTL equipped Neeran corvettes you've provided production data on, as well as others. Most are not in a position develop new warships from scratch right now. Which means relying on whatever designs and production they can get their hands on from the remains of the Empire yards. Standardization is a long term goal but right now the priority are simply getting the numbers they need.
Another problem is that the Alliance, Rekesh and Ulgean forces are the only ones with intact heavy cruiser facilities or larger in the galaxy. It's unlikely the Rekesh will be selling heavy warships to the other powers in the galaxy for at least a couple of years.

>ambassadors of the local powers
Of course eventually conversation rolls around to the political situation regarding border disputes and such. The Rekesh and South Provisional governments have still not reached a final agreement on the extent of their borders as well as 2 contested systems.

Another pressing issue is that of the independent systems. Some are still pressing to be allowed self rule and wish to become full members of the proposed defensive pacts. 3 such areas have now joined the west after lengthy negotiations. The most powerful potential independent region is in talks with the Rekesh regarding status as a special autonomous region. Others are seemingly going nowhere.
>>
>>3921273
Do you wish to comment on the state of the border disputes or keep your mouth shut?
>>
>>3921278
Slowly whisper to Ni Ahni "Yang Alliance."

If he could get a Run Alliance type deal started, that would give him a good head start on political connections.
>>
>>3921269
>>3921273
>>3921278

Keep mouth shut. We're leaving, let someone else deal with that mess. Either the RH can do something to advance the Rekesh/ Dominion interest there. Or the FA will do so. Either way, not our place.

>Ren helpfully points out a few officials who he's learned cant be trusted. Nobody you care for should go into business with them if it can be helped.

That's very helpful, lets avoid them and pass on said suggested people to avoid to the RH rep and Rekesh diplomat. They might like to know whom to avoid or not trust.

>Where your watchful Knights really prevail is when they find those looking for investment in more civilian aligned areas. Like the others they're trying to play up military applications but their real use is being able to thrive in both peace and war, not just one or the other. Civilian electronics, chemicals and repulsor component manufacture are just a few.

See how much those companies are will to share stock/ value wise to outside sources. And put a small investment in them. Not something huge, but enough so that if something changes in the future. It wont hurt us to cut losses. But could give us an avenue into getting more from them if things take off.
>>
>>3921278
I would prefer not to get involved. If the local powers want to be treated like adults in the future they'll have to demonstrate they cabln solve situations like this one without starting the next war before the current one is even finished.

>>3921273
>Another problem is that the Alliance, Rekesh and Ulgean forces are the only ones with intact heavy cruiser facilities or larger in the galaxy.
Can the Moradin be assembled from parts constructed in medium cruiser yards? The sections kinda look like they could be preassembled and then linked up into a larger ship without requiring the amount of large scale infrastructure usually required for ships of that size.

>>3921269
>I'll return to Trayan space with what I've earned. Then I'll reassess my career options
Has trayan space been liberate or are they nit part of the empire?
>>
>>3921278
I think it's best if we just listen. Doesn't reqlly have much to do with us.

I'm far more concerned with Ulgean penetration of non-Rekesh factions here, this place is ripe for a proxy war.
>>
>>3921273
Also can we find anyone doing business with the Ulgeans and use them as a channel to also do business with them?

I mean, yeah, we had some conflict with them but that's just politics.
>>
>Keep mouth shut.
>I would prefer not to get involved.
>just listen
>let Ni Ahni handle it

Having put your foot in your mouth on a number of occasions you decide to bow out and let the locals deal with the issues of border disputes themselves. It's why you have career diplomats around to help you figure out such problems when absolutely necessary. This certainly isnt a problem thats necessary for you to personally fix.

Once clear of that potential fiasco you talk with Ni Ahni about the possibility that he could work to establish a more permanent alliance in the region. It would certainly provide more connections.

>>3921300
>See how much those companies are will to share stock/ value wise to outside sources.
Most are trying to sell enough stock to get their operations back up and running but not so much that they'd lose control of their companies.
It wouldn't cost you very much, but then you might want to leave more opportunities for your allies to invest.

>>3921302
>Can the Moradin be assembled from parts constructed in medium cruiser yards?
In theory, though having a heavy cruiser dock to assemble it all makes things go much more smoothly.

>Has trayan space been liberate or are they nit part of the empire?
It has recently been liberated.

>>3921334
>I'm far more concerned with Ulgean penetration of non-Rekesh factions here, this place is ripe for a proxy war.
Fortunately the Ulgean have developed a rather poor reputation among most other other client species. For the moment the majority are reluctant to work with them. this should make it harder for them to exert influence for now.

>>3921339
>Also can we find anyone doing business with the Ulgeans and use them as a channel to also do business with them?
For the above reasons that will be difficult. There may be some in the North Coalition that are more prepared to do so as one of the worlds they claim as a core territory is currently held by the Ulgean. A short trade lane straddles the border there. For the moment the border is closed though some ships smuggling refugees across to your side have made it through.
>>
>See if we can talk to some civilians. I think we haven't really dealt with most of the local cultures.
The south is a real jumble, most of their worlds having been settled by the Empire with multiple client species. Rekesh, Gadaran, Trayan, Shallan and even small numbers of Ulgean are the most easily recognizable ones. A few planets including the capital even have small populations of Spikers that were left behind when the Empire evacuated.
Most of the civilians you talk to are business owners who clearly are more used to dealing with Neeran being in charge. Some are still getting used to the idea of people around their size being the most influential in the room. Others have clearly been waiting for this for a long time.

One thing quickly becomes apparent when the bar is opened up later in the evening. You can't hold your liquor as well as you used to. Maybe the enhancements or having +15 years knocked off your biological age has also done something to the tolerance for alcohol you've built up over the years. Troy confirms that he has noticed the same, having switched over to water to sober up.
>>
>>3921512

>Cant hold liquor.

Didn't Winifred point out our arm could filter out alcohol? Or did we never think to get that upgrade? Also, could get said filter to also filter out poisons.
>>
>>3921522
>Didn't Winifred point out our arm could filter out alcohol?
That was a different arm. You're using the indestructible builder material arm these days.
>>
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Despite this setback you make it through the evening without incident. Though without having had a chance to sample many of the local drinks.

The Rekesh ambassador seems pleased overall with the event and asks if it might be possible for you to disregard any comments members of their government back home might have made. It was after all your event and not any of their business who you chose to invite. Though a bit odd by Rekesh and southern standards, events like these could prove useful in strengthening relations between the local powers and their economies in the future.

It was also a good opportunity for you to get used to seeing the various species of the Empire in person in a setting where they weren't shooting at you or threatening you or being menacing. Though the surprise of encountering an Ulgean doorman was quickly eclipsed by a few Spiker civilians that were hoping to raise money for passage off world. Your translators aren't really set up for their odd chittering noises so at first it scared the hell out of you.

A day and a half later the transfer of personnel to and from Forbearance is completed. There were some minor delays due to field modifications of a few systems that the new crew needed to be brought up to speed on. A few volunteers will be staying on to make sure there aren't any problems. Saputo promises they'll all get plenty of time learning what tweaks have been made over the past few months before deployment.

Before the three Barons set out you get a quiet request from Saputo to send over SP Torpedo decoys if you can spare any. The older Baron promises he'll pay you back with interest at a later time just as long as there is no record of the transfer.

Maybourne of course has an idea of what's up.
"He's going to "misplace" some of the warheads the Alliance gives his fleet and swap them for the decoys."
This is most certainly illegal.

[ ] The House could certainly use those torps...
[ ] We'd better not annoy the Alliance
>>
>>3921684

>[ ] The House could certainly use those torps...

We lost a few ships fighting the Neeran and Ulgeans. A few were most likely carrying SP Torp Decoys when they were lost. And their supplies likely scattered to the solar wind. If any plucky scavengers found them and tried to sell them off to Saputo. Well there's nothing we could really do there to stop them, now is there?
>>
>>3921684
>[ ] The House could certainly use those torps...
>>
Resuming tomorrow. Hopefully I can get my shit together and get rolling.
>>
>>3921684
>[ ] We'd better not annoy the Alliance
>>
>>3921684
[ ] The House could certainly use those torps...
I am fine with doing him this favor. He should just keep in mind to not get caught and that if he is he is thrown under the bus. Which seems only obvious now that I type it out but still.

I mean, I doubt we would do this ourselves. We might even have yelled at people who did this during the Maelstrom Campaign. But it doesn't hurt us to gain bonus points with Saputo.

On that note, I wonder how the SP project aquisition is going so far.
>>
>>3921684
>Maybourne of course has an idea of what's up.
No, Maybourne doesn't,
>"He's going to "misplace" some of the warheads the Alliance gives his fleet and swap them for the decoys."
>This is most certainly illegal.
It would be, if we had any idea this might be happening.
We don't.
>[ ] The House could certainly use those torps...
>[ ] We'd better not annoy the Alliance
We don't have to pick because we don't know anything about this. We'd definitely not want to annoy the Alliance as long as we need their support, though.
>>
>>3921684
>[x] We'd better not annoy the Alliance
I'd prefer if we keep our clean track record with the alliance.
However, if people insist on supplying Saputo, maybe printing decoys with the sphere pads is a smarter way than trying to provide them from our existing stockpile?
We do have full manufacturing data on them.
>>
>>3921684

> [ ] The House could certainly use those torps...

Pft. Saputo is taking the risk, and worst comes to worst we can just pay his way out. We're rich, bitches! If that does happen, then we'll own Saputo anyways if we bail him out so really it's a win-win for us.
>>
>>3922000
You DIDN'T see a transfer request because it's not there!
>>
Thinking about it, an event like this provides perfect cover for when the Terran kill-teams come knocking. They'll look at us being blatantly Dominion, trying to steal a small portion of SP torpedoes, and think we had no idea about the upcoming developments.
>>
"Keep this quiet. Use decoys that were salvaged from our destroyed or crippled ships. No records." you instruct Maybourne.
"I'll take care of it."

A captured transport ship is used to make a number of runs to different systems gathering the necessary equipment and then handing it off to your ally. Maybourne doesn't tell you any of the details just that it's done.

Before departure Rah'na requisitions the 6th neeran modular base that you had previously loaned to the Rovinar. They returned it once their supply train caught up and local threats began to die down. With their station, ECM ship and fast mediums the unit forms up with the other J-D forces as they set out for the final staing area with the other Alliance fleets.

"Good luck all of you."

With the departure of the House fleets you need to make plans in case the Rioja fleet should be called up. A lot of your assets are tied down assisting with manufacturing or on loan to the various powers. Ships given to the Rekesh via lend lease are taken care of. Ren has already paid you back in salvage. The Dominion Knights have been strengthened with the older model Shukhant given to them.

Two main issues remain. First is the defectors like Gun and Viq. Their ECM ships are valuable but as far as they're concerned they've done their bit and those ships are theirs. They also have something of a claim to more than a few vessels they helped capture and salvage to bulk up their units.

Second is the False Flag unit you built up. It's still acting acting as a sort of centralized training unit for personnel from the various groups in the galaxy. Predictably recruitment has dropped off but it remains a valuable unit as a response force that isn't Alliance or Rekesh controlled.

1) What ships did you want to allow Gun and Viq to hang onto? As former enemy combatants who are not registered with any government or mercenary unit you could simply take all of their shit. That would be dick move though.
Their claims on the battleships and mixed wings of Neeran craft are a bit less solid, but they are largely crewed by their own personnel.

1A) Take their ships (Do you have a plan as for why?)
1B) They can keep the ships they started with
1C) Honor their claims
1D) They deserve to be rewarded (give more ships)

2) What will you do with the flase flag / training unit? Those ships represent a considerable investment in time and resources it took to repair them. They're worth quite a bit of money which could help pay down ongoing deployment costs for the fleet. They could even be brought home to be refit and sold at a later time.

2A) Those ships are yours, they're going with you
2B) Sell or lend lease to local governments (split between them)
2C) Sell / lend to West as they're the weakest
2D) Sell / lend to North to deter the Ulgeans
2E) Sell to Alliance to establish joint taskforce
2F) Use to establish joint taskforce (donate)
>>
>>3922463

>1C) Honor their claims

>2E) Sell to Alliance to establish joint taskforce
>>
>>3922463
>1C) Honor their claims

>2A) Those ships are yours, they're going with you
>>
>>3922463
1C) Honor their claims
Keep cultivating that goodwill with everyone we can

2B) Sell or lend lease to local governments (split between them)
Cultivate goodwill and relations with Rekesh and the South as well
>>
>>3922463
>1C) Honor their claims
People always treated us well when we were in their position, we should do the same now that it's our turn.

>2E) Sell to Alliance to establish joint taskforce
The locals have to get their shit together and this seems like the way that will most likely make it work.
>>
>>3922463
> 1A) Take their ships (Do you have a plan as for why?)

They're warships. They're for war. If they don't want to participate in war, fine, we'll pay them out. They'll need money to get set up with whatever else they want to do, right? We can get then whatever civilian amount of stuff they want. Or maybe there's something they want off the books, something only a Noble of the Dominion with extensive resources and contacts can get. Like maybe people left behind in the Neeran Empire.
>>
>>3922463
>>3922677

> 2C) Sell / lend to West as they're the weakest

And least likely to take our ships for that reason.
>>
>>3913235
What about a series of supers that can transmit and receive power? EvE capacitor chaining style.

You'd have a siege-weaponless, over-sized reactor super with microwave power transmitters, and receiver supers with oversized equipment they normally couldn't power. Form them into a super-cell and have the transmitters in the center, and then when any of the receivers come under fire, boost power to them to increase defenses or to ships firing on enemy units.
>>
Calling up both of the defector commanders you inform them of your decision to honor their claims to the two mixed wings and battleship squadron. How they divide those up between themselves is up to them. What you do recommend is that if they dont intend to join the local forces they should register with one of the faction mercenary guilds. At least that way nobody can simply accuse them of piracy and take their equipment.

"We've been thinking about that," admits Gun. "I doubt we'll get along very well but joining up with Mezan seems like the best chance of seeing one of the Shallan worlds again some day."

"You'll be making enemies with the Shallan State by doing so."

Gun shrugs off your warning. "They sound like a bunch of dicks anyways. Besides they're occupying my homeworld. Odds are they'd probably try to arrest us either way if we go back there. Better if we just declare for the other side and get all of that shit out in the open."

That's their choice you guess.

It takes awhile for you to arrive at a decision for what to do with the training unit. The ships could be useful back home or sold to the various governments here via lend lease. On the other hand the Alliance would probably appreciate anything to help with their efforts towards the formation of a regional defensive pact. You wont be sticking around here personally for years to make sure that happens so it would be best to sell the training fleet to the Alliance right now.

The first Alliance commander you talk to initially seems reluctant to have such a heavily armed force running around. Their superiors however are far more enthusiastic, looking for political connections between the groups. As this would be a joint group not belonging to any one power the Alliance will have them stationed at the former Neeran fleet base, ready to help counter moves against the more weakly defended territories.

You'll be compensated for the ships handed over, though for now it will have to be in the form of Alliance war bonds. Not exactly ideal but they are still treated as a perfectly acceptable medium for trade. Some merchants are actually going out of their way to buy up war bonds from other parties. Maybe they intend to cash in on them years down the line? For now it will do.

>cont.
>>
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>>3922767
Lastly there is still some more salvage to parse out. Some were from salvage that simply took a long time to complete repairs, others were captured from the Ulgean at Threochts planet. The Rekesh of course were given full claims to the Ulgean Supers but some of the Shoal class ships could be of use to you. There aren't enough crew available to take them into combat yourself but the House could get use out of them.

There are also the Neeran modular stations you collected through the campaign. 4 of the 5 you have are now outfitted with drive units built in the field to allow them to relocate more quickly and easily. They're not the fastest but they can keep up with transport craft that move your Faction built station sections.
>>
>>3922771
The Shoal seems like a ship that would probably serve best with the barons who are currently stuck with low profit worlds or regions. It's more or less a Lance class that's harder to upgrade but significantly less fragile, right?
>>
>>3922771

>Sell/ Keep/ Gift

Can we please get some options for who would like what? And what their offers would be to purchase or what favors they would be willing to give for gifts?

>>3922767

>Alliance War Bonds

Can we trade these for SP Torps?
>>
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>>3922824
>Sonia has access to top secret insider information that the SP torp bubble is likely going to burst in the intermediate future
>LET'S BUY SP TORPS!!!! OUT WITH THE SHIPS IN WITH THE TORPS!111111
Are you from /biz/?
>>
>>3922761
Similar to the Kavarian siege formation. Not a bad idea but it would be lacking in redundancy given the size of battle groups the Alliance prefers to operate. It would work better with the larger formations used by the old Kavarian Union.

>>3922798
>more or less a Lance class that's harder to upgrade but significantly less fragile, right?
Essentially yes.

>>3922824
>Can we trade these for SP Torps?
Not at this time.

>Can we please get some options for who would like what? And what their offers would be to purchase or what favors they would be willing to give for gifts?
That is precisely what I had hoped to avoid. Give me a few minutes.
>>
>Stations
Everybody and anybody would want the stations with Frigate or Battleship construction facilities attached to them. Probably even you I imagine given their mobility. Unlike the others the West needs them as opposed to just wanting them. That doesn't mean they'd be able to pay for them given the state of their economy.
The mobile ones are useful for fleets operating away from heavy carriers for any extended period. You dont have Forbearance anymore which mean you're missing its many repair pads. Consider keeping some.

The fuel refinery would be good for anyone operating in regions where infrastructure has been destroyed and hasn't recovered yet. Useful to you, the west, north and south. Only the Rekesh have no need for it.

>Ships
The Rekesh are mainly focused on slower ships like heavies and suitable escort craft like the Shoal. They already have lots. More would increase their power.

The other powers are hurting for larger warships like mediums or larger since their production was so badly hit.

House J-D could find uses for any of the mediums to help strengthen the other Barons. The Qlippoth could also be refit back home for use with assault corvettes. For now it's set up for maintaining Neeran ships. Good for anything captured.

You dont really need any of the captured battleships or corvettes unless you wanted to save them for false flag, infiltration or OPFOR duties.
>>
>>3922905
Would the Rekesh be willing to sell a production license for their frigates to the western nation for use with the station?
>>
>>3922865
>Yes? Domp the torps.

>>3922771
Sell NM1, 2, and 3.
Keep NM4 an 5.

Keep the Fuel Refinery.

Sell all but one Scarecrow.

Keep 2 Shoal, sell 3, gift 3.

Keep the Qlippoth.

Gift the Corvettes.
>>
>>3922921
While initial reaction might be a resounding "NO" they have already agreed to a technology sharing treaty with a few other Neeran breakaway states to develop a next generation frigate. With this in mind their current ship is probably on the verge of obsolescence.
I think they would seriously consider it.
>>
>>3922865

That project wont bare fruit for several years. And if the Alliance relies on the value if SP Torp value that much. Then the Dominion is screwed when it approaches them for assistance in that project. Unless the Dominion is going to go in alone on this project.

>>3922905
>Stations

Keep the battleship and one other mobile station. Sell the rest. Sell the Fuel Refinery. Keep the fast mediums. Keep three shoals sell/ trade other six. Qlipoth, sell to the House the battleships and corvettes sell/ trade.
>>
>>3922941
It might be worth a try. I'm not sure if there are better frigate designs compatible with a Neeran shipyard available to us at the moment.

>>3922771
>>3922905
>Stations:
Sell +NM1+ to the northern rebels.
Sell +NM5+ to the western rebels.
Loan the refinery to them.
Not sure about the BB yard. Are there any interesting designs available or just the standard Neeran/Ulgean BB?

>Ships
>Fast
One scarecrow to the Rekesh, keep the rest.
>Shoal
3 for the J-D home territories, 2 each for the non-Rekesh states.

>Smaller ships
Gift every state one unit of corvettes and sell one to each.
Sell the battleships to the highest bidder.

>Qlippoth
Have logistics figure out what's better: keeping it here or sending it home for a refit.
>>
>>3922966
>Not sure about the BB yard. Are there any interesting designs available or just the standard Neeran/Ulgean BB?
Just the Neeran ones or perhaps the Alliance Sector Patrol Craft.

>Qlippoth
Have logistics figure out what's better: keeping it here or sending it home for a refit.
Are you going to capture and make use of larger numbers of Neeran ships again? That's the determining factor.
>>
Working out the average, 3 of the stations are getting sold including the one with the Frigate yard. The battleship equipped station plus one other will remain with your fleet. Refinery was a bit of a toss-up so it's getting leased but not entirely sold.

3 Shoal, 3 fast mediums and the Qlippoth are being kept but may be sent back to House space. Once they're had a thorough refit it can be determined if they'll be sold.

Most of the rest is being sold with the exception being one Shoal and a few corvette wings that will be gifted to the various powers.

Do you want the various mediums and the Heavy kept in reserve operated by skeleton crews or send them home now? Note: The Shoals should probably stick with the heavy to act as an escort. It's a valuable ship and hostiles either Neeran or pirate would like to get their hands on it.

>1) Fast Mediums
1A) Reserve
1B) Send home

>2) Shoals
2A) Reserve
2B) Send home

>3) Qlippoth
3A) Reserve
3B) Send home
>>
>>3923079

>Fast Mediums
Reserve

>Shoals
Home

>Qlipoth
Home
>>
>>3923079
>1A) Reserve

>2A) Reserve

>3B) Send home
>>
>>3923079
>1) Fast Mediums
1A) Reserve

>2) Shoals
2B) Send home

>3) Qlippoth
3A) Reserve
>>
>>3923079

>1) Fast Mediums
1A) Reserve

>2) Shoals
2A) Reserve

>3) Qlippoth
3A) Reserve
>>
>>3923147
>>3923079
Actually fuck it, send them all home. Let's bulk up the military force of our faction in house JD and remind the traitors and terran democracy fetishists what keeps our House a Home.

Overwhelming firepower.
>>
>>3923079
Send them all back
>>
The Shoals and Qlippoth are headed for home while the Fast Mediums are readied for reserve use just in case.

It feels like a long wait for the next wave of the offensive to begin. You expect large scale coms blackouts like with the first one and are not disappointed. This time it isn't all at once but a steady increase that takes place over a few days. It may have started already or they could be waiting for all you know.

Alliance ships passing through on the way to the jump off point are becoming a steady stream rather than the slackening tide. The FOB's you have operational producing assault corvette components never stop. Whenever your stockpiles are approaching full the Alliance offers to take some off your hands.

Squire class ships and Sector patrol craft are finally arriving here in numbers. Some of the newer vessels are even being produced at the fleet base. For the first time in this galaxy the Alliance finally has numbers on its side. It couldn't come at a better time. Civilian trade is continuing to recover and the Rekesh are eager to end the convoy system they had implemented as a precaution.

Mezan has recruited the defector units as expected, though this has prevented them from trying to hire on with the Alliance fleets in the offensive. They're working to better organize and decide if they should deploy to the front lines or not.

Maybourne brings you a report she's gotten hold of through a few contacts. It's not a proper intelligence report, more rumors and hearsay about observations, but they all indicate the same thing. The Neeran Isolationists are on the move. Not a few supers like you would expect from Baldr's faction but entire formations. Even a few the size of Apex class Command Ships. They must be committing close to their entire fleet.

>What say?
>>
>>3923244

>They must be committing close to their entire fleet.

Did someone finally tell them they need to get involved beyond sending a few troops out or else their rent is going to come due?

Also holy shit, I hope they've taken proper precautions to harden/ strengthen their ships against Empire Neeran boarding and their jammers. Otherwise they are just throwing ships and troops to their death the minute one of those boarding parties with a jammer gets in. They'll be dead in the water.

Maybe give our Neeran a heads up we might see some Isolationist Neeran in the near future. If they really are coming this way. In case they want to talk to their own people.
>>
>>3923244
"Here they come to save they day, after all the hard work has already been done."
>>
>>3923265
>I hope they've taken proper precautions to harden/ strengthen their ships against Empire Neeran boarding and their jammers.
They did take steps against the earlier weapon that made use of a city ship's existing networks. That wont work anymore.

The newer version has been reported to the Alliance and the isolationists via the Caretakers. You can bet they've been working hard to pin down a counter. The threat it poses should be ample motivation.
>>
>>3923244

Would the time frame for RSS to travel to the front allow for Mezan to be hired on to guard them in hot salvage situations?
If they decide they'd be interested.
>>
Have to be up really early tomorrow so the next post will have to wait.

>>3923417
I suppose so? There may also be work left elsewhere through the recently captured territories. Do so?
>>
>>3923438

Let the company assess whether that would be more profitable than their work right now. They may be able to come back to it, but the front is limited time only to get cool stuff.

London's opinion would be nice if possible.
>>
>>3923438
>Do so?
Maybe establish a special high risk operations division for these contracts?

>>3923244
>It feels like a long wait for the next wave of the offensive to begin.
What's Versa doing? We didn't really get a chance to talk, I think.

>Civilian trade is continuing to recover and the Rekesh are eager to end the convoy system they had implemented as a precaution.
What happened to all the transports and other assorted support craft we've captured? We should be drowning in transports, freighters, tankers, mining vessels and all the other stuff that's useless in a fight but worth its weight in gold otherwise.

>What say?
Let's hope things will go well for them. I have no idea what impact the loss of that many ships would have on a society that's based entirely around interstellar vessels.
>>
>>3923438

I'd like to get Londons input.

Just how far forward are we salvaging? PCCG Space? Shallan Space? The War Front?

Sure we will have plenty of opportunities after the war to conduct salvage operations. But other anons have the right of it that there is limited time salvage to be had on the war front.

I just don't want to miss an opportunity to spread the RSS brand name. And miss out on opportunities to other salvaging companies. Or risk someone thinking they can get away with attacking our shit and stealing it. Like Neeran Pirates the Shallan Military Government and other parties who would not pass up such an opportunity. And our forces or friendly forces being to far out to render aid effectively.
>>
>>3923244
>>What say?

Annoyed grumbling about better late than never. Could probably have used them about two decades ago.

I wonder what game they are playing here?
>>
>>3921413
>In theory, though having a heavy cruiser dock to assemble it all makes things go much more smoothly.
We could set up medium cruiser sized production facilities in each of the smaller states and build a heavy cruiser repair dock at the fleet base that's under Alliance control. The locals could then decide if they want to use their output to build a heavy under FA supervision, or medium cruisers on their own.
It's very likely not going to be as efficient as setting up a dedicated heavy cruiser yard but realistically, maybe aside from the Rekesh, none of the local governments do currently have the supply chain to build a heavy or support it adequately with crew and parts.

A medium cruiser shipyard in each of the smaller states would cost around 1.5 billion. Maybe less if the FA is willing to offer subsidies or 0 interest loans.
>>
>>3924038

So build and then sell off ship yards to recently freed minor states? Or build our own ship yards in their space, leasing them to the freed minor states?
>>
>>3923244
On second thought maybe this has to do with what Svidur said ages ago? We can't just kill all the Empire Neeran, something needs to be worked out with the isolationists.
>>
"Here they come to save they day." you grumble.
Still it's better late than never.
"Did someone finally tell them they need to get involved beyond sending a few troops out or else their rent is going to come due?"

Maybourne shrugs. "They did send something like 90 upgraded city ships to help with the fighting a few years ago."

"Whatever, let's hope things will go well for them. Tell Sam, Dave and the Caretakers that the Neeran Isolationists are deploying their fleet. Quietly. Dont use coms that could be intercepted."
"On it."

It wont take long for the Empire to realise the Isolationists have arrived in force once fighting has started. That's going to be a thing. More than anything else the Empire has wanted to go after them and now this could potentially be their chance to do it.
"Something else is going on here."
"Sir?"
"Nothing."
>>
Think I caught the flu that's going around at work so haven't been great the past day or so.
>>
Over the next two weeks the communications blackout begins to break down as the Alliance requests reinforcements for various sectors they're having trouble with. By the time it is completely abandoned Alliance fleets have begun to arrive in the same region of space the Neeran capital is in. It seems multiple groups have bypassed linking relays entirely while other groups keep local Neeran defenders pinned down.

The following day an intelligence update is received.

Targets of opportunity are available for any units currently in reserve that have not yet received orders to deploy. Front line units are occupied with primary and secondary objectives at present. These tertiary targets are being left alone unless reserve force commanders wish to act on their own initiative.

1) Shallan State - Alliance brass are worried by deteriorating relations with the de facto Shallan government. They want veteran units standing by to hold open the corridor in case the worst happens and the State blocks Alliance movement. If necessary the Alliance has other options to keep supply lines open but it would strain logistics.

2) Neeran / Ulgean Intervention - Alliance intel believes Neeran forces holding off the current Ulgean offensive can be driven to counterattack. If a number of well guarded logistics sites could be destroyed the enemy could be forced to attack Ulgean forward logistics in order to capture theirs. Alliance Admiralty consider the operation unnecessary at the moment, but it could weaken the Ulgean position post-war.

3) Unidentified Gate - The Neeran have a capital ship grade gate that doesn't appear to be contributing to the war effort at present. Krath ships have confirmed it to be in operation and resources are being spent on operations there. Why isn't known which is concerning analysts. Capture the facility so the Alliance can find out what it is for, or destroy it to end whatever threat it might pose.

4) Continue to wait in reserve - Whatever the Alliance has in mind for the attack on the Neeran capital they'll probably need reinforcements before long.

1) Shallan State
2) Neeran / Ulgean Intervention
3) Unidentified Gate
4) Continue to wait in reserve

Unless there are any other suggestions by anons for operations?
>>
>>3926584
>3) Unidentified Gate

Capturing this could help in understanding the gates in the Sphere and in the facility at Threochts Planet. Also maybe learn how to possibly repair the Builder ship. Also be nice salvaging rights. If we can yank it and bring it back home.
>>
>>3926584
>3) Unidentified Gate
This sounds like an ideal operation given all the equipment and upgrades we've just acquired.
>>
>>3926584
>3) Unidentified Gate
>>
>>3926584
> Alliance brass are worried by deteriorating relations with the de facto Shallan government
Weeeelll now. This might actually work in our favor. If the Shallans withdraw from the FA, or threatens it, then the FA will want to stabilize itself. Lest others start fearing the FA will collapse. Then should a larger disagreement occure within the FA regarding two member states in regards to, oh I don't know, enforced technological stagnancy and state sponsored terrorism in foreign nations. Well I do believe the Dominion would then be in a proper position to put the axe to the hull of the ship that is the FA, or could seem like it unless the Dominion got it's way in the disagreement.

>Targets of opportunity
Well to be perfectly fair I don't really want to leave the Facility unguarded to begin with. But if we have to go somewhere then I suppose.
>3) Unidentified Gate
Once more into the breach, adventure awaits!
>>
Oh hell, I missed an entire page of notes regarding Forbearance!
Fortunately I can still salvage parts of this.
>>
>>3926682
Was it the 'pirate spirits that haunt the ship' section?
>>
It seems you're going to volunteer to investigate the enemy gate facility. You begin sending requests to Threochts planet for personnel who will best be able to make sense of anything you capture.

With Forbearance having left with the J-D fleet it occurs to you that it might be good to acquire a replacement Super Heavy for your fleet if you're heading into the thick of it. Baron Xedols will be remaining here which means borrowing his Sovereign class is right out. Fortunately there are other options.

Thanks to your assistance in fighting throughout this cluster a number of Warlord Supers managed to be saved. The Warlord they belonged to, Bhumi Patil, would probably be willing to listen if you wanted to hire a group for the operation. It looks like the Warlords are trying to stay out of the heaviest fighting, focusing mostly on actions to pin down enemy forces, or heading up carrier groups. They should have ships available, some of which are finishing up repairs from actions in this cluster.

Mezan's contract is ending and her people wont be prepared in time to accompany you. The PCCG Mercenary Guild is usually ready to fill gaps left by ending contracts. She could probably help to ensure you could hire on replacements, or even get an upgraded contract. There might even be a PCCG Fast Super or upgraded Moradins available.

Ren has indicated that Trayan mercenaries are also available in small numbers. There hasn't been much time to vet them to levels the Alliance would prefer.

[ ] Hire SRL Super Heavies
[ ] Hire PCCG Merc replacements
[ ] Hire PCCG Mercs & Fast Super
[ ] Hire Trayan Mercs
>>
And since I left it out.
[ ] Dont hire any
>>
>>3926723
>[ ] Hire PCCG Mercs & Fast Super
>>
>>3926723

>Bhumi Patil

Didn't we also give them some PCCG tech that they've been trying to get their hands on for a while by selling them the wreckage of one of Mezan's Mediums that we sacrificed to save a Super?

So not only do they owe us for saving their super but for helping them get tech they've been trying to get a hold of. I think Bhumi Patil would likely be more than willing to pay back this debt/ favor to us. Especially if it means there is a change to get more salvage and tech they hadn't been able to before.

So I say lets talk to them and get one of their supers to tag along.

>[ ] Hire SRL Super Heavies
>>
>>3926736
>they owe us
Indeed. Not only will they be willing to take a contract they'd rather avoid but I'm sure you could get a discount.

>So I say lets talk to them and get one of their supers to tag along.
You talk to Warlord Patil who informs you that if she's sending any it'll be three, not one. That way it will increase the odds of their survival. They'll all be different types. One fitted with siege weapons, one with scrap cannons as well as salvage and recovery, then a third as a dedicated support ship.

Of course these vessels are much slower than what you could hire from the PCCG.
>>
>>3926773
Do we have an idea what kind of opposition we'll be facing? Supers equipped for combat would be a huge waste of money if the Neeran have an Executioner production facility in the area, for example.
>>
>>3926782
There are stations and some local production for smaller craft but the nearest larger shipyards are those around the capital. One Super carrier arrives at the gate daily from an unknown location and passes through it.
>>
>>3926723
>[ ] Hire SRL Super Heavies
>>
>>3926798
Thanks. Seems like they're evacuating.

>>3926723
>[x] Hire SRL Super Heavies
Can our SRL contacts recommend any captains in Patil's employ we should ask for?
>[x] Hire PCCG Merc replacements
>[x] Hire PCCG Mercs & Fast Super
Can we get boarding specialists from the Alliance? They probably have people more experienced with capturing important Neeran equipment in one piece than our troops.
>>
>>3926773

I will stay with Warlord Supers.

tl;dr: PCCG Fast Super and mercs if we want to get in and destroy the place and get out once we learn what it is. Warlord Supers if we want to get in and hold the place once we learn what it is.

So a choice between getting in fast and harassing them with one Super and learning what it’s all about. And whether it should be destroyed or captured. Or getting into a slugging match to learn what the wormhole is for.

Getting in and out fast is a priority. But if we want to salvage the thing. Then having multiple supers would go a long way to taking the thing back home for perhaps the third best piece of salvage this entire deployment. If we can get it back.

While I am betting most of the galaxies defenses have been pulled away to halt the FA’s advance or protect their core. I’m sure there is going to still be a present defense fleet there. And if whatever Neeran commander there is worth his salt. The moment he sees any enemy super in his galaxy he’s going to mobilize the required amount of overwhelming force to destroy them and whatever presence they have in his galaxy. Making salvaging the gate a dangerous proposal no matter how many supers we take with us. It may be better to destroy it. Instead of salvaging said gate since we cant hold the system.

But if we do decide to be try and hold said system. Than more firepower we have would be better than none. Just have to strap some extra afterburners and maneuvering thrusters on the SRL Supers. So they have a slight bit more dodging ability.
>>
>>3926723
>[ ] Hire SRL Super Heavies
>>
>>3926809
We can pick more than one option. At least that's how I understand it.
>>
>>3926798
>>3926860
>Hire both

Can we hire both PCCG and Warlords?
>>
>>3926870
You can hire lesser bands of mercs from whoever but only supers from 1 source. Otherwise you're taking resources away from others who might need them.
>>
>>3926723

Updating vote

>[ ] Hire SRL Super Heavies
>[ ] Hire PCCG Merc replacements
>>
>>3926881
In that case, updating to

>>3926808
>[x] Hire PCCG Merc replacements
>[x] Hire PCCG Mercs & Fast Super
>>
>>3926723
> [ ] Hire SRL Super Heavies
> [ ] Hire PCCG Merc replacements
>>
>Dranot the Unsung
Can we have an artist from each of the liberated worlds write and perform a song thanking him for not burning down their planets and stuff?
Would that make a nice gift for somebody who goes by "the unsung" or would it be seen as an insult?
>>
I guess that's settled. You hire on the SRL Super Heavies who begin to prepare for the upcoming deployment. They'll be ready soon enough. The 3 Supers have a substantial escort, though its hard to tell what parts of their fleet are intended more for offensive or defensive engagement. 15 medium cruisers plus 2 more for support, 4 squadrons of battleships and battlecruisers, 3 mixed wings, and 2 of assault corvettes.

The mercs are glad to hear that you have a heavy carrier outfitted for repairs of older corvettes. They have a number of Dagger class and standard corvettes that are crippled but could be brought back to operational status with work by your engineers.
"How many?"
"Close to a wing's worth. If you could refit the standard corvettes into attack corvettes that would really help."
You have to resist groaning in annoyance. How could anyone still be using standard corvettes?

Mezan contacts the PCCG guild to see about getting replacements. They dont really have anything that could match the utility of the Cordate ECM ships, or the toughness of an Eclipse but they still give it a try. 2 Sledge, 4 Lance and a Monitor with ECM systems take the place of the 6 mediums you're losing. CCD Battleships and attack cruisers are more or less even in numbers and firepower. Fortunately replacing the mixed wings of Neeran craft are 2 wings of Dominion Assault corvettes. Ones built by the J-D shipyards no less! Not the most recent models but more than adequate.

Both the PCCG and SRL mercs have additional prize crews if you wanted to bring the 3 fast mediums in your reserve up to operational status.

Knight Zinovev of the Dominion Knights wishes you luck on the mission. Their unit is going to remain behind working with the Ruling House to ensure the Dominion maintains a presence in the area. They've been busy helping to construct a number of covert bases. The Alliance has already acquired one of them for use as a forward border outpost.
With any luck they'll eventually get permission to establish a local chaper of the Dominion Knights. For now the Ruling House is considering it. They'll need to make a decision first on how it will impact relations in the region.

The Krath Mercenaries are also out and have no intention or extending their contract. Some of it was entertaining but they'd rather be away from any place their kin are paying attention to.
>>
>>3927314
What's that SRL cruiser next to the right of their scarecrow?
>>
>>3927341
Trident class
>>
>>3927347
Thanks.
>>
According to reports leaked to the civilian media the Neeran Empire's SP weapon program has been destroyed. The chances of them being able to mass produce or deploy SP weapons throughout the Empire in time to affect the outcome of the war is now all but lost.

How this information made it into civilian hands let alone to broadcast is anyone's guess. It could be someone hoping to push for Dominion access to those weapons but that's still up for debate. The Emperor is remaining silent on the issue for now.

Looking up recent intel reports the media account does seem to match up with available information. The Alliance also believes much more costly Veckron weapons may still be in development but in far more limited numbers. As the Emperor hasn't made any attempt to contact you regarding the success or failure of the other mission you're reluctant to even consider contacting them about all of this.

Any last minute preparations?
You'll be contacting the Alliance about boarding specialists.
>>
>>3927419

>Any last minute preparations?

Are we taking any of our Neeran buddies with us? In case we need them to translate Neeran stuff or operate Neeran equipment we find that we cant operate ourselves?
>>
>>3927419
Would it make sense to replace the SRL baseline corvettes with FTL ball corvettes?
Make the gun upgrade we purchased for the Nautilus class available to the ships on this mission?
Make sure that people who die back home while Sonia is gone get immediately placed in stasis instead of the normal proceedings.
>>
>>3927434
>Are we taking any of our Neeran buddies with us?
I think they were sort of expecting to stay and keep an eye on the builder ship and planet interior. You do have specialists that will be coming along who know how to operate wormhole systems now.

>or operate Neeran equipment we find that we cant operate ourselves?
Jan should be able to handle most things short of the difficult to master shield generators.

>>3927439
>Would it make sense to replace the SRL baseline corvettes with FTL ball corvettes?
It might, but you sent the Qlippoth back to J-D space and thus it would be harder to maintain larger numbers of them. Also you sold off the majority of those you've salvaged. The remainder are being held in reserve as replacement turrets.

>Make the gun upgrade we purchased for the Nautilus class available to the ships on this mission?
Forgot you bought that. I was going to say that there wouldn't be time to perform a refit like that now but Lyas has one of those vessels as a command ship. Odds are in the past couple months there's been time to upgrade one of them. The engineers are still inexperienced with them so the focus has been on working the bugs out before trying another.

The SRL mercs are more or less in the same boat. They captured one with the guns more or less intact but they're a bit finicky.

>Make sure that people who die back home while Sonia is gone get immediately placed in stasis instead of the normal proceedings.
I presume you mean family members, close friends and important government officials?
>>
>>3927419
Get the codes to dial the builder ship? Just in case we need to emergency evacuate and the only route is the Neeran gate.
>>
>>3927589
>Get the codes to dial the builder ship? Just in case we need to emergency evacuate and the only route is the Neeran gate.
This is actually a good idea. The Alliance will be asked to send someone that could let you dial another friendly gate as well just in case.
>>
I've removed a lot of superfluous navigation lanes from the map for easier viewing.

There are 2 main paths to approach the region the gate is but both of them get uncomfortably close to the Neeran capital. As in the only known FTL lane connecting to the relay is via the capital. Fortunately you have a gravity well generator and can make you own path if necessary. This may actually be preferable.

Route A) This follows the Alliance main line of advance. There will be plenty of friendlies but an unknown number of enemies as some locations are still contested. Most worryingly this approach will drop you on the wrong side of the capital, forcing you to either make a follow up jump out and around, or try and cut across one of the most heavily defended locations in the known universe.

Route A2) Split off from the main FTL route and use the gravity well generator to made stops in deep space. It worked for you in the Crystal Sea and that's supposed to be one of the more dangerous places to cross.

Route B) This one will take you through regions actively contested by the Empire and Ulgean Hegemony. Plenty of opportunities for salvage but also for risk of interception.
Fortunately the navigation connection to the capital is in a much better location. If you're lucky friendly forces may also be relatively nearby when you arrive there, but there is a risk enemy reinforcements could also use this route. This approach should give you more of a straight shot for the objective.

Route B2) The location of the galaxy cluster in the B route is an excellent jumping off point if you want to use the gravity well generator to reach the objective. Intel is confident that navigation should be easy. The only difficult part will be crossing the contested cluster.
>>
>>3927752
>[x] Route A2
>>
>>3927752

I am torn between A2 and B2.

A2 sounds like the safer option. But as pointed out, brings us closer to the Capital.

B2 makes sure we are further from the capital. But at the same time we have to deal with the Neeran and Ulgeans. And neither side loves us. And would love to either kill/ capture the SRL Supers.

And the Gate is much closer than I expected it to be. So that's going to be a thing. Do we have an ETA for when we could expect the FA to reach the Gate? Or would we be on our own until they deal with the Neeran capital?

Well either way we're going to be dealing with Neeran. So lets go the route with less of the bastards or at least where they are distracted. So...

>A2
>>
>>3927801
>And the Gate is much closer than I expected it to be.
It's a bit farther than it appears because 3D, but yes it's only a 3 day flight from the capital at standard long jump cruising speeds.

>Do we have an ETA for when we could expect the FA to reach the Gate? Or would we be on our own until they deal with the Neeran capital?
It depends on the number and speed of enemy reinforcements trying to reach the capital. If things go well it may be possible to call in support. Otherwise there's a not insignificant chance of your forces being cut off.
>>
>>3927752
>Route A2)
>>
Plans are made to follow route A2. Along the way you'll try to avoid any unnecessary engagements. Hopefully the forward fleets will have logistics operations up and running nearby but if not you have a pair of Neeran heavy tankers. One has a good deal of its available capacity taken up by a Neeran modular base, but it's still able to provide some spare tankage. If necessary you should be able to skip a couple stops but it will cut into your reserve.

Roll 2d100 to get through the 2 relays without mishap.
>>
Rolled 6, 87 = 93 (2d100)

>>3928052
>>
Rolled 26, 71 = 97 (2d100)

>>3928052
it b e g i n s
>>
Rolled 19, 87 = 106 (2d100)

>>3928052

Roll for Salvage!
>>
Very cool to see this still running.
Last I read the Shallan state was was being glassed left and right, and I asked if ships could FTL sideways.
Looking forward to catching up when I can.
>>
>>3927518
>I presume you mean family members, close friends and important government officials?
I would extend it to close acquaintences and colleagues but that's the basic idea, yes.
>>
Arrangements are made to link up with the mercenary units you've hired at the jump off point to the route you've planned. Despite having to scramble to pack up some of the modular stations your fleet gets there in good order. The PCCG unit is the last to arrive.

While waiting introductions are made with the SRL unit.
"I'm Fleet Captain Padaran. I've spent a lot of years shooting stuff with big guns, small guns and everything in between. Even worked for the old boss way back. I'm not here to make friends with the Dominion, I just get paid to do the job and steal shit. If you want to talk just to feel the air move bother my crew. You got orders that actually need doing call me up."

He's definitely no Foss but he seems to know his stuff. His XO sends data on the corvettes being transferred over for work. The bays aboard the heavy carrier are set up so they can work on refits while the fleet is at FTL. That should give your engineers enough time to rip the guts out of the weapon systems and rebuild them. With an expected 3 weeks or more at FTL coming up that should be more than enough time.

You make a quick call to the PCCG merc unit while they're undergoing refueling before the jump. Their fairly young looking CO introduces themselves as Commander Kalkiri. The Kavarian woman claims that she's been mercing for 10 years, ever since she was old enough to pick up a gun. Her record shows she's a PCCG militia officer not just a guild mercenary, so she must be doing something right.

When the last of the tankers have split off from the fleet you give the order to begin jump. The next week spent at FTL is used mostly for drills, training and for the carrier craft, ship repairs. All of the Dagger class corvettes belonging to the SRL are finished repairs and basic upgrades before arrival at the next relay. They'll be assigned to fleet defense.

Boarding specialists requested from the Alliance talk shop with the special forces. A lot of it is stuff your people are already proficient with. The only difference being some key systems that make it harder for the enemy to set off a self destruct. A briefing packet is prepared and sent to the rest of the Marines throughout the fleet.

Reports on the relay you're arriving at are difficult to come by. Communications keeps dropping out. It is active enough to show that the Neeran are counterattacking on nearly all fronts. Most of the action is focused around the capital. There are few specifics on the closest relay other than that some enemy forces are still present. As a precaution the entire fleet is put on alert a few hours before reversion.

>Cont.
>>
File: Relay_Ambush_01.gif (17 KB, 1612x982)
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Barely a minute before scheduled reversion Adel on sensors speaks up.
"Gravity well detected!"

You dont hesitate to give the necessary order. "Nav, drop the fleet out early!"

The fleet drops back to real space still more or less in formation. Ahead you can see IFF's of friendly ships that have been pulled out of FTL by the artificial gravity well. They're being attacked by what looks like three Neeran battle groups with newer capital ships including a few Executioners. The Alliance ships are out of formation and the enemy is taking full advantage. An older EX-Mega and an Alliance super carrier are burning in space as are who knows how many other vessels.

Mike begins broadcasting on the fleet command channel. "Alert to all ships, teleport jamming has been detected."

"Warn the incoming fleets to drop out early or their formations are going to be wrecked."
The message is sent, though it's not known how well subsequent fleet groups will coordinate with the communications difficulties.

"Were there any other Alliance units scheduled to come through here?"

Maybourne looks up the other fleets who were departing around the same time as you.
"An under strength ACS group and a bombardment fleet. They should be getting here in the next thirty minutes to an hour."

Engaging this fleet might not be necessary for your forces. An ACS group even under strength should be able to drive them off. Joining the battle yourself runs the risk of weakening your fleet before reaching your objective and slowing down your progress. You could probably move to flank the enemy while putting down long range fire and keeping back your assault corvettes.

Or you could go all out and attack, running the risk of losing some of your elite crews with little to no chance of recovery. It would undoubtedly save some of the battered Alliance units here.

Padaran contacts you. "That's a gravity well generator you've got right? Power that sucker up. It'll pull the following fleets out of FTL a safe distance away. Give em a chance to get organised and engage as they like."

>Your plan of attack?
1) Power up gravity well
>Y/N?

2) Commit or not?
2A) Flank but avoid direct engagement
2B) Allow Mixed wings, Battleships and Mediums to engage
2C) Deploy Assault Corvettes, they can engage
2D) Deploy for full fleet engagement
>>
>>3928762

>Plan?

Power up the Gravwell, send a message to the Alliance units coming up from behind us to use our gravwell to form up. Send a message to Alliance forces currently engaged to try and disengage and form up with our fleet. Deploy our fleet to help them disengage and join us. Have our SRL Supers start engaging at extreme range and have their support Super start opening up bays to refit and repair the allied fleet immediately as their units come in.
>>
>>3928776
The SRL Supers are slow and will engage from range no matter what you choose.
Are you committing your more mobile forces as part of this or are you not?
>>
>>3928794
>>3928762

>2B) Allow Mixed wings, Battleships and Mediums to engage
>>
>>3928762
>1) Power up gravity well
Yes.
>2) Commit or not?
Only allow survivable ships to engage as long as teleporter jamming is active. I think
>2B) Allow Mixed wings, Battleships and Mediums to engage
is the closest option to that. Only engage with superior local firepower or numbers.
Have the heavy ships keep their distance.
The left side of the allied forces seems to be doing worse, so we'll likely have to focus there if we want to keep the fleet from collapsing before reinforcements arrive.
Can we get in contact with whoever is in charge?
Did we get to bring Versa on this deployment?
>>
>>3928809
>Did we get to bring Versa on this deployment?
I was so busy trying to get the fleet numbers straight with the mercenaries and transfers to the local powers of the Yang galaxy I completely forgot Versa had been aboard Mezan's flagship!

Dominion crews still remain wary of the idea of keeping an AI aboard but they're probably a bit more open to it after the performance in the battles where she helped out.

3) What ship has Versa been transferred to?
[ ] Outer Heaven
[ ] Quattro Command ship
[ ] Eclipse

4) Roll 1d100 for system upgrades
>>
Rolled 44 (1d100)

>>3928838
>3) What ship has Versa been transferred to?
As they're probably all equally likely to get the negative morale modifier from installing the AI, let Versa pick. Maybe she prefers the system architecture or general performance characteristics of one of them over the others.

>4) Roll 1d100 for system upgrades
Upgrades! Rolled 1= 1 (1d100): LEDs everywhere.
>>
Rolled 32 (1d100)

>>3928838

>3) What ship has Versa been transferred to?

[ ] Eclipse

We have a lot of secret stuff on the OH. And Versa will be asked to tell the Terrans everything she learned when she returns to them after our deployment. So...

Put her in the Eclipse. Shouldn't be any different from Mezan's ship.

>4) Upgrades
>>
Rolled 7 (1d100)

>>3928838
>[ ] Quattro Command ship
>>
>>3928762
>1) Power up gravity well
Yes. It will hopefully make the Neeran try to gun for us in order for them to be able to escape later. If they gun for us it will allow us to set up a long range bombardment formation while the Alliance units form up up on either of our flanks. Then we just hold until the cavalry arrives.

2A) Flank but avoid direct engagement
Just hold to avoid loses to our own fleet.

3[ ] Eclipse
>>
>>3928762
>1) Power up gravity well
Y
>2A) Flank but avoid direct engagement
>>
>>3928902
Still need votes on those other 2 questions anon.
>>
>Rolled 44

Since being installed aboard the other Eclipse Versa has been working to improve the human interface system. This to prevent mishaps like what happened when Mezan's ship was struck by a powerful barrage. Being forcibly disconnected from the system could be rather harmful to the user's brain.
So far the techs have been working on a helmet that wouldnt need to be locked in place to the control system. It remains incomplete however. You'll just have to avoid taking any strong knocks to the ship. It's too bad the system was intended for use aboard capital ships or they might have solved this problem already.

Now we just need a tie breaker for 2A or 2B.
>>
>>3928762
>2B) Allow Mixed wings, Battleships and Mediums to engage
With teleport jammers in play, we'll need ships with greater fighting endurance, and corvette losses would be devastating with no recovery. As long as they play it safe and avoid hits.
>>
https://www.youtube.com/watch?v=Wzb8ifEz5Iw

"Mixed wings, Battleships and Mediums are clear to engage. Everyone else maintain formation and open fire from maximum range. Versa please ready the command system."

Leaning back Versa activates the command system and your perceptions shift to viewing the battlefield and other useful information. The motion of the fleets and ships slow to a crawl and additional interfaces pop up at your command. It's not quite the same as the other times you've made use of it. Something is different.

Versa sounds worried.
"Sonia these new enhancements you've had done, are they entirely safe?"

You shrug mentally. "Safe enough."
"Okay, but try to take it easy."

Orders are sent to the gravity well to power up immediately. The incoming Alliance fleets need to be pulled out of FTL before it's too late and there's no guarantee they'll receive or follow directives to drop out early. Soon enough the sensor readings showing the vessel's gravity shadow are expanding outward in a steadily growing sphere.

Next you send alerts to the engaged Alliance units that they can fall back to your fleet's location for protection or repairs. By now most of your fast mediums and mixed wings are moving up to assist. You help direct ships in your formation to move out of the way so the heavier weapons on the SRL Supers can open up. The 28 super heavy mass drivers on Padaran's main warship begin to hurl slugs down range, peppering enemy heavy cruisers closer to the front with fire.

The scrap cannons on his other Super soon join them, though given their inaccuracy they're forced to aim for the enemy Executioners. All Monitor class ships with upgraded shields are brought up to help provide cover from return fire. A few support craft the SRL Mercs have brought along do much the same, dragging shield platforms into place.

Soon enough one of the executioners direct fire against your fleet, no doubt looking for an easy kill. Versa directs the helm to change course so your eclipse can contribute to the shield wall while avoiding most of the damage. A 4 shot salvo batter the shields but they hold for now.

"Attack wings, see if you can help out on the left flank. They're having trouble over there."

Scanning the front you spot one of the friendly Supers pouring out missile and torpedo fire but having little effect. A number of Kraken class ships and a heavy cruiser with similar upgrades are using anti-missile systems to intercept any SP or heavy warheads they launch.

"Padaran, hit these guys with a mass driver barrage."

>Cont.
>>
File: Relay_Ambush_02.gif (18 KB, 1612x1113)
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His warship shifts fire coming from 2 of the siege weapon turrets to the heavy and its escort. Two Krakens explode and the Heavy's shield lights up from kinetic impacts. One of the turrets cease fire and after a long delay it chucks a set of 4 shield breaker rounds down range. The projectiles overload the shields allowing fire from the other turret to begin pulverizing hull with hyper velocity impacts. Before long the heavy is a drifting hulk.

Attack wings reach the fighting and begin to engage corvettes, clearing out those that might block friendly escape attempts. While they're downing ships about as well as usual they're not pressing ahead into the enemy formations as far or as fast as they ordinarily would.

Before you can make much comment to the unit commanders another barrage hammers your formation. There is only so much you can do to maneuver while maintaining fire. The scrap cannon super needs to remain bow on to targets, though at least that presents a small profile. To the rear o your formation transport craft are being reorganized to better evade when you ultimately need to break up the formation to avoid more damage.

"The ACS group has arrived," announces Versa.
"Finally!"

They've been dragged out of FTL aft and above relative to your position. Only 2 real front line capital ships are with them but they are new models. The other 3 supers in their formation begin launching assault corvettes right away. It couldn't be at a better time. An enemy unit has broken through just to the right of the center and are trying to bring down a Ceres heavy carrier. The pair of supers on the right flank also aren't doing so hot.

Both ACS are burning hard toward the battle and it looks like the enemy super carriers to the rear are preparing to withdraw. They probably suspect more Alliance ships are on the way.

>What are you plans for your own fleet?
[ ] Move to left flank
[ ] Move to right flank
[ ] Hold position
[ ] Have warships advance with ACS group
Other ideas?
>>
>>3929261
Is the teleporter jammer still active?
>>
>>3929274
Yes.
>>
>>3929261
[ ] Move to right flank
The right flank only have 3 enemy supers to the 4 on the left. It is also the one most likely to collapse. It is also one which enemy super group has the most Heavies. And we all know they make for delicious salvage.

So take the right. Full advance. Get our fighters out and start moving the Gravity Well Generator with the ACS Group. Since they are going down the center and got more Supers to shield it. Let's get that delicious salvage and crush these battlegroups.
>>
>>3929261

I feel like taking out that jammer would be of massive help. Though I'm pretty sure it is burried deep within the enemies line behind multiple shields and hulls. Especially if it is a Super itself.

>Orders?

Have fleet units already engaged start supporting the right flank. The left looks to be recovering somewhat. So now we should push the right side which seems to be in the thick of it.

Have the rest of our units moving up with the ACS group to keep the pressure up.
>>
File: 1574028134529edit.gif (22 KB, 1612x1113)
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>>3929281
Okay, that's bad news. No deploying fragile ship in that case. Do fighters have teleporters by now? If not, deploying them shouldn't make much of a difference compared to other scenarios.

>[ ] Move to right flank
Anyway, move our main fleet to the right flank. See if the ACS group is willing to have their supports supers to link up with a group to share shields and see if they're willing to shore up the middle.

Would that position be close enough to allow medium plasma guns hits on heavies?
>>
>>3929301
>Do fighters have teleporters by now?
No. They're too bulky and the central generator need as much power as an FTL system. So for fighters it would be business as usual.
>>
>>3929314
Seems like it's admiral Tama's chance to shine in that case.
>>
>>3929285
>start moving the Gravity Well Generator
Also this isn't happening. Once powered up the gravity well generator is stuck where it is unless you were already moving in a particular direction before activation.

>>3929299
>I feel like taking out that jammer would be of massive help.
Any dedicated teleport receiver ship can be converted into such a jamming craft it would seem. It just requires a bit more gear. Which includes the enemy Supers if they were so equipped.

>>3929301
>See if the ACS group is willing to have their supports supers to link up with a group to share shields and see if they're willing to shore up the middle.
The Super Carriers are up for this.

>Would that position be close enough to allow medium plasma guns hits on heavies?
Yes. You're already landing hits from your current range, just not consistently.

Moving to the right and launching fighters.
Roll 7d20 since you rarely use your fighters in fleet engagements.
>>
Rolled 11, 7, 18, 16, 5, 1, 9 = 67 (7d20)

>>3929349
>Roll 7d20 since you rarely use your fighters in fleet engagements.
If we have a subcommander who somehow ended with bonus perks for fighters, now's their time to do get noticed.
>>
Rolled 3, 20, 18, 11, 14, 20, 13 = 99 (7d20)

>>3929349

Get those fighters out on the field.
>>
Rolled 6, 13, 5, 12, 13, 13, 12 = 74 (7d20)

>>3929349
>>
>11, 20, 18, 16, 14, 20, 13
That seems kinda okay.

>>3929314
Are sphere builder designs more energy efficient? Or do their singularity generators make these considerations obsolete?
>>
>>3929370
>Are sphere builder designs more energy efficient?
Their teleporters work very differently, so in a way yes they would be.

>Or do their singularity generators make these considerations obsolete?
This is also true.
>>
https://www.youtube.com/watch?v=Hp4e-FWV0mM [GotG - Guardians United]

"Change course. Take the fleet around towards the right flank and into medium weapons range. Tama launch our starfighters. Take out as many enemy ships as you can."

A wave of Interceptors immediately launch followed by a few smaller units of Z5Z multirole craft. They must have already been waiting for the order. Others begin to deploy a bit more slowly, heavier craft loaded down with more SP weapons and missile pods.

With that underway your attention turns towards your forces currently on the left flank. They need to get out of there.
"Attack wings, cut around the outer edge of the battle and make your way to the right flank. Engage as you see fit along the way."

The opening fighter wave light off their limited use antimatter boosters and streak into the battle. Interceptors cut their way through the enemy fighters using missile or particle beams. Bombers close to range waiting until they've reached better positions or evaded attention of anti-missile systems before launching torpedoes. Boosters with any leftover antimatter are dropped into larger enemy warships too large to dodge.

The fighters are doing a lot of damage compared to their numbers. You're losing some in the process of course, that cant be helped. One of the reasons you dont like using starfighters in fleet engagement.

As your fleet maneuvers the scrap cannon ship shifts fire to any targets of opportunity they can manage. First to supers on the right side of the formation, then heavy cruisers and battleships. Eventually they have no choice but to divert power from the accelerators to shields and phase cannons. Padaran has his gunship Super plink targets of opportunity before shifting the focus to whatever enemy the ACS's are hitting.

Speaking of, the Alliance Capital ships are advancing with engines at full burn. Main guns firing more quickly than you've ever seen before. Versa reports that they're overheating them in the process and wont be able to maintain this rate of fire for long.

Mike and his afterburner equipped attack cruisers streak through the outer edge of the battle causing damage and sowing chaos in their wake. Three enemy groups forming up to deal with the ACS group's incoming corvettes are hit in the flank and lose two medium cruisers to Mike's lead squadron. Half of the remainder trun to engage and are thus caught out of position when the incoming assault corvettes reach optimal engagement range.

"Tama how are the fighters doing?"
"We're losing a lot of interceptors from the opening wave but they're keeping the enemy off the bombers."
"Don't let them get wiped out." you warn.
>>
Elements of the following bombardment group have begun to drop out of FTL. One of them is a bulkier than normal looking ACS, while another seems to have multiple 3 gun heavy plasma cannon siege turrets. Neither of them have an abundance of engine power for their mass and they maneuver only slightly before opening fire. After getting off only a couple shots the Neeran formation begins to shift.

"That's it, they're withdrawing." Versa informs you.

The Executioners put down some covering fire, crippling the two Alliance supers on the right flank before they themselves begin to turn and burn. Teleport jamming has also ceased. Rather than fall back the majority of the corvette forces charge the line while Mediums and Heavies begin to retreat.

Did you want to attempt pursuit of more valuable assets, commit your corvette forces to help with mop up or pull back now that it looks like the worst is over?

[ ] Pursuit
[ ] Mop up
[ ] Pull back
>>
>>3929604

>[ ] Mop up

We will have an opportunity to computer/ disable more enemy supers/ heavies in the coming days. Lets preserve what we have and get our Corvettes out to help with mop up before any more of the enemy can escape. Making sure to put salvage claims as they go.
>>
>>3929604
>[ ] Mop up
We have to get rescue and recovery operations underway ASAP, and dealing with the remaining enemies seems the quickest way to get them started. There's disabled supers, civilian ships, and who knows how many other vessels where each second matters.
>>
>>3929604
>[ ] Mop up
>>
"Redeploy for mop up operations. Have search and rescue ready to go the moment fighting has died down."

With the word given your assault corvette units spread out and move to assist wherever they can. Now that help is on the way the bombers hurriedly launch their remaining torpedoes and begin to withdraw to the carriers. Those with particle beams continue to harass where they can, helping to form the rear guard.

With the enemy on the run all of the capital ships do what they can to throw out some parting shots in the hops to doing lasting damage. Between them two enemy supers are crippled enough that they cant jump. Others make it out with a few medium cruiser sized craters.

Losses aren't bad. A few ships from the mixed wings were beat up and will need shop time. Nothing the engineers cant fix eventually. Among starfighters the interceptors and some of the later bomber units took losses. The majority were among the leading wave. Search and rescue begin picking up stasis units that saved the pilots. Nearly half of those shot down are recoverable.

There are enough spare parts to replace nearly all of the vehicle losses. The fight shouldn't impact overall operational strength, just time spent dealing with the enemy here.

Salvage reports full claims on 4 fast mediums, one of which belongs to the SRL detachment. All 4 ships are loaded onto the siege cannon super for now until the fleet an afford to stop for serious work on them. It wont be possible to rebuild medium cruisers while conducting long jumps. The Mercenaries have already sold the rights to most of their other claims to Alliance salvage teams before the fleet is prepared to jump.

Did you want to leave the captured mediums in this relay for shipments back to friendly territory by a J-D/RSS salvage team?
[ ] Take them along
[ ] Leave for RSS
[ ] Sell off?
>>
>>3929789

Are we still experiencing personnel shortages? And how long would it take to get them up and running if we had a "safe" place to repair them?
>>
>>3929804
>Are we still experiencing personnel shortages?
The mercenaries still have prize crews for a few mediums.
>And how long would it take to get them up and running if we had a "safe" place to repair them?
A week-ish maybe is best case? It depends on parts sourcing for a few things.
>>
>>3929789

>[ ] Leave for RSS
>>
>>3929789
>[ ] Leave for RSS
>>
>>3929789

>[X] Leave for RSS

Any chance of talking to London about expanding operations out here?
>>
Calls are made to RSS for pickup of the 3 mediums claimed by your House. The Mercs are keeping theirs with them, either to fix when they have time or to cannibalize for parts.

Your mixed wing commanders buy a few attack corvettes off some of the other Dominion units present then the fleet is back into FTL, making the next long jump. A week in transit is enough time for the starfighter units to assemble replacement craft. Pilots that were wounded have made nearly a full recovery by then. The fleet weathered the engagement with barely a scratch overall.

A few other other fleets that got beat up in the battle were not too appreciative that you kept your assault corvette wings back. They could have used the additional firepower. It's not like they would have been able to loan you replacement ships or personnel for your mission though. They have their assignments, you have yours.

The next relay is quiet by comparison with the last. A few raiders here and there but most of the larger enemy fleets are gone. Alliance forces here warn you that the capital is heavily contested. Neeran fleets are arriving from all over the Empire to break the siege. This is undoubtedly hastening the collapse of their control in other areas or at least giving rebels a better chance.

"Good thing we're not headed there then." You wish them the best of luck while preparing for the next leg of the journey.

With little local enemy activity the fleet is able to be refueled normally. Long Range Battleships are readied for the next stage of the operation. Cutting through deep space off the normally traversed trade lanes can be dangerous. LRBS II's will maintain position ahead of the fleet and feed back sensor data needed for possible course changes should anomalies need to be avoided.

If things go really wrong the gravity well generator will be your safety net. The fleet can drop out and recharge before trying another direction. You'll need to use it at one point or another eventually.

Roll 3d100 for FTL course changes
>>
Rolled 100, 92, 1 = 193 (3d100)

>>3929953

>They could have used the additional firepower.

Glad to know they are alive and well enough to complain about us holding back units that would have been shredded by the Neeran while trying to help them.

>FTL course changes
>>
Rolled 40 (1d100)

>>3929953
Everything's gonna be grea-

>>3929966
>Rolled 100
>Rolled 1
What in the fuck
>>
Rolled 52, 46 = 98 (2d100)

>>3929953
>>3929975
and the other two I forgot in my shock.
>>
>>3929975

I have no idea and honestly I am afraid to ask.
>>
Rolled 34, 34, 53 = 121 (3d100)

>>3929953
>>3929966
Transverse jump successful. Welcome to the 41th millennium.
>>
Back later in the afternoon.
>>
>>3927419
>Any last minute preparations?
No idea if it's too late but could we drag along a Krath infiltration squad or some Rovinar recon ships?
We're bestest friends now, after all.
>>
>>3927419
>>3930595

Support. It's always nice to have more stealth recon in operations like this.
>>
https://www.youtube.com/watch?v=KKkCP7ovMQA

Plans are finalized before the jump. As you're going to be splitting off the main route anyways, the fleet will push their FTL to the highest speeds that can be safely maintained while along the established route. It's going to draw more power from the reserves but it will mean more time to work with after the course change. With most of the war time upgrades power output isn't going to be the limiting factor. It's the fact that you can only remain at FTL for a week.

The SRL ships are the weakest link with the least upgrades to their FTL systems since the start of the war. Despite this everyone is able to get up to a cruising speed of J-22. None of the fleet seems to have any issue with the increased pace and any glitches with older ships are pinned down and solved quickly.

On the fourth day the fleet is put on alert before beginning the course change. The PCCG mercs are actually the least experienced pulling this sort of maneuver which is surprising to you. The SRL guys all have some experience, though they'd never done it before with their supers.

"It's isn't that different. Just make sure to give the big guys a wider berth than usual. Try to stay within maximum range of the gravity well in case we need to perform an emergency interrupt with it."

Everything is done carefully, gradually and before long the fleet is headed towards your real target. Leading battleships show everything to be clear sailing to the limits of their sensor range. Like this the fleet keeps going until being forced to drop out between galaxies on the seventh day.

Like during the crossing of the Crystal Sea the well works perfectly. The sensors and other instruments dont have a chance to be thrown out of alignment. Ambient temperature here is good. Warmer with a bit more free hydrogen then anticipated but otherwise conditions are excellent. Nothing to slow you down or get in the way of acceleration for the next jump.

Engineers request a few extra hours to finish work on some of the corvettes so they can be transferred to the SRL people. They anticipated having a bit more time. Once the ships are tested and operational jump pre begins for the final leg. You're getting close now and the target is only a day or two away.

The next leg goes as expected for the first few hours, then you begin to see odd readings coming in from the lead ships. Pink and red arrows and markers begin to fill the navigation displays as audio warnings escalate. Then one of the battleships disappear.
>>
"What the hell was that?"

"Unsymmetrical gravitational anomaly!" answers the fleet navigator.
"What are we-" you begin to ask only to be interrupted by the nav.
"Fleet course change, thirty degrees starboard! Reduce speed to J-5!"
"All ships reducing speed." Versa calmly announces.

Ahead the fast battleships are making a much harder turn at higher jump speeds to stay ahead of the fleet. The three remaining charge their formation, spreading out for better coverage. At the edges of their detection range more anomalies begin to appear. The crews are quick to adjust in response, looking for a clear path. One soon finds itself facing a dead end they cant maneuver back out of at FTL speeds.

"Scout three to command, we're dropping to real space and deploying distress beacon. You'll have to pick us up later with the gravity well."

You switch to their com channel in response.
"This is Reynard we copy. Stay alive and we'll come get you when it's all over."

While you've been talking the fleet has begun another course change avoiding the anomaly field. You're now safe for the moment but now well off course.

Calling up the navigation readouts on the command display you see that they're woefully lacking. Most data the Krath have been collecting has been on the most frequented lanes used by the Empire and their logistics.
"Nav get us pointed back at the target as soon as you can, before we're lost out here."

"We still have the needed bearing sir but this field could be extensive."

[ ] There is no time to be lost! (Keep moving until finding a gap)
[ ] Information is power (Send out additional ships to help scout)
[ ] The patient hunter gets the prey (Deploy gravity well and wait for scouts to find a path)
>>
I'm heading out to do laundry tonight so I can run tomorrow without interruption.
Unless I get called into work, but that's totally unpredictable.
>>
>>3930886
>[ ] Information is power (Send out additional ships to help scout)
>[ ] The patient hunter gets the prey (Deploy gravity well and wait for scouts to find a path)

Get back to real space.
Get our scouts out searching for a clear path forward.
Put the fleet up to a sufficient level of alert and in formation that assumes the enemy will arrive at any minute.
>>
>>3930886
>[x] The patient hunter gets the prey (Deploy gravity well and wait for scouts to find a path)
Fill the time with sim matches between the various fleet elements. And sombody please get that unit of standard corvettes some emergency training.
>>
>>3930886
>[ ] The patient hunter gets the prey (Deploy gravity well and wait for scouts to find a path)
>>
>>3930886
>[ ] Information is power (Send out additional ships to help scout)

>Gravity anomalies
Some kind of Neeran built barrier system? Meant to force incoming ships to drop out and approach from a defended angle?
>>
>>3930886
>[ ] The patient hunter gets the prey (Deploy gravity well and wait for scouts to find a path)
We Tau now
>>
Sorry for the DoW memes.

>>3930893
>And sombody please get that unit of standard corvettes some emergency training.
The crews have training they just lacked ships. Though they do tend to stick the rookie pilots in the standard corvettes to see their potential. Dagger class corvettes on the other hand are way too valuable to pull that shit on because of their SP torpedo launcher.

>Gravity anomalies
Some kind of Neeran built barrier system?
Unlikely. There are natural formations like this elsewhere. The secondary and surrounding eddies can be quite unpredictable.
>>
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"Prepare to power up the gravity well. Drop us to real space when ready."

The fleet reverts in good order much like the previous time. While the remaining battleships continue to search a few attack cruisers with improved sensor arrays are readied. Twenty minutes later they jump to FTL at low speeds, spreading out in different directions.

Over the next hour of exploration the ships report back a number of potential gaps and begin to investigate. You lose communications with a few for a time due to subspace interference. Once they turn back toward the fleet you're able to pick them up once more. No losses this time.

Dropping back to real space with the fleet the scouts take some time to rest and report. They've found a few potential routes. The navigators discuss the findings before settling on one that should be the safest way around for the fleet.

Scouts form up anchoring the outer edges of the fleet and stringing out enough ships farther ahead to give more response time.
"We're ready Viscount."

"Take us through when you're ready Nav. As slow as you need to."
"Copy that."

It takes some time for the larger ships to perform a burn to get up to speed then the fleet is on its way again. There are rough patches ahead but the scouts get the fleet through it safely an on towards the objective. Eventually FTL speeds are back up to J-15 and it seems that it will be clear sailing until the target relay.

"Reduce our speed on final approach." you order.
It would be best to avoid detection from enemy long range sensors for as long as possible.

The galaxy remnant that seems to make up this relay is fairly small. Made up primarily of stars towards the end of their life cycles. There are multiple black holes, pulsars, neutron stars and white dwarfs. Gas clouds from supernova remnants are being consumed by accretion disks.

"Now much here that could be used to supply shipyards." Maybourne observes.

"Where is out objective?" you ask.
Versa brings up a marker focusing on a particularly large and energetic neutron star towards the edge of the cluster. Your remaining Nocturn is sent in to investigate. They return soon enough with up to date sensor data. Sure enough there is a ring shaped structure with various protrusions sitting in orbit of the star.

"The distance of the gate facility from the star is unusual." Versa observes. "I speculate that the Neeran may be using the gravity well to stabilize the gate somehow."

Arron's sensor reports show the entire thing has repulsors to help it hold altitude. He also detected secondary facilities farther out that partially intercept the polar jets. If the readings are correct they may be beaming power to the gate.

"If they're using gravity wouldn't it make more sense to use a black hole?" you ask.

"Maybe the accretion disk would get in the way?" suggests Tama.
>>
>>3932017
This is how they blow up planets isn't it? Dial the Neutron gate and fire away.

Or some kind of super-weapon.
>>
>>3932017
>"If they're using gravity wouldn't it make more sense to use a black hole?" you ask.
If they could siphon power from a black hole then they could probably make black hole bombs and the war would be over.

This is really fucking intriguing. This entire Arc has been. So much cool weird shit.
>>
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"Maybe we'll find out once we capture this thing. Let's get to work. Tactical assessment?"

The inner ring of the gate is some 20 kilometers in diameter with 1 to 3 kilometers of machinery and support systems making up the structure. Much of it looks to have at one point been quite basic, but it has since seen modification. Power conduits and other additions have been stuck on to it in many places. Parabolic energy receivers docked to the top and bottom are pointed toward the north and south poles of the star. A third dock seems to be reserved for ships where an older heavy cruiser and escort are present.

Versa points out signs of heat damage in places that may indicate system failures in the past. Newer or unknown pieces of technology dot the ring likely replacing outdated equipment. Some parts even appear to have been covered over with armor typical neeran warships. Mounting points for more protection and even weapons are near the armored areas indicating there might have been plans to improve its defensive capabilities. Those have now been abandoned. Tugs are working on reinforcing some of the conduits but that's about it.

"Looks like there have been a few different ideas of what to do with the place over the years."
you muse.

"It's large enough for your typical Neeran Super to go through but not much else." says Maybourne

Tama disagrees. "I think Kavarian Dream could probably squeak through."

You have more practical concerns. "Defenses?"
Maybourne quickly brings up numbers.
"32 antimatter missile platforms. A few wings of corvettes and battleships plus the heavy cruiser. Not much at the gate itself. The polar stations each have similar numbers of defense platforms plus a shielded dock large enough to park a half dozen heavy cruisers inside."

"They also have their energy transmission array." Versa points out. "This could easily be weaponized."

So you may or may not have brought too many ships to the fight. That all depends on how dangerous they can make the energy transmitter. All the stations are deep enough inside the gravity well that it would take a few minutes to reach them at sublight. That could be bad news for any ships you send against them. Time for the defense platforms to saturate the area with AM warheads, or for them to point giant fuckoff beam weapons at you.

"How long until the next Carrier arrives to go through the gate?"
"Four hours."

>Your orders?
>>
>>3932081
>If they could siphon power from a black hole then they could probably make black hole bombs and the war would be over.
The Empire was building a gate close to a black hole in Shallan space during the earlier stages of the invasion but it was detected and destroyed by FA forces before it could be completed.

>>3932098
>Your orders?
I think we should lay low and watch the arrival of the super and the activation procedure at least once.
>>
>>3932098
>>Your orders?

Do the Neeran know we are in system? If not I am tempted to wait and see what the Neeran super does. How long it takes to go through and come back from its fooray into the otherside of the gate.

On the other hand. We could jump the Super Carrier, force the Neeran to come to us. Capturing the Super for ourselves and forcing the enemy to abandon their position and chase us off. Or watch us capture said Super Carrier.

If we plan to sit and watch. Keep a dedicated unit in system to see what happens and make sure they stay on alert.

If we want to capture the Super Carrier/ force them to come to us. Send enough ships to ensure we can capture the Super Carrier as well as to tempt the defenders to come out. Have the rest of the fleet ready to jump in to aid them once enough of the systems defenders have been drawn away from their defenses.
>>
>>3932098
>>Your orders?
The patient hunter gets the prey

I want to see what this is if possible. Perhaps we can have the Nocturne drop some Recon Teams on this thing to gather info and prepare to sabotage the shit out of it so there wont be nasty surprises once we do decide to attack.
>>
>>3932098
Do the Rovinar have a tracking device with enough range we could attach to the super carrier to find out where the gate goes?
>>
>>3932111
>Do the Neeran know we are in system?
Your fleet is about 150 lightyears out. It doesn't look like it or the Nocturn's scouting mission were detected.

>>3932120
>Do the Rovinar have a tracking device with enough range we could attach to the super carrier to find out where the gate goes?
It it returns within a week's travel of here that might be possible.

[ ] Wait and watch carrier transit through gate
[ ] Intercept Super Carrier
[ ] Put Recon team on the ring
>>
>>3932132
>[x] Wait and watch carrier transit through gate

>It it returns within a week's travel of here that might be possible.
That seems unlikely or the Neeran wouldn't keep sending stuff through the gate but never have anything come out.
>>
>>3932132
[ ] Put Recon team on the ring

I somehow get the feeling this does not go to within a weeks travel. My money is currently on this either being a escape plan for them to rebuild and then come back with a vengeance in a few thousand years. Alternatively a new hideout in a new universe, like the Terrans did.
>>
>>3932132
>[ ] Wait and watch carrier transit through gate
>[ ] Put Recon team on the ring
>>
>>3932132

>[ ] Wait and watch carrier transit through gate
>[ ] Put Recon team on the ring

Keep our fleet and scouts hidden. Learn as much as possible while the Super goes through both ways. See what energies/ radiation the thing emits and how long the Super spends on that side and anything else possible. Hell check to see if there are any changes to the super when it comes back through.

When it comes back through we can have troops investigate the ring closely.
>>
"For now we're going to hold off on launching any attacks and observe what this gate is doing. While we figure that out let's put a Recon team on the ring so that they're ready to take action whenever we're ready."

The Nocturn is loaded up with one of the stealth LSTs and supplies to keep the recon team in the field for an extended period. When the ship returns they report some difficulty operating near the star but they were able to get the team in. As a precaution they're going to conduct maintenance on their cloak for the next 12 hours. One of the silent hunters is sent in to keep an eye on things in their place.

Right on time long range sensors detect an incoming Neeran Super Carrier. It drops out of FTL as close to the gate as the stars gravity well will allow. Brief communications between the carrier an station control are detected. They're heavily encrypted and will take time to crack.
Activation of the gate initially appears to be a fairly violent thing, releasing as much radiation as a conventional FTL system the same size. After the start up sequence the wormhole quickly stabilizes, being drawn open to the size of the gate.

Sensors on the silent hunter are unable to see anything past the mouth of the wormhole. Technicians are of the opinion that those on the Nocturn wouldn't have done any better. A brief message is sent to the carrier, probably a go signal, then the vessel begins its transit. It doesn't take long. Soon the more than 40 kilometer length of the carrier has disappeared through the gate.

A few stragglers jump into the system after this, a battleship and a newer Heavy Cruiser. Both go through before the gate shuts down. Then it's back to business as usual.

When the silent hunter returns techs pour over the sensor readings and recordings of the encrypted coms. All of the ships going through slowed to roughly 3,000 meters per second before passing through.

After an hour you ask the all important question. "How long to break the encryption?"
"This is not a standard Neeran code sir. We dont know yet."

"Versa?"
"The code shares several hallmarks of Neeran encryption but most similarities end there. I have never encountered this type of encryption setup before."
"The Alliance hasn't seen it either?"

The AI considers.
"It's possible that this taskforce may not have sufficient clearance to have information about it, but this is unlikely."

Great.

Did you want to wait another day until the next carrier goes through and see what's different, or did you have another plan in mind?
>>
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>>3932293
>The code shares several hallmarks of Neeran encryption but most similarities end there. I
I bet that ship was full of people with evil looking beards. Bearded Neeran... the horror!

>Did you want to wait another day until the next carrier goes through and see what's different, or did you have another plan in mind?
Request higher clearence from the Alliance. It might help.
Do our stealth ship crews think their cloak could hold up to traversing the wormhole?
>>
>>3932293

>Did you want to wait another day until the next carrier goes through and see what's different, or did you have another plan in mind?

With the energy output taken to open and maintain that hole. Could we launch an assault on the gate without them being able to activate the energy beam function? Though if we assault the gate with it open there’s no telling if they would be able to call in reinforcements from wherever it leads. Especially if they are sending waves of Super Carriers through.

Might be necessary to send a messenger back to the Alliance with a copy of intercepted comms.

But I think we should form a plan of attack. Based on attacking the next Super Carrier in order to draw out the gates defenders. While keeping the heavy hitters of our fleet in reserve, ready to strike once the gate defenders are sufficiently far enough away from the gate.

Also make sure that our infiltration units we got on board the gate have the charges set to disable the gate once we commit the full force of our fleet. Wouldn’t want the Neeran to think to use it as a weapon once we have the fleet out in force.
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>>3932311
>Request higher clearence from the Alliance. It might help.
You're out of range of the entanglement communicator which means trying to get hold of alliance forces fighting around the Neeran capital. There is a chance of your signal being intercepted and giving away your presence. Just so you're aware of the risk.

>Do our stealth ship crews think their cloak could hold up to traversing the wormhole?
No, though it's not like anyone in the fleet is actually aware of any specific testing involving gates. Wormholes are troublesome enough to deal with on a good day.

>>3932359
>Could we launch an assault on the gate [while its open] without them being able to activate the energy beam function?
In theory.

[ ] Get a signal to the alliance
[ ] Send a messenger
[ ] Try to send a cloaked ship through gate
[ ] Prepare to attack next carrier
>>
>>3932293
We've seen the openings of various wormholes thanks to the builder ship, the Factions test version, and a few Neeran ones.

Can we compare their power readings to try and get an estimate on its destination?
>>
>>3932367

>[ ] Send a messenger
>[ ] Prepare to attack next carrier
>>
>>3932367
>[ ] Try to send a cloaked ship through gate
>>
>>3932374
>We've seen the openings of various wormholes thanks to the builder ship, the Factions test version, and a few Neeran ones.
Did we bring a builder scanner device? It might be able to offer more insight on the wormhole.

>Wormholes are troublesome enough to deal with on a good day.
Would it be possible to attach a camera drone to the next super carrier, and have it beam send back a video stream via focused beam transmission?
>>
>>3932374
>We've seen the openings of various wormholes thanks to the builder ship, the Factions test version, and a few Neeran ones.
>Can we compare their power readings to try and get an estimate on its destination?
You dont have actual sensor readings from the Alliance gate you saw in operation. Fortunately Versa is aware of intel reports on captured facilities.

"If the numbers are correct output from this gate is in the same range as the theoretical output necessary for a transfinite open ended wormhole."

Deciding to be safe rather than let your brain try to untangle that you ask for clarification. "Meaning?"

"Its range is not limited by conventional measurements of distance or space time. The other end doesn't even need to be within our universe."

"You're telling me that ship could be full of people with evil looking beards?"
"Neeran lack hair." the AI points out, eliciting a sigh of exasperation from you.
>>
>>3932367
>[ ] Prepare to attack next carrier
>>
>>3932367
>[x] Try to send a cloaked ship through gate
Or rather a stealth probe.
>>
Currently split between "Try to send a cloaked ship through" and "Prepare to attack next carrier." These are mutually exclusive, since if you try to attack the carrier it's highly unlikely a cloaked ship will be able to get through the gate safely. Provided the gate is even activated at all.
>>
>>3932367
>[ ] Prepare to attack next carrier
>>
Carrier it is.

Now how exactly you intend to pull this off is another story. Where is probably the most important. Use the gravity well generator and trap it outside the system the gate is in to ensure no interruptions? Or wait until it's approaching the gate. Maybe even while the gate is active.

With the numbers of ships you have available your forces should be able to completely overpower the carrier plus local defenses. Those energy emitters at the stars poles could be an issue but your smaller craft are maneuverable enough to avoid the worst of it. Then again, you may want to have the firepower of larger ships ready to put some hurt on a target.


1) Where and when will you go after the carrier?
1A) Deep space intercept
1B) After it arrives in system
1C) When the gate is active


2) What ships will be taking part?
2A) Attack wings only
2B) Attack wings & Mediums
2C) Fleet assets up to super heavies
>>
>>3932544
>1C) When the gate is active
To jam those hellbeams.

>2C) Fleet assets up to super heavies
>>
>>3932544

>1C) When the gate is active

Keep them from using those emitters as weapons.

>2B) Attack wings & Mediums

Need them to believe they can push back by committing their defense fleet. Upon which time the rest of our fleet jumps in and smothers them with fire from the Supers.
>>
>>3932544
1C) When the gate is active

2C) Fleet assets up to super heavies

Overwhelming is the best kind of force.

We can blow up the Gate while it's transmitting, solve so many problems at once.
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>>3932675

>We can blow up the Gate while it's transmitting, solve so many problems at once.

Blowing up salvage.
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>>3932694
Saving our forces to salvage entire planets.

Also, BIG explosions. Pretty
>>
>>3932699

There's no planets to salvage here. Just dead/ dying stars and black holes.
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>>3932709
Later on I mean.
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>>3932716

If the portal proves to be more trouble than its worth. Or that there's some big huge fuck off fleet of Supers on the other side ready to be deployed. Or something equally horrifying such as subspace monsters that require a daily sacrifice of a Super Carriers crew. Or there's a retaliation fleet from the Neeran sent to kick us off which would necessitate us destroying it.

Then yeah, we destroy it. But not before getting all the juicy details on how this thing works. And how it's held together or even how the facility works. It's better to learn about something while it functions than it is to learn about it when it's broken.
>>
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The plan is to attack with superior force, including the supers and their siege weapons, while the gate is active. The most difficult part will be covering the distance from the edge of the natural gravity well and the gate. It's a bit of a gap and could allow the enemy time to either hurry the carrier through or abort entirely if they're far enough out.

Admiral Tama unsurprisingly suggests that as many ships (and starfighters) as possible should be outfitted with afterburners. Saturating enemy anti-missile systems with too many torpedoes to counter should be a priority. Decoys too obviously.

1) Will you be focusing entirely on the Carrier and gate, or did you want to task some of your forces to engaging the polar energy collectors?
1A) Carrier & Gate
1B) Split forces
1C) Focus on poles

2) Are you going for capture or destruction of the gate?
2A) Capture
2B) Destruction
>>
>>3932739
>1A) Carrier & Gate
>2A) Capture
I trust our stealthy boys onboard to know when and where to engage.
>>
>>3932739

>1A) Carrier & Gate
2A) Capture
>>
>>3932746
>I trust our stealthy boys onboard to know when and where to engage.
Barring having their orders updated (which could be detected) they'll most likely sabotage shields followed by internal security. Power systems cant be targeted or the gate's artificial orbit cant be maintained.
>>
I've been called in to work tomorrow so I've got to be up in 8 hours.

Make plans for how you want your forces deploy and contingencies.
>>
>>3932739
>>3932763

>Plan of Attack

So here is my shit idea for a plan of attack.

Have everyone jump in in order of who can get to the Super Carrier Fastest so as to disable its engines. Which would be Fighters/ Corvettes and Light Cruisers, then Battleships followed by Medium Cruisers, Heavy Cruisers and Supers.

Basically, have everyone focus down the aft shields and disable the engines to keep the Super from escaping. As well as its weak escort.

While everyone is firing on the Super, close the distance with the Super. So that once it and its support are floating dead in space we can recall the corvettes/ fighters. Give several of our Light Cruisers some LSTs and boarding parties. As once a large enough portion of the Super and its support fleets shields are down. We send the boarding parties out to secure the ships and prevent the Neeran from destroying them.

Once the boarding parties are deployed, the Light Cruisers pull back for additional cover and repairs.

Of course the gate defenders are going to send out their defense fleet at some point. When they do we need to have the fleet focus it down and overpowering them with overwhelming firepower. If the gate defenders send out their units before our fast units can reach the Super and its support. The fast units will engage the defense fleet and other small craft. Buying time for the larger ships to knock out the Supers engines. And punch a big enough hole in the shields for the boarding to get on it and do their thing.

Either way, once the boarding parties are on board the Super and its support fleet our fleet will engage the rest of the defenders and the Super. Neutralizing/ disabling as many as possible.

When the defense fleet is weakened enough. We can focus on securing the Gate. Hopefully with our engaging the Neeran fleet, our units already there will have figured it’s time to get the ball rolling and start taking over. We can send another wave of Light Cruisers with boarding parties to assist them in securing key areas.

If all this works out as planned. It won’t, it never does. We can turn our attention to the north and south energy emitters.
>>
>>3933113
Sounds good.

Too bad we can't drop a bunch of near-C KKVs into the Super, or the gate.

Oooh. New weapon idea, a ship that has two connected wormholes in it and constantly accelerates flechettes in a loop through them, and then fires them by blinking off the entry portal briefly.

You can get some wack ass speed I bet.

Put a bunch of closed loop firing tubes around the outside of the ship, yeah?
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>>3932754
>Barring having their orders updated (which could be detected) they'll most likely sabotage shields followed by internal security.
They do know that securing any data regarding where that gate is going is a priority, right? Otherwise we could have simply put them on the receiver stations to shut down both the gate and prevent them from using the energy from the pulsar as a siege weapon.
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>>3933250
>They do know that securing any data regarding where that gate is going is a priority, right?
That would be done out of battle not right in the middle of your attack on the station.
>>
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>>3933113
>Hopefully with our engaging the Neeran fleet, our units already there will have figured it’s time to get the ball rolling and start taking over.
You may want to flash them additional orders when you jump in. A handful of Recon troopers cant capture an entire station by themselves.

You get to work planning the order in which the fleet will jump in. Because your fleet is going to be approaching from the closest possible point, line of sight is going to become an issue when it comes to engagement. That means spreading out the fleet elements so they're not shooting the corvettes and starfighters.
Ordinarily it might be best to jump fleet elements in from different directions to maximise the crossfire but you want the fleet closer to the gate facility to help secure it. That way boarding parties can hitch a ride to the attack cruisers more easily aboard attack cruisers.

If you time the attack right the polar stations wont be able to safely cut power from the gate for fear part of the Carrier might be cut off or damaged by it. Especially once it loses its engines and begins to fall towards the stars gravity well. In fact it could probably get through the gate without engines. It may be necessary to task an engineering unit to preventing that from happening.

Your people are for the most part onboard with this plan. Captain Padaran however has concerns. That is to say he refuses to bring his supers inside the gravity well as long as the polar stations remain a threat. If you wont deal with them he is prepared to using his own forces.

1) Will an engineering team be used to prevent the carrier from falling through the gate?
1A) Yes, see that they get fast ships
1B) No, this is all part of your plan (Please tell TSTG the plan?)
1C) Push it off course so it will hit the gate control
1D) Push if off course so it falls towards star

2) How will you handle the SRL Mercs?
2A) They can engage from outside the gravity well
2B) Let his attack wings deal with the polar stations
2C) Tell him to get his forces in order, follow the plan
>>
>>3934139
> 1B) No, this is all part of your plan

Fire a bunch of torpedoes set to explode when a signal is lost, not on impact, into the carrier so that it explodes inside/on the other side of the wormhole.

2B) Let his attack wings deal with the polar stations

We respect his decision, but it'll affect his salvage claims if he's just wasting time.
>>
>>3934156
>Fire a bunch of torpedoes set to explode when a signal is lost, not on impact, into the carrier so that it explodes inside/on the other side of the wormhole.
Wont that make your boarding operation incredibly hazardous?
>>
>>3934139

>You may want to flash them additional orders when you jump in. A handful of Recon troopers cant capture an entire station by themselves.

Then send them a message to begin operations to disable/ capture the gate and await reinforcements.

>Captain Padaran doesn't want to fight in a gravity well.

Well if he wants his attack wings to focus the poles. Fine, just make sure the things are intact and not destroyed. We need them to power the Gate. But we need his supers to help focus down that Super Carrier and the heavier units of the support fleet and defense fleet. Once those are disabled it should be a matter of going after the stragglers.

If he is worried about Neeran Super reinforcements. His Supers being outside the gravity well will mean they are the first ones to be targeted. Rather than having additional protection from the fleet.

But whatever, so long as his supers target the Super Carrier first to disable its engines. Let his attack wings focus the poles. They'll at least serve a distraction for our fleet and we can learn whether or not the poles are indeed weaponized to be siege lasers.

>1A) Yes, see that they get fast ships
>2B) Let his attack wings deal with the polar stations
>>
>>3934139

I agree with Padaran, I don't think bunching up is a good idea when the enemy likely has omnidirectional siege weapon capability.

I'd be much more comfortable with this plan if it included a prior infiltration or alpha strike on the poles.

Would it be possible to get a Recon team aboard to sabotage or commandeer the weapon capability on the polar facilities? If not they should be SP'd off the bat.
>>
>>3934261
>Would it be possible to get a Recon team aboard to sabotage or commandeer the weapon capability on the polar facilities?

Possible in theory, but there isn't enough time to pull it off before the next carrier arrives. There is also a risk of the cloak not being 100% effective due to the polar jets. Approaching in the shadow of the facilities should minimize this but it will take longer to get teams into place.
>>
>>3934172
Not if we only board torpedoes.

Honestly I know nobody else wants to blow hl the Super, but I still do.
>>
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Drew this while waiting for votes.
>>
>>3934341

This reminds me of the ones Super back in the Civil War arc which had its own internal bay for constructing additional ships or even expanding its hull. There was a brief debate over claiming it as salvage for the Dominion Fast Super, but we decided against it to let someone else have it.
>>
>>3934349
That's because it's the same one.
>>
>>3934350

I take it the many rectangle bits along side the center are docking ports for mediums and the one in the back is for a heavy?
>>
>>3934361
No. Those are assault corvette repair pads and the 2 at center aft are for battleships. I've already shut down AutoCAD and dont want to start it back up right now or I'm post a comparison.

Got work early again tomorrow and then a bunch of stuff after work to take care of. Resuming friday unless I need to post a survey tomorrow due to a lack of votes.
>>
>>3934341
she thicc
>>
>>3934139

>1A) Yes, see that they get fast ships

>2B) Let his attack wings deal with the polar stations
>>
>>3934139
Would it make sense to push the super carrier towards the wormhole? It might cause them to keep the gate open in hope that the ship will make it through, which would in turn prevent them from weaponizing the power transmitters.
>>
We should probably attack from an angle that blocks one of the transmitters. Throwing ourselves right at it like in the pic means both of them can fire on our fleet.
>>
>>3934139
1A) Yes, see that they get fast ships
2B) Let his attack wings deal with the polar stations
>>
>>3934101
Ok, that's good to know. No complaints then.

>>3934139
>1) Will an engineering team be used to prevent the carrier from falling through the gate?
In case these are actually weird mirrorverse Neeran as their encryption might indicate, are we technically at war with them? It might save us some headaches in the future if offer them to stand down until the local battle with our Empire has been resolved. If they're just regular empire troops:
>1A) Yes, see that they get fast ships

>2B) Let his attack wings deal with the polar stations
>>
>>3934714
>Would it make sense to push the super carrier towards the wormhole?
You're going to be fighting near a neutron star, gravity is more than happy to do that for you. The wormhole facility is deep enough inside the gravity well that it needs repulsors to maintain altitude.

>>3934261
>>3935077
Any last minute changes or support for either of these?

[ ] Stick with the current plan
[ ] Delay 1 day to infiltrate polar facilities
[ ] Change angle of attack
>>
>>3936408
>[ ] Delay 1 day to infiltrate polar facilities
>>
>>3936408
>[ ] Delay 1 day to infiltrate polar facilities
>[ ] Change angle of attack
Fine with either.
>>
>>3936408
I'm indifferent.
>>
>>3936408
>[ ] Delay 1 day to infiltrate polar facilities
>>
Reconsidering the potential threat the polar stations might pose you decide to delay a day until recon and boarding teams can be put together to secure them. The silent hunters will approach in the stations from their shadowed side, using them to avoid the worst of the polar jets.

The delay will give you time to both observe another carrier transiting the gate and potentially reinforce the recon team there.

Do you want to reinforce the gate team so they can secure more of the station when the attack starts?

>Y/N?
>>
>>3936514
Y
Let's find out what these overgrown lumpy bastards are up to.
>>
>>3936514
>Y
>>
>>3936514

>Y
>>
Deploying special forces to all 3 stations is going to mean pulling some away from the carrier but it cant be helped. If you dont get control of the gate then the carrier may yet manage to escape through it.

Cloaked ships observe the transit of the next Neeran Super carrier. Much of the operation is performed the same way with the exception being the coded signal sent. Versa confirms that it is not the same ship and that communications uses yet another cypher. This one has more similarities to that of conventional Neeran encryption. Hopefully when the Recon teams are recovered they'll be able to provide captured com buffers and destination data.

Over the rest of the day the fleet moves into position for a direct line jump. Over the next few hours cloaked ships return to the fleet or move into position to signal your forces. Long range sensors are trained on the route the next incoming carrier should use.

Boarding teams are systematically checked off as ready to deploy. Marines will mostly be using LST's and Smuggler Frigates. Shuttles with stasis shields equipped will back them up along with fighters normally used for ground attack.
Frigates with additional volunteers from the ground forces will be standing by as part of the second wave intended to take and hold the majority of the Carrier. That will allow the Marines to remain on the offensive.

"The teams should have a good chance of temporarily gaining control of the emitters at the polar stations." Rob Ecord informs you. "The SRL groups attacking either platform report that they have enough boarding teams to ensure they're taken intact. Provided they get there before our people are overrun that is. We dont really have a solid figure on the size of the garrison."

You shake your head tiredly.
"It will have to do. It's better than risking them becoming active if the gate team cant prevent a shutdown."

>Cont.
>>
Right on time long range sensors detect an incoming carrier. Initially it looks like business as usual until a few other contacts begin to pop up trailing it.

"Great, is that an escort?" You bring up the image on the main display showing a few smaller drive flares following in its wake.
"Sensors what are we looking at?"

"I have at least one enemy heavy carrier and a few fast mediums. Two more unidentified farther back closing fast, most likely mediums. They'll overtake before they reach us."

Versa enhances the tracking data on the two mediums closing from behind. They're not moving to take up positions with the others, but instead are on an intercept course with two of the enemy ships. As the distance closes the resolution improves to the point where they can be identified.

"They're White Swan class mediums with Alliance FTL upgrades." Versa confirms.

You're inclined to say the more the merrier, but they may screw up your ambush plans if they somehow manage to get through the escort. Do you want to signal them? Or would you rather avoid the risk of having your long range coms picked up by the Carrier?

[ ] Signal them
[ ] Com blackout
[ ] Other?
>>
>>3936735
>[ ] Signal them
>>
>>3936735

>Alliance Mediums incoming.

Well that's wonderful, and I mean that sarcastically.

Well so much for trying to get the gate with out the Neeran being at high alert. They likely know they are being followed and will have their defenses up and ready when they get to the gate.

>[ ] Signal them

At least have them know they are heading towards a base and to hold back until the Super and its escort reaches it. So that we can capture it. Unless they're gonna be glory hogs/ salvage thief's.
>>
>>3936735
>[ ] Other?
Have a stealth ship split off from our fleet and signal from a different direction. If these ships have been compromised, it might seem like an Alliance recon ship is trying to contact them instead of giving our fleet away.
>>
>>3936735
>>3936795

Anon has a good idea, vote for theirs.
>>
https://www.youtube.com/watch?v=qtSOtcawcfM [INTERSTELLAR -The Wormhole]

"Damn. We'll need to signal them. Split off one of the cloaked battleships. Get as far from our fleet as possible without being detected then signal them to identify themselves. Make sure they're actually Alliance ships and if they are tell them to stay clear of the carrier and its destination system. Dont risk giving them any other details."

Orders are sent and one of the Battleships break off, jumping to low FTL speeds. It will take them a few minutes to get outside of sensor range and find a better position. Hopefully the message gets across and the gate station garrisons aren't forced to go on alert.

For now all that you can do is wait and watch. Both mediums close with enemy ships and engage in FTL intercept maneuvers. Which from your experience largely consists of ramming your drive fields together and trying to match frequency. The Neeran escort attempt to maneuver, probably trying to buy time for the larger ships.

One of the Swans connect successfully and it isn't long before one of the enemy mediums wink out. The second doesn't do quite as well, only dealing moderate damage before another enemy pulls back and attempts to attack them from behind. The two contacts blur together then separate, one quickly falling back. After a few seconds the other Alliance ship pulls back as well, forming up a safe distance back.

Versa brings up a detailed scan of the Alliance ships drive field bubble.
"The second ship appears to have suffered damage to their FTL. They're now unable to keep up with the Carrier."

About a minute later the first Swan increases engine power again. Enough to keep the Neeran ships within sprinting range but not to overtake them. It's at this time they must have gotten the signal from your cloaked ship because it drops back once more, linking up with the second and changing course. They're probably heading for your logistics and support elements which are hiding a safe distance from the gate. Hopefully that keeps them out of your way.

It isn't much longer before the Carrier approaches the system the gate is in. Reverting right where you expected, it begin its approach to the gate. The escorting ships break off at this point, mediums staying near the edge of the gravity well, with the heavy headed for the south pole. It's a minor complication but one you can deal with.

Now it's up to all of you to get the timing down for the gate approach. Versa has times and distances plotted for how long it should take the fleet elements to catch the carrier. It doesn't entirely factor in the need for the engineers and boarding teams to catch up before it hits the open gate.

>cont.
>>
"Think of it as the last moment before the point of no return. If nobody was shooting at us the engineers might just be able to pull it off," the AI explains.

You frown, looking over the data for the last time.
"We want the gate active to tie up the polar stations. Everyone will need to push the afterburners to the max."
"It will be close whatever we do." states Tama.

Maybourne insists that the engineers will need more lead time than Versa's calculations show.
"How much?"
"Probably two minutes if they're going to stop that thing."

Two minutes seems out of the question but Maybourne wouldn't just make up numbers like that.

>How early before the point of no return estimate do you jump in?

[ ] +120 seconds
[ ] +90 seconds
[ ] +60 seconds
[ ] +40 seconds
[ ] (As close as possible to point of no return)
>>
>>3937033
> [ ] (As close as possible to point of no return)

We got an AI to time it, baby.
>>
>>3937033

>[ ] +120 seconds
>>
>>3937033
>[ ] +90 seconds
>>
>>3937033
>[x] +90 seconds
We can't afford two minutes. If there's not enough time, either don't send the engineers or make sure they have a way to get off the ship.
>>
About 90 seconds looks like.
Going to need some rolls for your teams at the polar stations.

Roll 2d20 for take and hold of their objectives.
>>
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Rolled 10, 6 = 16 (2d20)

>>3937100
>Roll 2d20 for take and hold of their objectives.
TAKE AND HOLD!
>>
Rolled 20, 12 = 32 (2d20)

>>3937100
>>
Rolled 19, 17 = 36 (2d20)

>>3937100
>>
"Preferred jump window approaching." announces Versa.
"Attack wings ready for jump."
"Carriers ready for jump.
"Polar teams ready."

"How's the carrier looking?" you ask.
"Carrier is transmitting to the gate station... known encryption type detected!" The AI sounds rather surprised by this but of course has already moved on to working on cracking it.
"Decrypted message contains destination data as well as cargo inventory for the carrier."

"Ten seconds!" shouts Maybourne.

"Their cargo includes captured ships and weapons."
That's concerning. Almost as much as the rows and rows of items flagged as "designation unknown" on the inventory list.

As the fleet jumps you activate the command and control system. You're fully immersed in the battle map and taking stock of the situation when your command ship returns to real space. 1200 of your attack ships have jumped in mostly as planed and are advancing quickly. More than half of those are in the process of lighting off their afterburners.

Behind them are the engineering and salvage teams. A Kilo class is providing shields for the larger carriers as they launch fighters. Some of the escort carriers are deployed among the attack wings lacking afterburners allowing them to launch fighters from closer to the action. Once their cargo is away they turn back for the safety of the larger fleet elements.

Battleships and larger are arrayed around the attack wing formation in rings. Along them are the Bombard class frigates. Everyone is firing on the move and pressing forward. Decoys splitting off the first wave of SP torpedoes make it look as though a solid wall of projectiles is headed for the carrier. Beam and scrap cannon fire begin to strike the aft shield of the vessel before any of the other warheads arrive.

If volume of fire alone determined the outcome of battles you've effectively hit the "I win" button from the outset. Of course this is a war and simply surrendering without offering even token resistance wouldn't suit the Neeran.

Versa highlights points on the carrier indicating launch bays as vehicles begin to deploy in response. A few corvette carriers are first from the aft bays, firing clouds of interceptor missiles from the launch tubes normally used by their starfighter compliment. They're not alone and are soon followed by other craft. A small number of Kraken and V2's add their own missiles to shooting down incoming torpedoes, though it's painfully obvious to everyone that it's too little too late.

>Cont.
>>
From the forward bays come attack craft, initially listed as only corvettes most are soon updated to bulkier frigates or possibly assault corvettes. Versa begins indexing data from scans on three unknowns sharing Neeran or perhaps Trayan design traits. You're more interested in the obviously captured Faction vessels. Newer Dragoon, Vulture and High Guard attack ships are followed by more than a dozen Fire Drakes and other assault corvettes.

"Wait, what?! How did they get hold of Fire Drakes, they're brand new!"

Versa draws your attention to the three other designs. The boxier looking assault corvette or frigate looks to have plenty of conventional firepower as well as torpedo launchers.
Another made of multiple teardrop shaped sections clustered around a central spine seems to be all engine clusters. Appearances aside the scans indicate it's probably just as cheap to build as normal Neeran corvettes, just with a longer ranged gun.

"I'm unable to identify-" Versa stop herself as several of the tiny conical looking third design light up with halos of subspace radiation.

"Those are light corvette sized Veckron weapons."

Were this in real time your heart would probably have stopped for an unhealthy length of time.
"How many?" you manage to get out.
"At least twelve. More may be waiting to launch."

They'll go for your heaviest warships. The two SRL Supers followed by your Medium cruisers. Which includes your command ship as both Eclipse class vessels are the largest mediums present.

>Your orders?
>>
>>3937289
>>Your orders?

Focus fire? Now!? All large/ heavy and medium ships begin evasive action if they haven't taken the subspace charging hint to do so already!
>>
>>3937289
>Your orders?
Do they actually have a realistic chance to hit anything at this distance if we begin evasive maneuvers right now? Can Versa give an estimate how much damage a hit by these will caus?
>>
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>>3937298
>Do they actually have a realistic chance to hit anything at this distance if we begin evasive maneuvers right now?
I suppose the Outer Heaven or one of the Eminence II's might be able to evade as they have rather powerful engines. Other than them evasion's not really an option for your mediums unless you include getting out of the gravity well and jumping to FTL.

>Can Versa give an estimate how much damage a hit by these will caus?
Probably as much damage as an older Mark 5 V-torp. Which would probably only crack the Supers in half depending on where they hit. Assuming antimatter stores were jettisoned in time, otherwise any ship with substantial stores aboard will go poof if struck.

Speaking of, everybody using afterburners is going to have to jettison their stores ASAP which will cut down the closing speed. Fortunately the engineers should be able to barrel through with the speed they've built up. Provided nobody harasses them that is.
>>
>>3937322
Micro-jump the heavies?

Sacrifice smaller ships to stop the V-torps?

What an unpleasant surprise.
>>
>>3937322
Negotiate and offer to let them jump away, otherwise no survivors if they fire the torps?
>>
>>3937322

These things are suicide ships. The Neeran might not have been able to finish development of SP-Torps, but they found a way to make something much much more deadlier. This is going to make the Alliances siege of the capital considerably harder. Also if they have one of these things going through once a day. Where are the rest? $5 They are hiding somewhere near faction space ready to blow up the Dominion when it looks like the Alliance is going to win the siege. As a final "If I can't own the galaxy then fuck you too!"
>>
>>3937322
That's really bad.
Can the SRL super fire anti matter shells? They should detonate when they get close enough to the charging v torps. They don't even need to load a lot of AM per shell with how flimsy that ship is.
Have our AM Helios start rapid firing minimum yield torps as well before they jettison their stores.
>>
>>3937329
>Micro-jump the heavies?
You'll have to turn around and escape the gravity well first. This wont be very quick.

>Sacrifice smaller ships to stop the V-torps?
Not counting salvage and support craft there are roughly 70 battlecruisers and battleships in the fleet.

>>3937331
>Negotiate and offer to let them jump away, otherwise no survivors if they fire the torps?
>>3937332
>These things are suicide ships.
This. Versa points out they've already begun a hard burn.

>This is going to make the Alliances siege of the capital considerably harder.
Indeed. Though the Alliance have been fitting the newer ACS class with experimental heavy anti-missile systems intended to counter captured Veckron weapons. Unfortunately they dont have the best track record.
See: ACS Epsilon

>>3937334
>Can the SRL super fire anti matter shells?
They mostly only stock Kinetic, shield breakers and a few with conventional warheads because they dont trust their crews with antimatter munitions.

>They should detonate when they get close enough to the charging v torps. They don't even need to load a lot of AM per shell with how flimsy that ship is.
It's a good idea in theory.

>Have our AM Helios start rapid firing minimum yield torps as well before they jettison their stores.
There are a few battleships with the torpedo/minelayer gear that can contribute to this as well.


Lastly, your fleet does still have a Vecron torpedo cruiser. Odds are you'd only be able to get off a couple shots with it. If you plan to use it the Helos wont be able to fire.
>>
>>3937347

>Lastly, your fleet does still have a Vecron torpedo cruiser. Odds are you'd only be able to get off a couple shots with it. If you plan to use it the Helos wont be able to fire.

If we use them. How long will we be able to contest this system and explore the other side of the gate before we have to abandon it? Hell, with the Neeran using V-Torp weapons. How long can we stay in this system before we have to abandon it?

I still think we need to focus fire these things down if the order hasn't been already. And start pulling units back further away until they can jump out or they run out of these things.

"Back off! Back off!"
>>
>>3937359
>How long can we stay in this system before we have to abandon it?
It takes more than a decade for subspace damage to begin to manifest. If traffic is kept to an absolute minimum it is possible (though difficult) to avoid closing off the system entirely. But you'd be talking handfuls of ships passing through per year not per day or week.
>>
>>3937347
If Versa has any useful insider information on v-torps now is probably the right time to share it.
>>
>>3937289
Send in our own Fire Drakes with priority targets?
>>
>>3937369
>If Versa has any useful insider information on v-torps now is probably the right time to share it.
"The longer the weapons are in operation the stronger the torpedo casing part of its structure will get. Conventional hull material like Tritanium on the other hand will decay rapidly. Similar to but much faster than how the outer hulls of starships break down from excessive time at FTL."

In other words if any of the internal structure was made of Tritanium it would be about as useful as cardboard by the time it reached your ships.

>Focus fire? Now!?
>Send in our own Fire Drakes
>I still think we need to focus fire these things down

1) Who is shooting / engaging these torpedoes? Keep in mind there are still enemy ships present and the engineers will need cover to secure both the carrier and station. Note: Mediums tasked to engaging these things will not be retreating.

Starfighters
Assault corvette wings
Fire Drakes
Attack wings
Battleships & cruisers
Fast Medium cruisers
Helios & AM Weapons*
Larger Mediums
Super Heavy siege weapons
Vecron torpedo cruiser*
Other?

*= cant use both

2) The Supers and any Mediums not engaging will be applying the GTFO maneuver. While distasteful, do you want the battleships standing by to take hits for the larger vessels?
Y/N?

3) Do you wish to move your flag (and Versa in storage) to The Great Devourer?
Y/N?
>>
For question 1 select all that apply.

Working early again tomorrow so stopping here.
>>
>>3937393
Fire Drakes
Helios & AM Weapons*
Fast Medium cruisers

Y

Y
>>
>>3937393
So towards the end of its flight a vtorp is more vulnerable to kinetic shock because the internal structure has been weakened... what are the internal mechanisms needed for once the torpedo has been launched?
>>
I have a theory about the purpose of this gate.

The Neeran are conducting their own Exodus style evacuation, or at least one of their commanders is. Perhaps time runs differently wherever they're going, and they intend to reverse engineer all the top Faction ships, then reappear at some point in the future with hard counters for all Faction technology.

Just like the Neeran did with this war, they'll try it yet again.
>>
>>3937393

1)
>Assault corvette wings
>Fire Drakes
>Attack wings

Speed is key

2) Y
3) Y
>>
>>3937393
>Starfighters
>Battleships & cruisers
>Helios & AM Weapons*
>2) Y
>3) N
>>
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>>3937393
It seems like there are going to be two stages of the v-torp intercept. Early on the outer casing is relatively weak but the internals are in good shape, as the torpedo approaches, the outer structure becomes more durable while the inner parts become less so.
I'd focus on weapons that do more damage to unshielded targets at the beginning, and switch to weapons that cause kinetic damage as the torpedo approaches. Try to fire on the torps from an angle to change their flight path if possible, in case regular intercept attempts prove futile.

>1)
>Weaker huller, sturdy internals:
Starfighters - Particle beams and regular torps and missiles
Fire Drakes - They are piloted by the best of the best and have a strong weapon.

>Stronger huller, weaker internals:
Anything that has mass drivers except for the super with spinal scrap cannons.
Battleships & cruisers
Helios & AM Weapons*
-Throw AM mines on the predicted path between the weapons and their targets

>It's getting close
If we have any of the SLR standard corvettes left, load them up with antimatter, make sure the teleporter capsule is working, and use them as last ditch fire ships / oversized PD shells. Use assault corvettes as kinetic impactors to throw the torps of their path.

>2)
Y, make sure ships in the right positions are being evactuated

>3)
N
>>
>>3937784
>>3937398
Switch to this
>>
>>3937784
And addition to that:
I just remembered, back when Sonia salvaged veckron torpedoes from that Terran fleet station, she was warned not to run a current through the veckron "marble" or it would end very poorly. If we have ships with lightning guns, some of the various copies, or something that can be rigged quickly to have a similar effect, shooting the torpedo with them might cause a premature detonation.
>>
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No idea if it's feasible but I had an idea for a cheap modular heavy based on the BC carrier today and had some time to quickly sketch it while travelling.
>>
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>>3937393
>Similar to but much faster than how the outer hulls of starships break down from excessive time at FTL
If I remember correctly, drive plates become "saturated" from continued use, for lack of a better word, but don't exactly seem to wear down in the same way as starship armor apparently does.
Can Versa provide any information that would help to gauge if throwing a drive plate or something made out of that substance has a better chance to deflect the veckron projectile than a ship or an object made of conventional material?
>>
>>3938040
Fusion drive point defense systems?

Melt incoming torpedoes as well as move your ship away from them?
>>
>>3938057
That would mostly depend on how real space particles interact with v-torps. No clue if the heat even makes any difference when it comes to the weird stuff going on with these weapons. My guess is that it would not be particularly effective as you need something like a heavy cruiser worth of armor or dense matter to ensure that a torpedo detonates before reaching its intended target.
>>
>>3938087
I think you underestimate just how energetic fusion drives are.
>>
>>3937404
>So towards the end of its flight a vtorp is more vulnerable to kinetic shock because the internal structure has been weakened
You can bet the Terrans fixed this issue with theirs as soon as they figured out what was happening. With weapons the size of small corvettes simply replacing all the tritanium with something better probably isn't an option.

>what are the internal mechanisms needed for once the torpedo has been launched?
Course correction would be a big one. As would ensuring all of the components for the actual explosive payload stayed where they would get the most yield boost.

>>3937784
>SLR standard corvettes left
They were all upgraded to attack corvette II's.

>load them up with antimatter
This unfortunately would take time you dont have. Your best sources of antimatter right now are the AM Helios, the few cloaked/AM Battleships present, or the dedicated logistics ships which probably wouldn't be able to jump here in time.

>>3938040
>If I remember correctly, drive plates become "saturated" from continued use, for lack of a better word, but don't exactly seem to wear down in the same way as starship armor apparently does.
Most casual observers tend to think they wear down over time. In actuality they slowly compress becoming more dense. Eventually their operation becomes less efficient to the point where most trade them in for reprocessing.

>Can Versa provide any information that would help to gauge if throwing a drive plate or something made out of that substance has a better chance to deflect the veckron projectile than a ship or an object made of conventional material?
Probably not.

>>3937814
>If we have ships with lightning guns, some of the various copies, or something that can be rigged quickly to have a similar effect, shooting the torpedo with them might cause a premature detonation.
There are the storm cannons on the Outer Heaven which combine a PPCDG with a Harmonic Resonance Repulsor, but their effective range is a bit on the short side.

So it looks like we didn't even get that many votes. I'll do what I can.
>>
https://www.youtube.com/watch?v=rNdZu0A6Qks [Two Steps From Hell - No Honor in Blood]

You give a flurry of orders as the new Neeran arrivals move to engage the fleet. Some of your ships have to stay on task to protect the engineers and suppress remaining weapons on the carrier. That means Starfighters and Fire Drakes are directed to attack the Veckron suicide ships first.

The Helios AM Medium along with the similarly equipped battleships will engage whatever gets past them for as long as they can. Eventually they'll be forced to jettison whatever remaining stores they have and shut down their generators. The other battleships and battlecruisers will attempt to screen the fleet's larger ships from potential impact.
While they're doing that the Supers and medium cruisers will be trying to get the hell out of the stars gravity well.

Once those directives are away the battleships and medium cruisers are ordered to evacuate non-essential personnel. Anyone lacking ready access to teleport capsules have a bare few minutes to get to the shuttles and remaining LSTs. Rob Ecord helps to organize the evacuation of those on the command ship.

As the helm puts the Eclipse into a hard turn Maybourne sends you a message.
"Are we transferring your flag? We're a big target."
"No, that would mean closing down Versa's command system. We're going to need the reaction time."
You switch to your personal guards private channel.
"Get everyone ready to teleport off the ship."

"Versa cant be teleported out quickly." Valeri warns. "They have to get you out, unplug all of the components and get them into one of the capsules."

That's a risk you'll have to take.
>>
>>3941390
Should we ask Versa if she wants to stay or go?

Because if she stays, we stay.
>>
Did Sonia died?
>>
Thanks for running TSTG, hope you're feeling better.
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Still alive. I've got notes and everything laid out organised and ready to be written for when I DO manage to get anything done. Just not making any progress in the actual putting it all together department.
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Thanks for running TSTG!
It takes 3 weeks for a thread to fall off /qst/... Jesus.



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