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File: jcbf9q0jogjb1.jpg (1.69 MB, 3840x2160)
1.69 MB
1.69 MB JPG
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 please

Past Threads:https://suptg.thisisnotatrueending.com/qstarchive.html?tags=BrinkQM
>>
Rolled 72 (1d100)

>>6311951
>>
Rolled 91 (1d100)

>>6311951
c'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 everything
Enough to wreck them
>>
>>6312493
>>just hit them with everything
There's no kill like overkill
>>
Rolled 54 (1d100)

>just hit them with everything

Alright overwhelming firepower it is can I get a 1d100 best of the three please
>>
Rolled 57 (1d100)

>>6312841
tenderised chicken
>>
Rolled 7 (1d100)

>>6312841
Okay let's do this
>>
>>6312871
I 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 IFF
Oh-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
>convince
We need experienced officers, the new fast carrier is a blessing but the master of that ship is untested.
>>
>>6314044
>convince
>>
>>6314044
>>convince
>>
>convince

alright could I get a 1d100 best of three please

DC of 70
>>
Rolled 6 (1d100)

>>6314417
>>
Rolled 84 (1d100)

>>6314417
I sure hope...
>>
>>6314440
Oh 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 along
Show them our lead.
>>
>>6314813
>>send them to Cartha
The 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 Cartha

alright sending them home could I get a 1d100 best of three for the next leg of the patrol
>>
Rolled 31 (1d100)

>>6315169
APRICOT BIRBS
>>
Rolled 35 (1d100)

>>6315169
>>
Rolled 2 (1d100)

>>6315169
Inb4 they're stetching thin to the point of sendng females.
>>
>>6315233
Good 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 jumping

I lied heres a post for today

for those who were wondering the technical difficulty was in the form of my entire notes document just disappearing
>>
>>6315553
>try to track whatever did this

I hope you can keep the dream alive QM. This is a comfy space siege quest
>>
>>6315555
No 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 this

alright could I get a 1d100 best of three then?
>>
Rolled 14 (1d100)

>>6315895
CHARCOAL BIRBS
>>
Rolled 49 (1d100)

>>6315895
here goes...
>>
Rolled 20 (1d100)

>>6315895
R 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 you
I 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 you
we must mine the entire galaxy
>>
>>6316368
Eventually, 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
>Attack
We 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
>>6316165

A tie im rolling for a tiebreaker 1 for wait 2 for attack

Could 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)

>>6317014
I hope i roll well
>>
Rolled 79 (1d100)

>>6317014
>>
>>6317049
by 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)

>>6317986
butterflied 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 fun
Be free!!!
>>
>>6318242
>remain in a defensive line
>>
>>6318242
>remain in a defensive line
>>
>>6318242
>>let the picket line have their fun
being aggressive is what gives us our advantage
>>
Rolled 1 (1d2)

>>6318320
>>6318581
letting the picket attack

>>6318378
>>6318326
Holding in place

attack is 1

holding is 2

rolling for tie breaker could I get a 1d100 best of three either way
>>
Rolled 4 (1d100)

>>6318711
sweet chilli marinated birbs
>>
>>6318732
ok dice don't like cooked chicken. hint is finally taken
>>
Rolled 85 (1d100)

>>6318711
I am going to feel very silly if this ends up backfiring on me
>>
Rolled 61 (1d100)

>>6318711
>>
>>6318784
nice 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)

>>6319077
please, please, please
>>
>>6319176
crutch save anon, well done
>>
>>6319176
again 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 surrender
then when we fail the roll:
>destroy the transports
>>
>>6319485
>try to get them to surrender
>>
>>6319485
seconding
>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 surrender
and
>destroy the transports

surrender or die could I get a 1d100 best of three then DC of 75
>>
Rolled 88 (1d100)

>>6319783
>>
>>6319783
>>6319785
Looks like the colonists on Carta are getting a 20% increase in their protein rations for next month
>>
Rolled 68 (1d100)

>>6319783
Mmmm, chimken nugger.
>>
Rolled 97 (1d100)

>>6319783
>>
>>6319830
I wonder if they are edible?
>>6319864
nice
>>
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 patrol
Healthy 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 patrol

splitting the party fyi you will get the larger half of the fleet including the missile cruiser as you do have an odd numbers a ships

could 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)

>>6321609
DON'T FAIL ME NOW DICE
>>
>>6321610
oh, neat
>>
Rolled 5 (1d100)

>>6321609
>>
Rolled 3 (1d100)

>>6321609
pls no critfail
>>
File: laughing dice.jpg (37 KB, 752x375)
37 KB
37 KB JPG
>>6321672
>>6321713
dice 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 Cruiser
3 Light cruisers
4 Destroyers
5 Corvettes

The 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
>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 battlecruisers

ok could I have a 1d100 best of three then
>>
Rolled 42 (1d100)

>>6322595
>>
Rolled 37 (1d100)

>>6322595
DICE MAKE IT WORK OUT OKAY?
>>
Rolled 42 (1d100)

>>6322595
nuts
>>
>>6322659
DEEZ
>>
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)

>>6323186
we 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)

>>6324221
I forgot to roll for the enemy
>>
Rolled 32 (1d100)

>>6324221
What a shitshow this has become...

>>6324231
I'd prefer if you kept forgetting.
>>
Rolled 11 (1d100)

>>6324221
>>
The crippling of one of the battleships and destruction of a quarter of their escorts does nothing to stop the enemy fleet from pushing toward your picket line. You watch as lasers continue to flash around the picket line even as they turn and begin to burn away from the enemy as they begin to reload their torpedo tubes, the destroyers laying a smoke screen of metal chaff behind them to throw off the enemy aim. The strike craft make their run on the enemy battlecruisers sending 4 of the enemy ships to hell with their torpedoes before turning and heading back toward the Essex to reload. As half their number become floating debris fields the battlecruiser force seems to decide to deal with you as well, turning toward you burning hard to come at your flank as the picket line reloads.

>have the picketline push at the main enemy fleet like they are already reloaded to buy time
>keep backing up in hopes the reloads are done time
>>
>>6324693
>keep backing up in hopes the reloads are done time
>>
Rolled 46 (1d100)

>keep backing up in hopes the reloads are done time

alright 1d100 best of three please
>>
Rolled 36 (1d100)

>>6325161
come on lucky bones
>>
Rolled 2 (1d100)

>>6325161
>>
Rolled 27 (1d100)

>>6325161
>>
>>6325162
>>6325263
wtf
>>6325171
>one off
>>
>>6325587
dice hate us cause they ain't us
>>
The destroyers keep up the smoke screen as they continue to back up toward you even as the strike group begins to land and reload. Your captains keep the large clouds of metal chaff coming even as the enemy lasers begin to flash closer and closer to them until one of the corvettes gets unlucky and is struck by one. There's a bright flash and the brief scream of feedback on the radio as the ship is instantly cooked by the massive overpowered laser your bridge crew remain clam however this is not the first time youve lost a ship but it is however a rare occasion where the essex herself has taken fire the flashes of long range laser fire flying past your flagship. The enemy are closing in and should soon be able to hit the Essex or the missile cruiser your CAG officer offers to launch half the strike group now while the other half loads to hopefully buy yourself more time with a strike.

>launch a half strike of 12 craft
>wait for a full strike
>>
>>6325653
>launch a half strike of 12 craft
>>
Rolled 55 (1d100)

>>6325653
>wait for a full strike

Stop making dumb moves and constantly splitting the fleet ffs.

No one is gonna do squat all if we die.
>>
>>6325653
>>wait for a full strike
>>
Rolled 5 (1d100)

>wait for a full strike

are you Spruance or Yamamoto?

1d100 best of three please
>>
Rolled 71 (1d100)

>>6326014
The Battle of Mid
>>
Rolled 14 (1d100)

>>6326014
>>
Rolled 42 (1d100)

>>6326014
Yamamoto
>>
The dance your picket captains have to do to dodge all the incoming not only from the battleships but the battlecruisers is something of beauty; the brilliant red flashes of the lasers bouncing off the metal chaff confusing enemy gunners gives it a surreal look. Your bridge is dead silent for several long minutes until the tell tale thumps of the magnetic catapult begin until it sounds 24 times and your CAG officer turns to you and shouts “STRIKE GROUP AWAY!”.


Its around the time the last of the craft leave your hangar the reloads on the torpedo tubes of the picket line are finished so all of the small ship captains save for the damaged light cruiser turn with a battle cry and charge the enemy fleet. The enemy seem shocked at the sudden charge of the picket line alongside the strike group flying in to get their pound of flesh, lasers flying wide as the ships charge through the chaff cloud and letting their torpedoes fly.

1d100 best of three for damage please
>>
Rolled 69 (1d100)

>>6326452
Time to turn the cosmic tide.
>>
Rolled 42 (1d100)

>>6326452
>>
Rolled 22 (1d100)

>>6326452
>>
The number of torpedoes sent forth into both the battleship and battlecruiser formations actually outnumber the enemy ships of course not all of the torps hit but enough do for what follows to be spectacular. Of the remaining 15 enemy battleships all 15 suffer at least one hit with most taking two the resulting detonations of their reactors only leaving a reeling pair of the ships which almost immediately turn and run trailing vented atmosphere and shrapnel. A horde of the remaining escorts followed them. You turn your attention just in time to watch as each of the enemy battlecruisers take three of the much smaller missiles from the missile cruiser crippling all four of the ships making it very easy to take care of them at your leisure.

>Chase down the running enemy
>let them run an investigate the signal from the gas giant
>>
>>6326826
Are there still enemy ships searching for the signal? Otherwise we can split our forces, the more nimble and faster ships chase down the stragglers and the rest of the fleet heads to the signal.

We can mop up the enemy ships on our way out.
>>
>>6326826
>>6326837
>we can split our forces, the more nimble and faster ships chase down the stragglers and the rest of the fleet heads to the signal.
support
>>
>>6326837
No all that remains of the enemy fleet is 2 crippled battleships about 20ish light cruisers and 4 dead in space battlecruisers he cant even fire back
>>
>>6326837
>Seconding
>>
>>6326826
>>6326837
>>6326838
>>6326839
>>6326860
Ha, wasn't technically voting but alright,
>split our forces, the more nimble and faster ships chase down the stragglers and the rest of the fleet heads to the signal.
>>
>>6326877
>>6326839
Seconding, at the very least we can do some fairly low risk harassment to make sure they stay away while we look for the signal
>>
You order the destroyers and corvettes to keep chasing the enemy while the light cruisers, missile cruiser and the Essex move over to the gas giant in search of the source of the signal. Your light ships harrow the enemy escorts their guns doing a fantastic job of keeping them from running as fast as they can away but they have to wait for the torpedoes to reload before they can finish off the last two combat capable battleships. Your flagship and her impromptu escort come into the orbit of the gas giant which had just added a nice new ring to itself from the battlecruisers that had died in orbit. Nothing happens for several long moments until a nice surprise shows itself, a Hall class special reconnaissance ship pushes up out of the gas giant's upper atmosphere. The special reconnaissance ship is a special type of ship one rarely ever sees even if your in the navy for a long time like yourself unlike the blocky shapes of your own ships the Hall class is shaped like an arrowhead, about as big as a light cruiser and has a very small crew as most of the ships hull is made up of massive water tanks used as heat sinks.

1/2

part 2 tomorrow
>>
>>6327273
aw yeah time for spookems (spies)
>>
The hall class ships weren't even legally navy ships, instead falling under the command of the Army/Navy intelligence arm and were actually the only armed ships the spooks were to even legally spouse to have access to. This of course doesn't stop the spooks from occasionally “borrowing” other warships but it's how it's supposed to be. Its armed with a pair of very sleek looking railguns and looks almost invisible on anything besides visual sensors as its thermal output almost matches the ambient temperature of space around it. The Spook ship does hall you finally once it fully leaves the gas giant and the grating voice of the kind of spook picked to lurk around the seediest parts of humanity greets your ears. “Ah! Admiral I was told to keep any eye out for you thank you for the assist!”

What would you like to ask the spook?

also could I get a 1d20 best of three to see how many of the retreating enemy you manage to kill?
>>
Rolled 9 (1d20)

>>6327511
>what news from the other sectors?
>can we trade notes on our bird translators?
Probably try to come in nonchalant on the bird translations to see if it catches them off guard but we obviously want to cross conpare theirs with ours
>>
>>6327515
also as an addendum:
mention that we accepted the peaceful surrender of a bunch of bird non-combatants, and we might actually need their help with debriefing them and potentially deprogramming/rehabilitating them so we can potentially coexist going forward, since while we aren't morally opposed to waging a war of utter annihilation against their species, galaxy-spanning wars of utter annihilation are hideously expensive and wasteful, and peaceful coexistence would be a preferable outcome if in fact it is a reasonably realistic one.
>>
Rolled 14 (1d20)

>>6327511
ask if it has seen any major fleets and their routes in the area.
>>
Rolled 20 (1d20)

>>6327511
First, ask if they need any further assistance. Then ask for their assessment on what the enemy fleet movements and communications are building up to. Also ask if there are any weak points in their presence that can be exploited by a quick carrier raid.
>>
>>6327657
Good job
>>
>>6327511
Share with them the birb language ciphers
Ask current focus of our human realm, and the progress that the birbs are making through it.
Are there any stranded colonies still?
>>6327515
support this basically
>>
>>6327657
very nice!
>>
>>6327657
Hot damn anon you got them all, no post tonight unfortunately
>>
The spook is more than happy to talk while your destroyers and corvettes one by one turn the last of the enemy ships into floating slag, the bright flashes of their deaths lighting up your bridge every few minutes until all of them are gone. Your unsurprised the spook seems more than eager to trade translations of the bird language. You're even less surprised to see his translation is larger and more comprehensive but more stilleted you guess? Like it's been brute forced instead of gained from long conversations with prisoners and you would bet it's also been heavily created by an AI and not a human although your own translation also used an AI early on. The spook also passes along a general idea of what the front looks like right now, MidRim 63 has almost completely been retaken and there are multiple long range patrols currently plying your own sector to get a better idea of the enemy disposition, that's actually what the spook had been doing when one of his heat sinks failed and he was spotted by the fleet in this system. Your neighboring sectors have also seen the beginnings of an offensive but sector 63 as the focal point of the enemy invasion seems the main focus of the main human fleet. Theres a big fleet action coming soon most likely somewhere in your sector but where it really depends on how and when the birds mass their fleet again. The spook after watching your destroyers finish off the enemy fleet says he's late for sort of operation and must go quickly taking one of the jump points out of the system.

Your fleet is in an ok state save for the lost corvette and damaged light cruiser which is missing a turret and torpedo mount and you ammunition situation is good enough for another battle but the spook made it clear something big is coming soon so you can either return to cartha to prepare of keep patrolling in hopes of harassing the birds some more

>keep patrolling
>return to cartha
>>
>>6328579
>return to cartha
I feel we've pushed our luck far enough.
Now it's time for salvage and strapping the fuck huge lasers to our fighter craft for ultimate big dick power.
>>
>>6328579
>return to cartha
>>
>>6328579
>>return to cartha
>>
Rolled 85 (1d100)

>return to cartha

returning home

could I get a 1d100 best of three for the trip back im rolling for a potential event
>>
Rolled 25 (1d100)

>>6329037
>>
Rolled 83 (1d100)

>>6329037
>>
Rolled 94 (1d100)

>>6329037
>>
>>6329037
Gosh Darn Captcha & Timer Ate My Post!
>6 Hours Later...
>>
The return trip to Cartha is almost unnervingly silent, not even the probe network reports much movement throughout the sector as you travel. You are very happy to see Commodore Jenkins had arrived safely with his ships alongside Issac and the Vegas as you arrive in the system passing by the jump point fort which looks almost brand new now. A general status of the fleet is sent to you by Isaac informing you of the completion of another missile cruiser, alongside a request for a meeting with the rest of the leading officers at the fort when you have the time. The damaged light cruiser is sent off to the shipyard for repairs

2 CVL (36 carrier strike craft 24 on the essex 12 on the vegas)
4 Heavy Cruisers
2 Guided Missile Cruiser
4 Light cruisers (1 damaged)
20 Destroyers
9 Corvettes
1 Minelayer

part 1/2
>>
Did 4chan eat your post too?
>>
>>6329808
It did not just sometimes Ill break up posts between days if I dont have a lot of time to write
>>
You also get a status report from both Markus and the intelligence arm once you see the damaged light cruiser over to the shipyard. Markus reports the industry on Cartha has hit what he considers peak production as it pumps out replacement strike craft for you and torpedoes for your light craft. The shipyard reports it should be around a week for the last of the missile cruisers and the light cruiser that has entered the shipyard just now should be fixed in a month. You not the intel report is mostly about the activity or rather lack of activity on the birds part as it seems they are gathering somewhere in the sector for a massed strike. The meeting that is eventually arranged by Issac is a big one Connle Resse, Issac of course, Commodore jenkins and several other captains of various ships in your fleet are there. It seems by what the probe network tells you the birds are preparing for a large-scale concentrated offensive both on the Midrim and most likely Cartha as well. The big question is how do you want to handle the coming attacks? You can either turtle up in Cartha and fight defensively until main fleet sallys out or you could go on the offensive and hopefully soften the blow that comes down on Cartha

>Prepare for a siege
>sally out
>>
>>6330038
>sally out
>>
>>6330038
>sally out
>>
>>6330038
>Sally out.

Hit them as they go to form up.

QM can we uh... do some cosmic rearranging? Like what happens if we park a shit load of asteroids and meteors at a jump point? Like if you jump into a place where there's physical objects do you merge with said objects or is it more like bumping into them? How fast (kinetics) do you come out of a jump point? Cause if you bump even a small object at FTL.... you make big boom. Or having an asteroid appear in your reactor... make big boom. Is there any ways we can basically blockade a jump point? So that nothing can jump through or it jumps through and instantly explodes.

I basically want to narrow their highway into our systems.
>>
>>6330038
>>sally out
>>
>>6330038
>>6330188
Seconding. Also, loadsa mines.
Like do we have mines that pack at least the same punch as our torpedoes? We want to make it so at least half the debris hitting the second bird ship out of the jump is from the first ship out of the jump.
>>
>>6330038
>sally out
Heavily Mine their approach split off some fast ships (merchant navy?) to start laying probes in unlikely paths they may try to take, start building automatied defence plantforms in orbit around theplanet and solar system.

We should considerer taking or retaking a defensible system with a habitable planet as fallback or increasing our capacity.

We can make contact and do a spoiling attack or just ambush forces gathering near or close to the enemy rally point.
>>
>>6330255
We could also bait them into multiple ambushes. Drag them through several systems have mines at each.
>>
>>6330188
This is very possible and you could feasibly arange an corridor of sorts to funnel them with asteroids or you could do the same with mines like >>6330232
suggests also yes your mines do pack a similar amount of damage as ship mounted torpedoes

>>6330255
Habitable is a strong way to describe most worlds in the sector with the only other really habitable world around being New Garcia which youve raided before


also no post tonight
>>
>>6330274
Can we scaled up the size, class, and tonnage of the ships we pump out, we need to start matching the enemy forces in tonnage and numbers.

What can we currently produce at the moment besides munitions, strike craft and small torpedo boats?

Can we start producing remote controlled attack drones as part of our flight wings when launching aircraft strike groups? From what I've seen the birds do next to no Electronic warfare or Jamming so radio controlled drones should be perfectly feasible.
>>
>>6330320
>>6330348

Forgot to add, can we ask the spook if they can send us some stealth ship designs? We need them for deep reconnaissance, light patrol, and escape from isolated outposts.
>>
>>6330348
You have a single shipyard and most of what you currently do is converting the larger of the somewhat derelict merchant ships in orbit into warships, you could start making purpose built warships but it would take a long time and only one ship at a time because the shipyard only has the one slipway

>>6330354
You could try to contact the spooks for one of the Hall class but they are rare and spooks are you know spooks
>>
>>6330366
Perhaps we can send a message to command and another intended for the spook.

>You have a single shipyard
>you could start making purpose built warships but it would take a long time and only one ship at a time because the shipyard only has the one slipway
What is the bottle neck here, the slipway?
Do we mostly have drydocks?

Can we expand the capacity and number of drydocks and "slipways" in separate but parallel constructions?
>>
>>6330459
We also have a personnel bottleneck as of a couple threads back to consider. Everyone in the sector who is willing to join the navy basically already has. We're building ships to offset attrition not to enlarge our forces. (Since most of the time, when a ship is damaged by the enemy, most of the crew survives, and we just need to pop them in a new ship. Ships are cheap, crews are expensive)
I think mines are going to be a better investment in the short term. (Blunting the assault on Cartha so we continue to exist as a meaningful entity) Mines are the gift that keeps on giving. Year after year.
>>
>>6330552
Didn't we implement some form of conscription back then? Isn't the bottleneck in manpower mostly related to skilled or experienced crews who know how to work on ships?

We can also automate more ship functions with Semi-"Dumb" AI. We already broke the rules a little bit, what's a little more.
>>
>sally out

You're going to sail out from Cartha and do your best at draining the enemy before they reach Cartha because they will reach it if your understanding of the sheer numbers involved is correct.The ensuing meeting lasts well into the night on the fort with all of the officers involved throwing in their own two cents. Issac points out mines are the most cost efficient method for thinning out the enemy numbers and suggests you mine anything and everything you can while you're out hitting the enemy force before it makes it to Cartha proper. Its commodore Jenkins who brings up the fact you dont really have a set position for him and the other heavy cruisers in your current combat formations so he asks if hes to join the picket line with his cruisers or to form his own battle line to be able to bring his strong broadsides of Heavy railguns to bare.

>Have them join the picket
>form a battleline with them
>>
>>6331002
>>form a battleline with them
>>
>>6331002
>form a battleline with them
>>
>>6331002
>form a battleline with them
>>
>form a battleline with them

alright the heavy cruisers will operate independently from the picket line

could I get a 1d100 best of three for preparation
>>
Rolled 36 (1d100)

>>6331393
ere we go lads
>>
Rolled 93 (1d100)

>>6331393
>>
Rolled 44 (1d100)

>>6331393
>>
sorry no post tonight work thing came up
>>
The following week of preparation goes extremely well as your veteran crews load up on ammunition, food and other necessary supplies from the stockpiles on Cartha. A section of inter system tugs have begun laying the minefield at the jump point to create a choke point to force any enemies past the fort. You spend most of the week with your wife as you haven't had much chance in the last year to see her but you of course do you part in the prep making sure the more explosive ordnance is loaded safely and efficiently. The prep work goes so well you even approve some unexpected leave for your crews greatly increasing the morale of your force. Its with some somberness on your part the week ends you leave your wife with promises of visiting the core worlds once the wars done and board the Essex and have the fleet form up at the jump point which is a hive of activity with the preparations for defense.

Could I get a 1d100 best of three for the first jump please
>>
Rolled 11 (1d100)

>>6332246
We have a wife?
>>
>>6332251
Yes your married (without children) and said marriage is actually the reason your stationed on the ass end of nowhere, her father (a core sector admiral) did not approve of the match and arranged for you to more or less spend the tail end of your career on a dead end assignment
>>
>>6332266
Oh right, I think I remember now.

Btw Are you keeping tally of all the ships we've sunken and destroyed so far? If not then we should probably keep track if only for "morale reasons"
>>
Rolled 20 (1d100)

>>6332246
>Its with some somberness on your part the week ends you leave your wife with promises of visiting the core worlds once the wars done and board the Essex and have the fleet form up at the jump point which is a hive of activity with the preparations for defense.
Oh, that's QM casually raising a death flag before the final battle.
>>
Rolled 48 (1d100)

>>6332246
>>
Your fleet enters the jump point and you're off in search of the enemy to hopefully weaken him enough to make holding Cartha possible. The probe network you had painstakingly set up kind of fails you for the first week as what little traffic you receive information about is either small friendly patrols behind you or smaller enemy patrols that are gone by the time you reach where they had been when the report had been sent out. You do finally identify what you think is an advance party of the main enemy fleet in a nearby system via the probe network its a smallish force of 8 battleships and 15 heavy cruisers and you could easily move into the system they heading to and ambush them as it has a good asteroid belt to hide in but you have an idea. Its feasible you could let this advance party move past you and strike a much larger portion of the enemy fleet from ambush when they think they are safe as their scouting force has already passed through.

>Hit the scouts
>let them pass and hit a larger portion

ooc quest information we have just passed 50k words

>>6332267
The crew have been painting kill tallies on the essex's canteen wall (its getting kind of full) but I havent actually counted how many ships the essex's pilots have killed but its proabbly a number that would make the enterprise(CV-6) blush
>>
>>6332670
>>let them pass and hit a larger portion
Yeah. At as close a range as we can.
"The asteroids are speaking earling!"
>>
>>6332670
>let them pass and hit a larger portion
>>
>>6332670
>let them pass and hit a larger portion

Do we know what the crew numbers are in their ships? I'm curious if they have higher manpower requirements or if they use AI and automated systems more.
>>
>>6332710
they use seemingly similar amounts of manpower as you do on board ships however if this is because of a similar experience with AI or just a simple lack of technology you have no idea
>>
>>6333022
Are we able to analyze the captured ships we towed back awhile ago? Figuring out how their ships function and work, and how effective their systems are would give is tactical advantages, and maybe even possibly boarding and capture of them relatively intact in the future.

I would like to see if we can salvage and capture enough enemy ships to sneak a fleet into their rear areas or even into a fleet that is assembling and surprise them with one fleet in front and one in their mists.
>>
>>6332670
>>let them pass and hit a larger portion
>>
Rolled 69 (1d100)

The system in question is good ground for this kind of thing: a thick asteroid belt separating two jump points, one on the outer side of the system the enemy should come through and another in the inner system above a barren world. You have your fleet moving into cover and wait for the arrival of the enemy scout fleet which comes and goes through the system only a few hours after you arrive.

could I have a 1d100 best of three please
>>
Rolled 84 (1d100)

>>6333280
>>
Rolled 59 (1d100)

>>6333280
>>
Rolled 81 (1d100)

>>6333280
Might as well be the low roll.
>>
The enemy fleet arrives first a few of the dart like battleships slip through the green swirling vortex of the jump point and soon a deluge of ships exit jump space. It takes several minutes for the tear in space time to stop disgorging warships but it eventually does and it takes several more minutes for your sensor office to finish counting. The enemy fleet is made up of 75 battleships, 120 heavy cruisers and nearly 300 light cruisers. The sheer mass of metal needed to build this many ships is incredible and must make up the largest bulk of the main enemy fleet. Your here to just shave off some of the fleet force coming down on cartha the question is what do you want to focus on?

>Battleships
>Heavy Cruisers
>Light cruisers
>Let them pass and hit their supply fleet which should follow them

Your current combat vessels

2 CVL (36 carrier strike craft 24 on the essex 12 on the vegas)
4 Heavy Cruisers
2 Guided Missile Cruiser
4 Light cruisers
20 Destroyers
9 Corvettes
>>
>>6333808
assuming this is their main fleet, taking out the supply fleet and then coming up from behind them as they are engaged with Cartha's defenses would get them from two ends with no resupply and likely no reinforcements.

We should also communicate this with Cartha so they don't fall into panic.

>Let them pass and hit their supply fleet which should follow them
>>
>>6333808
>>Let them pass and hit their supply fleet which should follow them
>>6333829
Seconding. Also given our tactics, this fleet is simply too large for us to engage. We're completely overmatched and I don't think we could disengage them on our own terms.
>>
>>6333808
>Let them pass and hit their supply fleet which should follow them
>>
>>6333808
>battleships.

Let them mostly pass. Hit their slow ships from behind jump where they just came from and hit the supply ships drop mines at jump point kite them away from cartha and lead them on a merry chase.

Guys we need to get them to chase us as we hit them real good. We gotta widdle them down. We won't be able to stop them at cartha...

Hit them from behind get them to either turn around or split off a force. Hit their supply ships. Then mine the jump point for when they jump in.
>>
>>6333808
>>Battleships
>>
>>6333808
>Let them pass and hit their supply fleet which should follow them
>>
Rolled 29 (1d100)

>Let them pass and hit their supply fleet which should follow them

picking on the supply ships could I get a 1d100 best of three please
>>
Rolled 65 (1d100)

>>6334335
>>
Rolled 66 (1d100)

>>6334335
>>
Rolled 30 (1d100)

>>6334335
>>
Your going to remain hidden in the asteroid field and wait for the enemy supply convoy which should follow the main body. The strike group had all been floated out of the hangar beforehand and all ships powered down to the most minimal amount they could to lower their thermal reading to lessen any chance of being spotted as the massive fleet moved from one jump point to the next in the system. It's uncomfortable to say the least to be suddenly relegated to existing in the uncirculated air of a warship as you sit and wait although it can't be worse than the poor pilots sitting in their survival suits inside their craft. There is some worry as a force of 15 battleships and 30 heavy cruisers remain at the first jump point even as the rest leave the system and then with a green flash the enemy supply convoy arrives alongside another 15 battleships and heavy cruisers who immediately begin moving to the jump point in an exchange of guard duty as the supply ships form up to move to the next point. You can easily allow the second group of escort leave or attack them now and kill them alongside the first group of escorts.

Could I get a 1d100 best of three and
>Attack both groups
>Let the second group leave
>>
Rolled 49 (1d100)

>>6334880
>Attack both groups
>>
Rolled 7 (1d100)

>>6334880
>>
>>6334880
>Attack both groups
forgot to choose
>>
Rolled 21 (1d100)

>>6334880
>both
>>
not great rolls no post tonight



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