Humanity has spread out into a massive sprawling empire throughout the galaxy. The edges of the sprawl remain poorly guarded and sparsely settled after all humanity throughout a thousand stars has always been alone save for their own creations which once waged war against them. This is no longer true now an unknown force has begun to attack sector 63 and other sectors and it is up to poorly supplied and desperate sailors to hold them back.You are the Admiral of the naval fleet of sector 63 one of nearly a 100 rimward sectors on the edge of settled human space. The war has finally turned in humanity's favor the once unending horde of bird ships, who you now know are called the Argono have finally ebbed away. Your industry soars and the first of the friendly fleets have begun to probe from Mid Rim sector 63 in your own sector to hopefully soon relieve you. You're currently on patrol facing off against a small fleet of enemy ships made up of 4 battleships, 2 battlescruisers and 12 Heavy cruisers facing off against your veteran picket line of corvettes, destroyers, and several light cruisers along with your freshly converted semi guided missile cruiser. The enemies' lasers dance around the picket line as the push forward even as your missile cruiser comes to a stop and turns to give the enemy their broadside. There's several large flashes as all 12 of its missiles fire and burn fast toward the enemy capital ships. There is some swearing over comms as the missiles zip past the picket line and your strike craft but the pilots and captains are too busy dodging incoming fire as they loose their own torpedo strikes to give too much complaint.Could I get a 1d100 best of three pleasePast Threads:https://suptg.thisisnotatrueending.com/qstarchive.html?tags=BrinkQM
Rolled 72 (1d100)>>6311951
Rolled 91 (1d100)>>6311951c'mon fried birbs. Previous rolls were terrible
Rolled 34 (1d100)>>6311951
The first of the munitions to strike home are the missiles from the cruiser faster and smaller than the torpedoes; what they lack in warhead size they make up for in accuracy and speed. You watch as twelve bright flashes riddle the front armor of one of the leading enemy battleships the first warhead destroying the armor and the next 11 one by one dig deeper into the enemy ships armor. The ship is gutted and looks more like swiss cheese than a warship as the last detonation happens. The picket line meanwhile turns and begins burning away from the enemy as their deadly payload of torpedoes begin to strike the leading wall of heavy cruisers destroying 6 of the ships in bright secondary explosions as their overpowered reactors detonate. Your strike group focus on the battleships that survived the missle strike and show off a little by purposefully aiming for their engines sending all three of the remaining ships sping out as torpedoes riddle them. The remaining heavy cruisers and the two battlecruisers manage to reform into a proper formation and keep burning in the direction of the jump point and therefore you. A report arrives informing you the missile cruiser should be reloaded shortly around the same time the torpedoes on the picketline should be ready.>let the missile cruiser target them alone>just hit them with everything
>>6312493>just hit them with everything
>>6312493>just hit them with everythingEnough to wreck them
>>6312493>>just hit them with everythingThere's no kill like overkill
Rolled 54 (1d100)>just hit them with everythingAlright overwhelming firepower it is can I get a 1d100 best of the three please
Rolled 57 (1d100)>>6312841tenderised chicken
Rolled 7 (1d100)>>6312841Okay let's do this
>>6312871I sat out a 120 second timer to roll a 7...
Rolled 49 (1d100)>>6312841
No post tonight lads
While it would be nice to test out how much damage the cruiser itself could do, a battle is not the place to do so, you order the picket line and the missile cruiser to end that fight. The enemy battlecruisers and heavy cruisers try their best but none of their laser fire even gets close as your fleet completes their reloads. Your destroyers, corvettes and light cruisers charge while the missile cruiser looses its full load of missiles at the enemy ships. The battlecruisers each catch 6 missiles and die in bright flashes as their battery banks detonate, their heavy cruiser companions dont even get a chance to react to the death of the capital ships as they all take several torpedoes and are turned into hole filled wrecks. A small enemy fleet destroyed you regather your fleet and do the necessary maintenance that a weeks like traversal of jump space requires and ready yourself for your next jump. It seems you have two options from your intel a decently sized enemy fleet or the source of an encrypted signal bearing a friendly IFF>decently sized enemy fleet>friendly IFF>role on the random encounter List
>>6313608>friendly IFF
>>6313608>friendly IFFOh-ohh, seems like the spooks are out here
>>6313608>>friendly IFF
The friendly IFF is broadcasting a signal both in the familiar code youve come to associate with encrypted comms from High command and also a second code which you assume is the new code they use as there's a chance the older code your command uses may become compromised. You triangulate the system the signal comes from and make your way there as fast as possible. It takes two days but you soon find yourself in a relatively empty system home only to a few rocky planets and to your great relief a friendly patrol! It's made up of what you recognize as four Luzon Class Heavy cruisers and 12 Verde Class destroyers. They quickly send you a challenge code once again in that old code and the new code and you respond with the counter code. The leader of the patrol, Commodore Jenkins explains that he had been chased this far into your sector by a large enemy fleet and desperately needed to return to their home port for resupply and repair. You do note while he speaks to you he seems shocked that your actually real and alive as apparently the holdout of Cartha had been spread around the fleet as propaganda and many didn't believe you were real. He does end up asking for your assistance as an escort back to friendly lines or you could try and convince him to transfer to your command which is something you can do as a Sector admiral. >escort>convince
>>6314044>convinceWe need experienced officers, the new fast carrier is a blessing but the master of that ship is untested.
>>6314044>convince
>>6314044>>convince
>convincealright could I get a 1d100 best of three pleaseDC of 70
Rolled 6 (1d100)>>6314417
Rolled 84 (1d100)>>6314417I sure hope...
>>6314440Oh yay!
Rolled 50 (1d100)>>6314417
>>6314044"So... like, how are you people still alive?""Well, when we first encountered hostile alien lifeforms bent upon exterminating human existence, we figured we were dead anyway, and that we might as well punch 'em in the teeth. Turns out, that kinda works! ...And also, they don't actually have teeth."
Commodore Jenkins you learn as you continue to talk to him is one of many Heavy cruiser captains who was more or less press ganged into an independent command to fill in an intel gap among the main fleet and in a bout of honesty informs you he feels like he has no idea what he's doing outside of combat operations. The patrol he was currently on had gone terrible with him trying and failing an ambush on a force of enemy capital ships and then while licking his wounds from that being chased by a force of nearly 200 enemy warships which does sound pretty familiar to you considering how your last patrol ended. Things had not gone well for him and honestly he seems more than happy to no longer have to do these patrols and seems even more happy when you inform him that you have the resources to resupply his ships back at Cartha.The Luzon class Heavy cruisers are a relic of the interwar period having been designed with 5 triple railgun turrets they pack a mean punch and have the armor to match. The verde destroyers are the real prize as they are honest to god modern destroyers armed with 5 quad mounted torpedo tubes and two small railgun turrets instead of the much weaker coilguns. You have enough torpedoes to reload the destroyers but it would shorten your patrol by quite a bit if you did so, the question is do you bring the new ships along for the rest of your patrol and send them to Cartha.>bring them along>send them to Cartha
>>6314813>send them to Cartha
>>6314813>bring them alongShow them our lead.
>>6314813>>send them to CarthaThe fact that we might have supply issues and that they are a little banged up aside, i get the impression that these lads are absolutely exhausted.
>send them to Carthaalright sending them home could I get a 1d100 best of three for the next leg of the patrol
Rolled 31 (1d100)>>6315169APRICOT BIRBS
Rolled 35 (1d100)>>6315169
Rolled 2 (1d100)>>6315169Inb4 they're stetching thin to the point of sendng females.
>>6315233Good lord
Not great rolls, having some technical difficulties tonight so no post
Its far easier for you to convince the Commodore that you need his ships and crews than you initially thought it would be, it probably helps you include a couple after action reports of your recent patrols showing off the fact you have only lost a handful of vessels in combat since the war began. You get him set up with a known safe path back to Cartha and also make sure to supply him with the secure passcode needed to disarm and minefields he finds but also the code to signal friendly to the fortress at Cartha. The heavy cruisers and their advanced destroyers seen off you make for the next area your going to patrol and oddly over the course of nearly a week nothing is found, not a supply convoy, an enemy patrol or even the massive fleet that chased the commodore. This goes on until finally you find the first sign of enemy activity in the form of the burned out wrecks of four cruisers, what were probably a dozen destroyers, a similar patrol to the one you had just rescued/shanghaied the week before.>try to track whatever did this>keep randomly jumpingI lied heres a post for todayfor those who were wondering the technical difficulty was in the form of my entire notes document just disappearing
>>6315553>try to track whatever did thisI hope you can keep the dream alive QM. This is a comfy space siege quest
>>6315555No chance of stopping my sub par quests I just had to raid my backup of the file I just was surprised to find my up to date version gone is all
>>6315553>try to track whatever did this
>>6315553>>try to track whatever did this
>try to track whatever did thisalright could I get a 1d100 best of three then?
Rolled 14 (1d100)>>6315895CHARCOAL BIRBS
Rolled 49 (1d100)>>6315895here goes...
Rolled 20 (1d100)>>6315895R E T R I B U T I O N
In theory it should be pretty easy to track a fleet big enough to wipe out four heavy cruisers and their escorts without losing any of their own ships but that doesn't seem to be the case. The buoy network should be able to point you in the right direction but the rudimentary nature of the buoys mean all of the reports from them have to be sent to Cartha and then sent back to you out on patrol. This not only means you get outdated info but also a lot of false positives in the form of small enemy patrols, enemy convoys and now the occasional friendly patrol or spook ship testing the very permeable front line. You do eventually find something to attack instead of the fleet that destroyed the patrol, its a decent sized convoy of enemy transports escorted by a fleet of 8 battlecruisers 16 heavy cruisers and 30 of the rare enemy corvettes. They are in a barren star system doing some sort of maintenance task when you jump in through the systems lone jump point.>Wait for them to come to you>Attack>Write in
>>6316107>Attack
>>6316107>>Wait for them to come to youI mean, it would be pretty funny to just drop a bunch of mines at the drop points, then leave while they are still doing their maintenance.
>>6316107>>6316235>Wait for them to come to youwe must mine the entire galaxy
>>6316368Eventually, but most systems only have one or two jump points from which you can enter and exit jump space, so we put the mines there, and they have to deal with them in order to leave. We could also mine the jump points then chase them into the mines.
>>6316107>AttackWe got the jump on them literally, let's go for shock and awe.
Rolled 1 (1d2)>Wait for them to come to you>>6316235>>6316368>Attack>>6316491>>6316165A tie im rolling for a tiebreaker 1 for wait 2 for attackCould I get a a 1d100 best of three either way
Rolled 79 (1d100)>>6316628"Drake, where's the door hole?"
Rolled 49 (1d100)>>6316628
Rolled 33 (1d100)>>6316628
Rolled 73 (1d100)The enemy fleet seems to just sit there as your own fleet shakes out into formation, the picket line in front with the two carriers and the missile cruiser behind, the entire time that's happening your strike group begins to spill out of your hangars and form up for battle. You watch with the usual detached professionalism as always even as the enemy form up into column battlecruisers in the center with the heavy cruisers beside them and the corvettes on the outside. Its somewhat impressive as they do this clearly having had quite a bit of experience doing this, their charges in the form of the enemy transports bunch up behind them clearly intending to try and defend themselves if you come for them instead of their escorts. alright could I get another 1d100 best of three
Rolled 14 (1d100)>>6317014
Rolled 38 (1d100)>>6317014I hope i roll well
Rolled 79 (1d100)>>6317014
>>6317049by the skin of your teeth, no post tonight
Rolled 70 (1d100)Your men thanks to their experience in the war so far are very familiar with attacking but not so much defending a position something you decide to rectify with this engagement so you set up blocking the jump point intending to make the enemy come to you. They dont disappoint coming in the tight and somewhat impressive formation at your picket line, the first of anything to fire being the missile cruiser which lets loose with its explosive cargo, 12 missiles streaking through the void hot and fast right at the lead battlecruiser. While the missiles begin their flight the strike group push off from their holding pattern and race toward the enemy intent on adding even more kill markers to the already full wall in the Essex’s canteen, their counterparts on the Vegas intent on trying to catch up. You do have to chastise several corvette captains who begin to move forward toward the charging enemy so eager to join the fight and also unused to being on the defensive but they do hold position. 1d100 best of three for damage to the enemy
Rolled 61 (1d100)>>6317986butterflied birbs
Rolled 89 (1d100)>>6317986
Rolled 17 (1d100)>>6317986
The missiles hit first even as the strike groups are coming into range of their torpedoes half of the missiles speed into the front of the leading battlecruiser shredding its frontal armor and giving it a bad tilt to the left causing it to fall out of the formation while the remaining missiles speed off into deep space having missed. A heavy cruiser is the next victim as the first of the torpedoes reaches it slamming into its midship creating a massive crater in the cruiser's armor sending it into a corkscrew spin also out of the enemy formation. There are 8 other explosions that accompany the dying cruiser and battlecruise each taking with it a heavy cruiser, these dying cruisers all thanks to the Vegas’s strike group while your own strike group circle around in an attempt to work out an attack on the capital ships. The picket line seems very eager to get involved and the enemy seem to be doing their best to keep burning toward them though they haven't even entered range of their own lasers yet.>remain in a defensive line>let the picket line have their fun
>>6318242>>let the picket line have their funBe free!!!
>>6318242>remain in a defensive line
>>6318242>>let the picket line have their funbeing aggressive is what gives us our advantage
Rolled 1 (1d2)>>6318320>>6318581letting the picket attack>>6318378>>6318326Holding in placeattack is 1holding is 2rolling for tie breaker could I get a 1d100 best of three either way
Rolled 4 (1d100)>>6318711sweet chilli marinated birbs
>>6318732ok dice don't like cooked chicken. hint is finally taken
Rolled 85 (1d100)>>6318711I am going to feel very silly if this ends up backfiring on me
Rolled 61 (1d100)>>6318711
>>6318784nice one
Rolled 78 (1d100)You smirk with mirth as several of your corvette and destroyer captain make their case to allow them to move out and join the fight some are simply bloodthirsty of course but several make it clear they think the Essex's strike group could be at risk as their hit the enemy in the side without friendly ships to draw fire. The captains cheer as you give them the go ahead to push out and hit the enemy before their main guns come into extreme range of the carriers and cruiser. They do a fantastic job of moving in formation even as the first of the long range laser fire flies from the enemy Battlecruisers the fire doesn't last all the long though as they are soon distracted by all 24 of the remaining strike craft starting their torpedo run. Your pilots make the dangerous decision of ignoring the enemy's corvette and Heavy cruiser screen instead focusing on the battlecruisers. The flashes of torpedoes detonating light up the void for a few moments as the battlecruisers are struck by at least two of the small torpedoes each only two of battlecruisers survive this strike the others becoming faintly glowing wrecks as their reactors irradiate them. alright one more 1d100 best of three for this battle
Rolled 45 (1d100)>>6319077
Rolled 19 (1d100)>>6319077
Rolled 88 (1d100)>>6319077please, please, please
>>6319176crutch save anon, well done
>>6319176again with the clutch!
The remaining heavy cruisers and corvettes don't stand a chance as the picket line comes into range the torpedoes make quick work of the cruisers while corvettes proceed to be torn to shreds by the railguns and coilguns. A tell-tale series of flashes accompany the death of each of the enemy warships as the torpedoes either hit or the coilgun and railgun rounds penetrate the enemies battery banks causing devastating secondary explosions. You smirk as the radio is filled with the hoots and hollers of the corvette and destroyer captains as they each dash between enemy laser fire as coilgun rounds stream into the enemy corvettes inflating the light ships already very high kill counts. The killing does finally come to an end the last of the enemy escort turned into a miniature star for a moment, their charges nearly 40 of what you know are enemy transports havent moved an inch since the fight started clearly waiting to see what you will do>destroy the transports>try to get them to surrender
>>6319485>try to get them to surrenderthen when we fail the roll:>destroy the transports
>>6319485>try to get them to surrender
>>6319485seconding>try to get them to surrender>then when we fail the roll:>destroy the transports
>>6319485>>try to get them to surrender
>try to get them to surrenderand>destroy the transportssurrender or die could I get a 1d100 best of three then DC of 75
Rolled 88 (1d100)>>6319783
>>6319783>>6319785Looks like the colonists on Carta are getting a 20% increase in their protein rations for next month
Rolled 68 (1d100)>>6319783Mmmm, chimken nugger.
Rolled 97 (1d100)>>6319783
>>6319830I wonder if they are edible?>>6319864nice
You have been meaning to try out the painstakingly made translation of the bird language and what better way to try it out than on some bird civvies you've got cornered? The picket line is formed into a loose circle around the cowering transports as you begin to have your comms officer broadcast on a known bird frequency orders to surrender. It only takes a few minutes of doing this for the roughly machine translated voice of a bird captain to ring out of your ships comm unit. “WE FIGHT NO LONGER, YOU GREAT WARRIOR, KING GRANT YOU MANY WORLDS IF NO KILL!” Your bridge crew cackle at the birds' panicked screeches. You quickly silence them and then arrange for the transports to go where you say. There are two options with how to deal with the transports: you can just escort them to Cartha with the whole fleet or split your fleet and have the Vegas do it with issac while you continue your patrol. >End the patrol and escort them back>Split the fleet and continue the patro
>>6320270>Split the fleet and continue the patrolHealthy distance between escorts and the escorted, let no suicidal ships approach our craft.
>>6320270>Split the fleet and continue the patro
>>6320270>>Split the fleet and continue the patro
>>6320270>End the patrol and escort them back
>Split the fleet and continue the patrolsplitting the party fyi you will get the larger half of the fleet including the missile cruiser as you do have an odd numbers a shipscould I get a 1d100 best of three for the next bit of the patrol?
Rolled 99 (1d100)>>6320779
Rolled 33 (1d100)>>6320779
Rolled 9 (1d100)>>6320779
fantastic rolls lads but no post tonight
Rolled 66 (1d100)You see Issac and half your fleet off as it escorts the captured transports away and then continues the patrol. Things are quiet for about a week as you search for targets but you do eventually find something of interest by following what you think are encrypted friendly transmissions though you can't decrypt them you can track where they come from and this bears fruit in the form of a fleet on enemy ships. Your fleet drops into a system with four separate jump points and several large gas giants to find 16 battleships, 8 battlecruiser and 22 enemy light cruisers and a pretty persistent encrypted signal coming from one of the gas giants. The enemy fleet is in the middle of the system in a simple protective formation centered on the battleships with the battlecruisers in their own line astern formation seemingly trying to figure out where the signal in the system is coming from. could I get a 1d100 best of three for your initial formation
Rolled 93 (1d100)>>6321609DON'T FAIL ME NOW DICE
>>6321610oh, neat
Rolled 5 (1d100)>>6321609
Rolled 3 (1d100)>>6321609pls no critfail
>>6321672>>6321713dice be fickle.
Your fleet does a fantastic job of shaking out into a simple formation as it leaves the jump point the well seasoned captains showing off as they move into position in the picket line as the Essex and the missile cruiser station themselves behind them. The fleet is currently made up of.1 CVL (24 carrier strike craft) 1 Guided Missile Cruiser3 Light cruisers4 Destroyers5 CorvettesThe enemy meanwhile seem torn between searching for the origin of the signal and reacting to your arrival the majority of the enemy fleet form into a tight line astern formation centered on the battleships with the light cruisers forming a protective screen around them. You do notice the battlecruisers seem to continue searching for the origin of the signal and seem quite close in finding it.>Focus everything on the main enemy force>Have the strike craft split off and hit the battlecruisers
>>6322024>>Have the strike craft split off and hit the battlecruisers
>>6322024>Have the strike craft split off and hit the battlecruisers
>>6322024>Focus everything on the main enemy force>>6321609>16 battleships, 8 battlecruiser and 22 enemy light cruisers (46 total ships)vs our 14 ships. we're pretty outnumbered again, so I suggest caution even as a late post
Rolled 95 (1d100)>Have the strike craft split off and hit the battlecruisersok could I have a 1d100 best of three then
Rolled 42 (1d100)>>6322595
Rolled 37 (1d100)>>6322595DICE MAKE IT WORK OUT OKAY?
Rolled 42 (1d100)>>6322595nuts
>>6322659DEEZ
Rolled 93 (1d100)>>6322595
Rolled 93 (1d100)You feel the rhythmic thumps as the strike group launch from the Essex until all 24 for of them have formed up and begin to fly as fast as possible toward the battlecruisers which have honed in on the gas giant where the encrypted signal comes from. It is while the strike group zooms toward that the picket line pushes off and heads toward the main enemy fleet which keeps good order as they fly toward your picket line. You cringe as the friendly formation becomes somewhat scattered as several long range shots from the enemy make the light ship captains break up the tight formation in an attempt to avoid incoming fire. alright now for damage 1d100 best of three please
Rolled 39 (1d100)>>6323186
Rolled 38 (1d100)>>6323186we can do this
Rolled 45 (1d100)>>6323186
Rough rolls lads, no post tonight
It's between the bad formation and the incoming fire that throws off the first spread of fish fired by the picket line they are still going to hit. Of course the captains are far too good at this point to miss entirely. It's going to only hit a handful of the enemy light cruisers and not the rela prize and danger of the enemy battleships, the missile cruiser meanwhile launches late unable to get a clear shot until after the torpedos are away the speed projectiles flying off toward the enemy formation hopefully to hit around the same time the fish do. The strike group do far better coming close to the enemy battlecruisers who finally break off from their search to begin doing evasive maneuvers to avoid the eventual strike. You grimace as the torpedoes of the picket fleet wind up only killing five of the enemy light cruisers while the enemy likewise return the favor with a glancing blow on one of the light cruisers frying its thankfully empty torpedo mount and one of its railguns. The missiles strike true on one of the enemy battleships disabling its engines with their smaller explosives but not outright killing the ship.alright 1d100 best of three please
Rolled 33 (1d100)>>6324221
Rolled 77 (1d100)>>6324221I forgot to roll for the enemy
Rolled 32 (1d100)>>6324221What a shitshow this has become...>>6324231I'd prefer if you kept forgetting.