[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/qst/ - Quests

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
Draw Size ×
  • Please read the Rules and FAQ before posting.
  • Roll dice with "dice+numberdfaces" in the options field (without quotes).

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: H&D_aKT_Title.png (927 KB, 1000x871)
927 KB PNG
For House and Dominion: A Knight's Tale (3)
Previous Thread: https://suptg.thisisnotatrueending.com/qstarchive/2026/6353859/

H&D Wiki: https://houseanddominion.fandom.com/

https://twitter.com/ThatSlowTypingG

You are Joanna Farrell, a would be Knight from the Dominion of Royal Houses. You are among the few remaining survivors of House Meros, a minor House that fell during the turmoil and wars of the early 41st century. Now you and other aspirants have ventured out into the unexplored regions of the universe aboard the starship Bertrand to seek your fortune and gather resources to someday reclaim your lost House.

>The Crew
The landless 'Errant' Knight Dar'el Camdie gathered your group of Knight aspirants in the hopes of forging you into a force to be reckoned with. For their efforts they were assassinated and attempts were made at capturing the rest of you. Despite this setback the rest of you have carried on in their memory.

Chief Miriam Hannah is in charge of your ship the Bertrand and has been acting as its captain for years now. She can get your forces to where they can do the most good but it will be up to you Knight aspirants to lead the special forces and win battles.

Sergeant Mulyadi Reza commands the marines aboard ship and acts as your training officer. He largely remains aboard ship to help protect it in your absense.

Captain Gavril Mladenovski is the new Mechanized commander for the armored vehicle units. He's been saddled with hundreds of green troops but with the assistance of Reza hopes to make them an effective fighting force.

Sergeant Ram is a veteran who helps lead the squad of marines under your command.

Lt Commander Gemaya Ideru is an Alliance observer stationed aboard. Though primarily meant to see to your unique Intelligence needs, they also oversee requisitions of Alliance equipment.

>The would be Knights
Alar Ul'torel is a Dro'all Noble. A skilled Medic in addition to their training to one day become a Knight, they've gone out of their way to be friendly to everyone on the team. Knight Dar'el's old power armor has been rebuilt and is now used by Alar to carry an advanced field medical system.

Kalnit Bakor is a Kavarian. A drone specialist and systems expert, he typically uses fire support drones to catch enemies from angles they're not expecting. The two of you were forced to take turns using the same suit of power cell armor early on. Though he somewhat lags behind the others in combat ability he is improving.

Ninnik Gehell is one of the diminutive Shallan. Though trained primarily as a pilot you've helped encourage them to keep up with the rest of the team in small arms combat. Since acquiring another starship much of his time has been taken up with its command. Despite this he's still determined to keep up power armor training.
>>
Silvar Valnetios is one of the elf like Hune. Though sometimes distant he is a capable fighter, always ready to charge into the thick of the action. He has acquired a suit of Recon armor allowing him to act as a deadly assassin or scout. Even without the suit he's always the first choice for any sort of covert action.

Talaat Matevosian is another Human. A close combat specialist he has a fierce rivalry with Silvar, always striving to outdo him. He preferrs dual wielding a HF-blade and a holo blade for close combat but isn't afraid of ranged combat.

Vayall Trin'qua is a Dro'all Noble. Though still among the richest families of House Meros they've had trouble adjusting to the fall. A gifted sharpshooter, they usually pair long ranged weapons with a tough shield allowing them to trade shots. Has developed a strong preference for jump jet suits.

As for you, you're nobody special. Not even from a noble family like most of the others. Your parents however were loyal to the House when it would have been all too easy to leave it behind. Because of that loyalty you were sent to the academy to be trained. You now have a chance to become an Errant Knight. You'll still be without lands or a legitimate title, but it would be a first step to refounding or reclaiming House Meros and setting things right.

You will be a Knight of the Dominion some day, and that day may be closer than anyone hoped.
>>
File: Bertrand_Upgrades10a.png (118 KB, 2994x1316)
118 KB PNG
>The Ship(s)
The Lord Class Assault Transport Bertrand is your mobile base of operations. Able to support special forces units, land ground troops and vehicles, or launch squadrons of starfighters. It has been a valuable asset to the Alliance and your cause. Upgrades have seen the addition of a missile battery, point defense, ECM and an expanded starfighter wing. Ground forces have also been expanded with new Armory Vehicles and a powerful Adamant Heavy Tank.

The Vengeance Type C Attack Cruiser named the Sharp Requital was captured on an infiltration mission giving you a second cruiser grade vessel. It has now been upgraded with proper shielding and point defense. It has already proven its worth as an escort ship on several mission. This ship on its own would allow one of you to unofficially declare themselves an Errant Knight.

A pirate built Rex class assault corvette was also captured, giving you access to pulse weaponry able to overload and disable the systems of starships. It has already proven useful in the capture of several bounties, netting you valuable salvage and increasing your income.

A pair of Landing Support Transports have been acquired. The Quartermaster Cher'sion managed to get you a tough and versatile Great House LST at cost allowing you to perform boarding actions while under fire. Integrated FTL systems allow it to operate away from the fleet if necessary. A smaller stealth LST once used by the same assassins that killed the Knight was also captured. It's now available for covert insertion missions.

>The Arnach Archipeligo
https://houseanddominion.fandom.com/wiki/Arnach_Archipelago
A distant galaxy cluster still being explored and charted by the Navigators Guild, this region is already inhabited by a number of alien species. Your operations have been focused on the Bright Tapestry Galaxy, home to the insectile Izuan species.

First contact with the Izuan has been more complicated owing to a decentralized government. This has resulted in the need for dozens of separate first contact events just within the Izuan people's home galaxy.

The Izuan civilization is proving far more unstable than initially thought and the Factions Alliance task force sent to monitor the situation remains hard pressed. With your help they've been responding to situations as fast as they can despite limited reinforcements. Most civilian contact teams have been recalled, but with some still missing and unaccounted for it seems you'll have plenty of chances to play hero and make some money from the Alliance in the process. Money you desperately need if you ever hope to rebuild your House.
>>
>Last Time on A Knight's Tale
It has been 13 weeks since the death of Knight Dar'el and you've been busy. Fighting pirates and slavers, hunting down smugglers and rescuing colonies, exploring the unmapped regions of the local galaxies. Most of that time has been spent going to great lengths to conceal the Knight's death as you searched for their killers. Things have been a blur of activity, though plenty of actions stand out.

On the colony world of Auburn Vista you helped the Alliance fight a group calling themselves the Auburn Republic, who had taken a Faction contact team hostage. There you aided Commander Zvonimir of House Tho'ros in securing a power armor manufacturing center. The facility has been relocated and you now have a share of its output, producing prototype power armor for your use. Jem Leith Class Power Armor may not be the greatest but they're significantly less expensive to field.

You encountered an alien construct the size of an asteroid that seemed to be consuming starships. Flagged as a hostile you helped an Alliance fleet destroy it. Since then you've found signs of probes that seem to have been built by the same source. The Alliance is still investigating and your unit is keeping an eye out for any others.

Responding to a distress signal you encountered a Pirate fleet with a heavy carrier. Leaving to get help you left your starfighters behind to buy time for the colony under attack. A stealth shuttle with Ninnik and Silvar infiltrated the carrier, planting a trace program for the Alliance to find it. They then escaped with a Rex class assault corvette. The Bertrand arrived back too late to help most of the colony and all but one of your stafighters were wrecked. You did get the corvette plus several sets of power cell armor from the few pirates you could catch.

Adding the corvette to your fleet would enable you to capture an Izuan ship largely intact, though with all of their systems EMP'd. Still the gravity systems were in one piece and there was no shortage of people or Factions to trade it to. It was eventually decided to trade it to the Hune Republic, not for money or even the light power armor they offered. No, you wanted a suit of Republic heavy jump jet power armor. This would be assembled by the local Alliance R&D labs. Despite the design being perpetually in development the Alliance technicians would produce a monster of a suit for you.
Since acquiring it you've made further modifications. A pair of plasma swords were only the start. The addition of stasis reinforced shields to the forearms and chest have made it almost unstoppable. A suit of armor alone may not make a Knight, but it certainly helps.
>>
The Bertrand and crew made first contact with the Innet cluster. A region of independent Izuan colonies that are attempting to live outside the control of the queens so common to most of their species. With your help the Alliance has established diplomatic and trade relations with the polity. Your group has also developed a reputation as pirate killers, riding to the rescue of trade ships and colonies. In the trade focused Innet cluster that's no small thing.

As part of efforts to track down both the Pirate carrier and the assassins you infiltrated a hidden station. There you encountered two transports similar to what the assassins used and uncovered several aliases they had been operating under. Using money made from black market sales you were able to rescue some colonists that had been sold into slavery.
When the Alliance attacked the station as planned your forces boarded the Sharp Requital, an attack cruiser that was lacking enough troops to defend themselves. With help from Alliance special forces you secured the ship, capturing it for your House. During the subsequent pacification of the station you managed to bring in more suits of power cell armor from pirates that surrendered.

A planetary assault operation for the Alliance turned out to be more interesting than advertised. Capturing a remote colony established by Terran refugees started out simple. A pirate battleship showing up in orbit almost turned the tables. Through a combination of recklessness and audacity you managed to capture two light transports those pirates had hoped to loot a mining site with. They responded with orbital bombardment and a promise to someday see all of you dead.
It took awhile but you've earned your first enemy for life.

In the time you've been in-theater the team has worked to establish a network of underworld contacts. This has cost money but has fed you valuable intelligence such as the locations of smugglers and pirates with bounties. Despite their best efforts it was these contacts not the Alliance that would come through in locating the starship Fourth Triumvir and the assassins. The Alliance would hastily assemble a Rovinar special forces team to assist you.

Using the old IFF aboard the Sharp Requital you approached an out of the way independent station and bribed the station commander to lock down the docking clamps. Then commenced a hard fought boarding action. You used the Republic heavy armor to support Vayall who was disguised as the Knight in their old rebuilt armor. The assassins were well equipped and had been actively recruiting, trying to acquire troops with power armor of their own for a second attempt. The few mercenaries they'd been able to hire were not the most loyal and four of them went over to your side.
>>
File: LOGH_Axe_Combat.jpg (60 KB, 640x480)
60 KB JPG
Capturing the ship's captain they were convinced to contact their employer, revealing them to be a minor Lord of House Medel. An intermediary used for off the books mercenary contracts. Having traced the communications a local Alliance team arrested the Lord sparking a diplomatic incident well above your pay grade. The important thing is that you got them. Everyone responsible is dead or arrested. All except the House that wanted you wiped out.
You've taken down one ship and crew. Taking on an entire House will have to be a task for another day.

Fortunately you also got the substantial bounty that the Alliance had placed on the ship and crew. Enough to buy more power armor.

An operation to track down an Izuan raider harassing shipping turned from an ordinary mission into an unusual one. First was the discovery of an abandoned quarantine facility that you and the Alliance would later investigate. Second was that you were able to cripple the Izuan ship with a gravity drive completely intact. With it still fully operational you had a bargaining chip.

House Tho'ros would inspect the salvaged drive and at your request pass on an offer to House Helios. This was something to get their attention. You would be contacted by Za'had Helios who -after some discussion- would agree to help sponsor your House. This will not be quick but with the backing of one of The Seven Great Houses it could see your House restored. Especially if you show that you are continuing to build your power in ships, troops and armor.

With the assassins now dealt with you would go on to reveal the truth of Knight Dar'el's death to Za'had Helios. They in turn would propose moving forward with making it public knowledge.

"As I see it Knights are visible figures. They stand out from the crowd. Their entire purpose is to be seen. To have their exploits shown to the world. There will always be questions, that if you serve the last Knight of your House, where are they? Why are they not seen? All the more reason why the rest of you must step forward and soon. I need living Knights on display in order to sponsor your House, not a ghost."

Towards that end a photo shoot would be scheduled in between training. The would be Knights in their power armor, the troops, tanks and ships at the ready. Everything Za'had needs to work with to promote your restoration while all of you are busy on missions.

You're certainly going to be busy. You've taken on a mission for Alliance black ops to investigate the quarantine facility. One overrun with Izuan infected with a zombie fungus of some kind.
>>
File: Pulse armor Sil2.gif (9 KB, 631x1124)
9 KB GIF
Your team recovered a single survivor. Wanda, AKA Wanderer in Far Places. Despite being in containment and your efforts to safely place her in stasis she is infected. It hasn't had the same sort of effect on her as the others you've encountered. She is an asymptomatic carrier. Likely the reason she was in containment to begin with. In her case the infection has an almost symbiotic effect leaving her relatively unharmed. The Alliance has so far been unable to cure her.

Your team is to sweep the facility, neutralize all hostiles and collect samples for study. You'll then be acting as on-site security for the cleanup. In return for this you'll be given a suit of Phase Power Armor and some Aries Power Cell Armor all rigged for biowarfare conditions.

Phase Armor was intended for use against nanites but the models you're equipped with for this mission are fully capable of atomizing bio contaminants with phased particle energy. Your first day on the job showed that the suits lived up to expectations, though if it were up to the scientists you would be deploying underequipped in terms of secondary gear. The first day also revealed that the facility was set to self destruct.

On day two a mixed team of you, Kalnit, Alar and several Alliance personnel descended into the depths of the facility to disable the main reactors. This would prevent them from spooling up and detonating. The self destruct signal had been sent by the security office, the reactors just failed to go off for some reason. Maybe someone who hadn't been consumed by the infection yet disabled them somehow? You're not about to trust that remaining in place.

Oversized stasis units were carted in and then secured to the sides of the reactors, freezing them in time. Hydrogen fuel lines partially rupture and are shut down. The reactors must have still have been getting fuel. Either way with the reactors secured there's no chance of detonation now. The rest of the clearing team are signaled to move in and help deal with the remaining hostiles.

Unfortunately you seem to have attracted the horde. Even with supporting combat drones operating in the upper levels trying to draw attention, most of the zombies seem to be headed your way.

The order to go loud is given and all of you open fire with phase pulses. The infected are already attracted towards you by the sounds of it, better to burn them down. Putting the last two weeks training training time to good use you focus bursts from gauntlets, pauldrons, leg and head emitters. You're effectively firing 8 phase rifles in burst mode.

>Cont
>>
Gault, the Krath that has taken the form of a Neeran Elite backs away, clearing your line of fire, then turns to beat down more hostiles coming in from other directions. They're just looking for the shortest route between themselves and you, no real thought or tactics behind it thankfully. If a crowd of zombies are blocking the way they're finding a shorter less crowded route. Annoying but easily predicted.

"Do we have a full headcount for bodies they can throw at us?" Alar asks.
"Negative," answers the soldier to your left. "Drones couldn't access some of the barracks, but the numbers were still quite high."

One of the jumpers sails out of the darkness on the left flank, slamming into Alar and sending her tumbling. She charges the exterior of her suit, burning away patches of the zombie's body where ever it's touching her. Grappling with it takes a moment but soon she hauls its body around to face one of the larger suit emitters and blasts the front of its head off. All of this has taken time and more are trying to get around on that flank. Kalnit recalls drones and helps cover that side as best he can until Alar is back on her feet.

Half burned bodies are piling up, almost entirely blocking the main ramp they've been using. Some are still trying to climb over but more and more are resorting to finding other routes to get to your level.

"Recommend fighting retreat to the lift shaft!" Gault suggests. He's been forced closer to the other ramp in order to block the increasing numbers trying to descend that way.
"What the big guy said," echoes one of the Alliance soldiers.

"We hold this level," you declare.
"What?!"
"Keep them occupied for the other team. Reinforcements are already on the way."

The other Alliance officers are uncertain but they reluctantly defer to your judgement.
"If you're serious about this we're going to need to reposition."

"Got it. Spread out. Overlapping fields of fire. Kalnit, cover the mostly blocked side."
"On it, flanking left."
Kalnit trades places with Alar while the rest of you relocate, backing up so you have better sight lines and can put fire into multiple entrances.

https://www.youtube.com/watch?v=KUXr13X_1Pc [MW: Perimeter Breach]

The basement level of the facility is filled with your overlapping fields of energy weapons fire. Most of the regular Izuan are ripped apart by a few good hits, or at least crippled. The problem is that they don't seem to have much in the way of a pain response. An injury that might have caused a regular person to collapse in pain only slows them down due to the outright loss of the structure of the limbs.

Headshots seem to get the job done. Whatever is being used to control their nervous system still requires the brain relatively intact.

>Cont
>>
Body armor worn by the former base security guards unfortunately has enough ablative properties to work not just against Izuan plasma weapons but phase weapons as well. What makes matters worse is that they're frequently armed. Often with melee weapons integrated into the forearms of their armor. Gault tries to head these off as soon as they make an appearance but some still get through.

Kalnit has begun using his drones for high speed ramming attacks against those that make it past. The remainder have to be dealt with by each of you. Either by focusing your weapons fire on them or waiting until they close enough to be taken out with holo blades. Not a prospect you're enthusiastic about when they have blade weapons of their own and they dont care if they get hit.

"Jumpers!" Alar warns, as more try the airborne route.
With this level of the base being large enough to maneuver bulk cargo and entire reactor components, there's plenty of ceiling height to leap in the somewhat low gravity. You direct your head mounted guns towards them but one of those headed for you are in armor and not going down quickly. Using the suit repulsors you leap backwards at the last moment avoiding a downwards slash of a twin HF-blade.

You rapid fire your beam emitters, hitting it all over and staggering it with shots to the helmet. A second armored Izuan lands to your left and you block its arm swing with your holo blade. A follow up swing with its opposite arm forces you to dance backwards. Still throwing out fire you manage another head shot on the zombie to your right dropping it this time.

The remaining foe rushes you, their one HF-blade getting caught by your blade. You manage to grab the other arm by the wrist with your free hand before it can make contact with your armor. With both hands occupied you kick it in the chest. It damages the chest armor but the Izuan's two lower arms grab your leg, pinning it despite the hissing of material burning where it touches you.

Grabbing hold of both of its upper arms and planting your second boot on its chest you heave with as much power as the suit will give you.
"Rah!"
Both of the insects arms rip out of their sockets. Sitting up you blast the wounded zombie in the face until it lets go.

As you get back on your feet you see Kalnit is dealing with his own armored opponent. Forced to use his holo blade as well he also runs into trouble. Slamming his drone into the creature's side doesn't kill it but means he has an object ready to hand when the zombie slashes at him. Kalnit grabs the drone and uses it as a shield, catching the HF-blades that stab through it and wrenching it to the side. With the Izuan's arm pinned he uses his holo blade to hack off the limb then behead it with the backswing.
"That was a close one. Almost got me that time... and one of my drones are toast."

>Cont
>>
Gault meanwhile has taken a number of bodies and jammed one of the entrances closed helping stem the tide of hostiles. It's only a brief reprieve. A signal comes in from the teams on the upper level that they're forcing the lift shafts open as part of their push down into the lower levels. Several doors farther back that had been closed slam open and more enemies begin to pour out.

"What did you do? What did you DO?!"
"Additional hostiles, we need reinforcements," Alar reports.

Maybe you should have retreated from this level after all? Things are looking bad.

"Friendlies incoming!" you hear Talaat over the channel.

Talaat and Silvar swing through the open doors to the secondary cargo lift, skidding to a stop. Recalling their smart grapples both of them ignite holo blades and charge into the crowd of enemies along side Gault. Both are dual wielding their close combat weapons, hacking and slashing.

Vayall is next to drop in carrying a large shoulder fired weapon. It's bigger than your fusion rifle but smaller than the "hog" fusion weapon you once captured. Moving up to support you she fires off a burst of plasma that's a bit more sparkly than normal into a group of enemies coming in from the right side. It seems to be effective, punching right through several infected.

"Fusion cannon?"
"Phased plasma launcher."

With the extra help you're now able to push back the tide, grinding them down. Someone upstairs clearly realised they've made a mistake with the main lift shafts because it's not long before they warn everyone to brace for use of thermobarics. Everyone backs away from the personnel lifts and soon after flames erupt from the doorways. After that only a few burning zombies stumble their way out of the lift.

There are still more to deal with but the numbers seem to have thinned out somewhat. Now the question is should you hold position and continue to act as the anvil, or push up into the other levels to help clear them?

[ ] Anvil
[ ] Onwards and upwards
>>
>>6460873
>[ ] Anvil
>>
File: Bertrand_Upgrades10C.png (122 KB, 2994x1316)
122 KB PNG
>>6460851
While we're waiting, the current loadout of armor. Everybody is currently outfitted with biohazard gear with your other suits in reserve.

6 of you in the phase armor.
188 marines in their temporary Aries gear.

I don't think I accounted for the 8 people assigned Jem Leith armor. Whatever, they can guard the ships.

You've got enough hard plate armor to outfit 13 squads of marines or regular troops. You need another 12 cases to get everyone up to that standard.

Since I was losing track of the data on re-reading the last thread I've added notations for the ships.
Bertrand has Nasidum sublight drives.
Sharp Requital still has the Grethor drives, upgraded shields and heavy point defense.
Rex has GE Good quality drives and expanded emergency teleporters because she's carrying a larger crew than was designed for. This has been helping keep it in repair because of its high maintenance requirements.
>>
>>6460873
>[ ] Anvil
>>
You report in that with the extra reinforcements you're now able to hold position and can act as the anvil for the upper forces hammer. There's no point in pushing when you'll only end up in restricted corridors and be unable to cover each other.

Everyone does need to reposition to make better use of your expanded numbers and the addition of more close combat specialists.
"Please try to avoid friendly fire?" says Gault after a few near misses. "I may be able to shrug off a few hits but it still hurts."

Continuing to hold you're still faced with quite a horde. Pushing may have been possible but it might have been messy. As the upper teams continue their push, and bodies begin to choke more and more access, only then does the number of enemies begin to slacken. That doesn't mean it stops. Nor does that mean an end to surprises.

One of the security zombies stumbles into the basement gripping an older model izuan plasma rifle. It fires off the weapon without any sense of aim, just blindly shooting in everyone's general direction, causing several of you to dive for cover. Silvar comes in from the side and slices its head off, dropping it.

"How was this one firing?" he asks.
"Who knows," answers Alar, "but make sure to recover its head. There may be something more complicated going on with it."

It was certainly infected, showing signs of growths here and there like the others. It wasn't an asymptomatic carrier like Wanda. Whatever the reason both head and body are dragged to the secondary cargo lift to keep them out of the way. The other teams are also warned about this development.

Attacks continue to diminish as the other teams report progress. They successfully clear the holding lab where you found Wanda, then move farther down the facility. The floors below that are filled with support infrastructure and housing for most of the base personnel. Your team has drawn most of the still ambulatory infected out of hiding. What's left of the combat drones that weren't destroyed in earlier fighting spread out and help perform detailed sweeps on each level. Anyone with phase armor stays on the line, continuing to press.

At long last the attacks on the lowest level cease entirely. Your team is ordered to move in. Two more armed security izuan are encountered who fire their weapons when your team comes within visual range of them. Both are shot to pieces, though attempts are still made to secure samples.

"Make their recovery a priority," the scientists tell you. "We need to know if this is emergent behavior. Something that's going to keep happening or just isolated incidents."

>Cont
>>
As your team is nearing linking up with the upper team a terrible idea springs to mind. They want to find out if tool use will keep happening among infected. With what is soon to approach an overwhelming manpower advantage, do you want to try and take some of them alive? The unarmed individuals wouldn't stand much of a chance against several of you in armor.

[ ] Take some alive and intact for study
[ ] Burn it all down
>>
>>6461383
>[ ] Burn it all down
>>
Full schedule this week. I'll try to post when I can but it might not be very much.
>>
>>6461383
>[ ] Burn it all down
>>
You make up your mind and don't even bring up the idea to the others. You just set your mind to the task at hand. Burning it all down. The mission from Alliance was to clear the facility of hostiles and sterilize the site. That's exactly what you're going to do. Each shot, each swipe of the blade, is to make sure this place will never be a threat again.

The facility is swept by the two teams, clearing out the remaining levels then spreading out. Checking each room, each corridor and accessway. A few stragglers were trapped in rooms. One is pinned under a collapsed wall that was blown out with explosives. You find signs of fighting in the sections around it. Small craters from plasma weapon hits, gouges from the HF-blades common to the security troops. Maybe this was part of the initial outbreak? You forward the scans then blast the Izuan into dust.

The area is declared secure from hostiles, though all hands are ordered to remain on guard for anything that might be left over. Everyone from the two teams are called back for a quick check of suit integrity. There were some near misses with the HF-blade equipped enemies and security wants to be sure all of you got out unscathed. Alar has some minor underlying suit damage but the outer shell is unbreached.

Active sterilization field projectors are moved deeper into the facility and deployed. Those troops deployed in power cell armor operate exclusively in these areas. Though fully rated for safely moving into contaminated areas the science team would prefer to only have the phase armor equipped personnel operate away from the safe zones.

Everyone spreads out with the scientists directing each of you to investigate specific areas and recover samples. Plenty of stasis containers are brought in, loaded with whatever the scientists think will be worth studying later then handed off to the power cell troops. They're certainly collecting a lot.

"How many samples do we really need?" you ask the science team.

"With any luck Lieutenant we will never be able to collect samples like this again. We need enough for destructive testing. Who knows? Perhaps the neural pathways of some of these will be relatively intact."

"That's enough speculation over coms doctor," one of the intel officers informs them.

You check in with the marines and make sure that included with the next set of equipment on the way down the lift are plasma torches. When the word is given that enough samples have been taken you hand them out and set to work incinerating bodies or other remains. You'd seen patches of blood when you first descended into this place but weeks later they've long grown over with the infection.

While most of you work on cleanup a few of the Alliance personnel work away on the isolation areas where you found Wanda. They manage to figure out how to detach an entire quarantine chamber and use a hover dolly to get it out to the cargo lift. You hope they aren't biting off more than they can chew.

>Cont
>>
After a few hours of work Vayall makes a complaint that you're doing the job of a common cleaning crew. Talaat fires a blast from his gauntlet into one of the dead bodies.
"Thought I saw it move."

"Alright guys take it easy, we don't want accusations of an ND."

It isn't much longer until all of the remaining bodies are incinerated. The Alliance officially declares an end to primary combat operations. The phase armor equipped teams are recalled to the surface. After some lengthy checks everyone is allowed to exit their suits and get some rest.

Through the night additional drones are sent in and more sterilization field projectors are deployed. The next day all of you with phase armor are on stand by. Techs download the contents of the base computers then remove the computers themselves, packing them away in more stasis crates. Everything is recorded, even personal data pads and devices. Most devices are sent for disassembly and sterilization. The difficulty in making sure the infection isn't hiding away inside some piece of gear means that most of the site is going to be stripped bare and disintegrated.

Engineering teams outside are already preparing some Rovinar E-beam tech and scaled down mining beams to reduce the facility to subatomic particles.

The science team do have some souvenirs that have come through clean. Izuan HF-blade gauntlets. Might be valuable as collectors items, though you might want to be careful who you show them to.

[ ] Add to equipment list
[ ] Add to lounge collectables
[ ] It belongs in a museum
[ ] Write-in
>>
>>6462154
>[ ] Add to lounge collectables
>>
>>6462154
>[ ] Add to lounge collectables
>>
>>6462154
>[ ] It belongs in a museum
the polite way of saying collectors would fork over a tidy sum for it
also
FOR HOUSE! AND DOMINION!
>>
>>6462154
>[ ] Add to lounge collectables

For House and Dominion!
>>
File: DE-STAR-631.jpg (40 KB, 1026x684)
40 KB JPG
For now the gauntlet can be added to the small but growing collection of trophies in the lounge. A reminder of the horribleness that was hidden buried in this asteroid. With any luck you want need to deal with anything like it again. Maybe some day when things are out in the open it could find its way to a museum.

With things now being stable work begins on reducing the site. The crews begin in the cargo bay with the remaining sentry gun turrets. They're broken down and analyzed inside of a temporary decontamination annex on the surface. The wall between the bay and the security office is next to go. That entire level is cored out by the modified mining beams, ripping it down to its constituent atoms.

Watching safely from the surface you see the interior of the base peeled away layer by layer. If it wasn't for the need to search for data, samples and potentially other survivors like Wanda, the entire site could have been dealt with like this from the start. Of course then they wouldn't have needed you to go in there and be compensated with danger pay.

Once everything is carved out down to the reactor level the temporary surface facilities are broken down and either disintegrated or loaded onto the transport they arrived in. By the next morning the only thing left is the remains of the main shat leading to the interior. Plus the reactors that are still trapped in stasis, those were left in place. They'll be taken care of by the next step.

All ships move to a safe distance then the Bertrand locks tractor beams and begins firing phase cannons into the site of the former base. Dumping a few quadrillion joules worth of energy into to area erases the site, quickly turning it into a deep crater. Sensors confirms the stasis units and contained reactors are destroyed.

"Weapons, keep up the fire," orders Hannah. "I want this side of the asteroid turned into an engine bell."

As the phase cannon beams continue to blast the asteroid more of it ablates imparting thrust. Thrust that in turn is pushing it onto a path towards the systems star. The Bertrand also pushes with tractor beams and engines, helping it pick up speed. Apparently the Alliance passed on the idea of simply picking it up with a larger transport and relocating it. Perhaps it would have been too much trouble? Ships like that might be in short supply out here.

By the time you break off the asteroid is hurtling towards the star at more than 500 kilometers per second. That should see it disappear within two weeks time. One of the other Alliance ships park a probe nearby to monitor the system for any disturbance. Especially anyone poking around that rock. Pirates have been known to use this system to hide in, if you're lucky that's the only thing that will show any interest.

>Cont
>>
File: Skill_List_12.gif (101 KB, 1122x2763)
101 KB GIF
All ships jump out and rendezvous at an Alliance black site in the Jem Leith dwarf galaxy. The transport craft and escorts dock with the small station to offload samples and you're given orders to stand down for 2 days.

1) Is there anything you wanted to use the down time for?
[ ] Skill training - Energy Vampire
[ ] Skill training - Engineering
[ ] Skill training - Other untrained skill
[ ] Practice with the Phase Armor (Increased synchronization)
[ ] Work on Phase Armor upgrade proposals
[ ] Write-in

2) You have gained 1 free skill point to be assigned as you see fit.
>>
>>6462499
1) Is there anything you wanted to use the down time for?
>[ ] Skill training - Engineering

2) You have gained 1 free skill point to be assigned as you see fit.
>Ranged Weapons
>>
>>6462499
>[ ] Skill training - Energy Vampire
>ranged weapons
oh boy i cant wait for our own Izuan zombie corps
>>
>>6462499
>[ ] Skill training - Energy Vampire
>ranged weapons
>>
You decide to focus much of your time on learning the basics of the energy vampire system. It was much the same with the holo decoy system, basic training and technical work first. Once that's out of the way you'll be ready to get some real world experience with them on field trials. Two days isn't enough to cover everything but it's a start.

The regular daily range time would seem to indicate your mastery of small arms has continued to improve. Maybe working with such unusual weapons as the beam emitters on the phase armor helped? Who knows, but you're forcing Vayall to put real effort into staying ahead of you in terms of ranged weapon skill.

Now when lining up a shot with your repulsor rifle it's like you can pick a specific part of an opponents body and land a hit there. At least most of the time. You could probably do the same with vehicles.

>Called Shot unlocked!
>>
After 2 days on standby the ship is contacted with new orders. With the assistance of Wanda intel has decrypted navigation data downloaded from the hidden base. They're the locations of each planet a test subject was recovered from. Wanda is also trying to chart the route of various planets she's visited on her journeys but that isn't ready yet. For now you're to investigate three systems of interest.

"Be advised, Wanda claims there were close to a dozen colonies in the area you'll be searching. Our records acquired from the current Izuan governments of the galactic arm show no signs of these colonies. Proceed with caution."

The first set of coordinates are for a planet that supposedly has a diverse biosphere, with a number of similarities to the Izuan homeworld. Its orbit is noted as being eccentric resulting in seasonal temperature fluctuations. There are notes that it was scheduled for large scale settlement in "a few more years" once a more thorough survey was completed.

The second sample site is listed as an industrial center. One that was experimenting with crops brought in from a variety of planets to see if they could be hybridized for greater yields. There were a number of contained samples of plant life from the planet in storage at the hidden base.

The third world is listed as a trade hub. Wanda has been to this one many times to resupply. It acted as the crossroads of the entire region and frequently saw ships from other parts of the arm. That there's no record of it in the public archives of the current Izuan systems doesn't bode well.

Which of the three do you want to investigate first?

[ ] Eccentric World
[ ] Industrial Center
[ ] Trade hub
>>
>>6463066
[ ] Industrial Center
>>
>>6463066
>[ ] Industrial Center
highest chance of finding something if the izuan of old decided to swipe the plate clean, and therefor the fastest way to check how trustworthy Wanda and or her information is
>>
>>6463095
>>6463092
The Alliance loads you up with some sample return probes and the starboard shuttle bay on the Sharp is prepared for recovery and storage. Decontamination fields will keep the bay clean and the probes sealed.

A few specially prepared shuttles are loaded up as well. They're capable of ferrying down Phase Armor equipped troops.

The Industrial Center seems like the best place to start. Even with a few hundred years of stellar drift it isn't hard to home in on the charted systems.

On jumping in system only one planet has any artificial satellites and they're in surprising numbers.
"We've got a minefield," reports sensors.

Orbital space around the planet has a fairly even distribution of mines, though some gaps have opened up in places. Enough you could slip a shuttle through with the right timing. Warning beacons are placed in a high orbit, transmitting on common Izuan bands. They clearly indicate the planet is quarantined, flagging it as containing biohazards. Many of the satellites are nearing the end of their service life and a few have failed entirely. It may not be long until the blockade loses effectiveness.

From high orbit the crew carries out a survey of the planets surface. There are some obvious signs that a civilization had once settled this world. A few open pit mines. Structures, roads and highways that are grown over but have just enough remains to be detected. As many as a billion people might have lived on the primary continent at one point judging by the sprawl.

"Any signs of fungal growth that would match the infection?" you ask.

Sensors takes a minute to get back to you.
"No sir. We don't have the sensor fidelity to be certain but none of the growth we're picking up seems to match. Lots of green life. Atmospheric oxygen is high but not enough to be really dangerous."

The Alliance will want samples of the local biosphere no doubt. Do you want to send sample return probes or risk a shuttle with an armor team?

[ ] Sample Return Probe(s)
[ ] Shuttle
>>
>>6463066
Oh this does not sound good at all. A people who desperately need/ want more worlds to colonize. And several worlds that do not exist in their database? Hoo boy, are we going to be traveling to worlds filled with zombies?

>[ ] Industrial Center
Salvage!
>>
>>6463127
>[ ] Sample Return Probe(s)
>>
>>6463127
>[ ] Sample Return Probe(s)
no particular advantage of phased powerboots on the ground. also if those satellites power is failing already Izuan tech must have been real shite back then, speaking of can we snag one of those?
>>
>>6463139
There are a number of satellites that have broken down you could grab.

Nobody is in a hurry to go down to a planet under quarantine. Even if the minefield wasn't present. It's easy enough to ready some of the probes and wait for the right moment for gaps to open up in the minefield.

While primarily intended for sample return the probes do have plenty of science gear built into them to perform on site analysis. Those sent planet side quickly begin to report back a hostile biosphere. Local microbial life is unable to damage the probes -they're quite sturdily built- but the techs had to double check that wasn't the case.

According to simulations elements of the local biosphere may actually consume the fungal infection in its current state. Of course it is also incredibly dangerous to most other forms of life not native to this world otherwise it might be a convenient cure. "Native" might be the wrong word because things were clearly not like this when the planet was first settled according to the few records recovered from the base. If it had been like this no settlement would have survived long enough to reach million let alone a billion people.

Whatever happened here clearly got out of hand.

"Could they be related?" you ask. "The infection and what's here now?"

"Possible," Alar admits. "I don't think so personally, but we won't know until the Alliance has studied the samples."

The decontamination systems on the Sharp should be fully capable of cleaning any probes you bring back up from the planet. Then it's just a matter of transporting the samples back to base.

1) Proceed with sample recovery? Or did you want to take any extra precautions?

2) Grab some satellites?
Y/N?
>>
>>6463175
yes , idk what kind of extra precautions we could take for planetside samples? put the whole probe in a stasis field or something?
also i have reconsidered on the satellites, originally i wanted them to have a comparision to contemporary tech as to gauge how long the Izuan took to develop newer tech, but i guess we just found a whole base full of older Izuan tech the alliance can digest to find out on their own. dont know how usefull thats for us personally, still want some tho even if they are just for collectors or to potentially fake out Izuan patrols.
>>
>>6463175

>1) Proceed with sample recovery? Or did you want to take any extra precautions?
Continue with standard Alliance practices for biohazard related sample recoveries.

>2) Grab some satellites?
These things have probably been working for thousands of years. While the tech probably isn't more advance than what we have currently. They could at least be an interesting glimpse into what Izuan tech was like when this world was first quarantined. So maybe a few that aren't working and some that are. So we can if the Alliance asks why we took them we can claim it's to fix the broken ones and of course study.
>>
>>6463182
>put the whole probe in a stasis field or something?
That's an option.

You could also augment the decontamination fields with plasma torches or things of that nature.

>>6463185
>Continue with standard Alliance practices for biohazard related sample recoveries.
This is probably sufficient.

The bay is well sealed so if anything does escape containment of its probe it should be detected soon enough to vent the bay and then scour it.

A few satellites are picked up for study. The Alliance can look them over and determine if they should be repaired and put back in place without anyone noticing. Its unlikely this planet will be getting any safer in the near term.
>>
The probes take samples of air, water and plant life as similar to the existing samples as possible for comparison. Everything is stored then launched back into space where the probe is recovered by the Sharp Requital. The standard decontamination pass developed for use against the infection seems to have been enough and soon the probes are stored.

When you get back to base and report your find the science team is intrigued, amazed and surprised but what you've found. It was certainly not what they were expecting. Most were betting on a collapsed biosphere poisoning the atmosphere with decay products, or something that was relatively untouched. Perhaps where things looked to be completely normal but with only minor outbreaks of the fungi here and there. An exosphere in balance. They certainly weren't betting on a largely inimical biosphere.

Alliance intel are more interested in your scans of the minefield than the satellites. They agree bringing a few back was a good idea though. It will let them do a few checks on old databases to see if these are typical or still in common use. Most of the offline or failing ones are fairly cheap commercial satellites not military grade.

Those that are still fully functional are similar to Faction built satellites. Intended for a 100 year service life with 50 year extensions from regular maintenance. These haven't been serviced in 250 years.

Intel will keep digging into Izuan public records, quietly, while you continue to investigate other sites.

[ ] Eccentric World
[ ] Trade hub
>>
>>6463206

>Those that are still fully functional are similar to Faction built satellites. Intended for a 100 year service life with 50 year extensions from regular maintenance. These haven't been serviced in 250 years.
So only hundreds instead of thousands. Seems odd that the Izuan forgot about these worlds so quickly. Unless there's some secret Izuan black ops that managed to erase these worlds from their history and knowledge.

>[ ] Eccentric World
To see if the world is still habitable or if something has grown there.
>>
>>6463206
>[ ] Eccentric World
250 years, huh thats very recent actually, do we know yet how old queens can get?
also looks like the fungi is very dependent on specific hosts? do the alliance eggheads have an idea how the fungi would look like in a dormant state?
>>
Before departure you make some information requests. What the fungi might look like in a dormant state for instance. That might make it easier to detect on scans from orbit or using probes. Also if it's entirely dependent on specific host species like the Izuan. It's certainly worth looking into. The science team promise that finding these things out are a priority. Unfortunately it make take some time to find those answers.

Next stop on the list is the Eccentric World. After the last planet everyone is wondering what to expect. An untouched colony prospect or something closer to the last stop?

Jumping in system there are no signs of space craft, stations or beacons. After a full scan the planet with the eccentric orbit is located but there are no signs of life. It's unlikely subsequent scans will turn up any either.

The planet seems to have suffered a sustained orbital bombardment a few hundred years ago. It was enough to crack the crust across the majority of the surface. What atmosphere that wasn't boiled away in the bombardment has been poisoned by ongoing outgassing of the molten surface. Nothing should be able to live down there.

"We can cross this one off the list," says Talaat. "We're not finding anything down there."

Kalnit isn't so sure. "Some Extremophiles can survive surprisingly harsh conditions. This place is a bit much but it's possible."

Gemaya agrees.
"We're going to need samples taken. The Alliance needs to be sure nothing survived. If it did then we need to make sure it hasn't adapted into an even hardier strain. Send the probes."

Roll 2d100
>>
Rolled 67, 38 = 105 (2d100)

>>6463295

Please no super virus strains. We don't need to have Space Umbrella deciding to come visit and make off with a new zombie virus.
>>
Rolled 69, 6 = 75 (2d100)

>>6463295
are these planets free to be looted by the way? i mean after we can rule out fungi infection?
>>
Rolled 87, 93 = 180 (2d100)

>>6463295
>>
Anyone else having trouble with fandom site login?

>>6463305
>are these planets free to be looted by the way? i mean after we can rule out fungi infection?
It should be fine to do so.
>>
The crew deploy a variety of probes. First survey probes for orbital scans to help the ships in looking for any locations of possible interest. Then when anything remotely approaching habitability is seen the sample probes are sent down.

Scanning the surface takes time, looking through the toxic haze for remote specks of possible life. The entire time hoping you wont find any. The probes that are sent down take samples of the few places where the crust has hardened.

Then you find something. Something metal but not of the same consistency as the surface. It's hot, your sensors had trouble picking it up but the faint return stands out among the other points of interest when compared against an array of different scan types.

"We have possible debris."

"Put us above it," orders Hannah. "Close enough for detailed scans but don't bring us inside the atmosphere."

It takes ten minutes but Kalnit identifies it as part of an Izuan gravity drive. Its hull is compromised structurally but enough of the heat resistant materials have collapsed around it that it has survived.

The probes are coming back negative for results of the infection on the surface. However if that space frame is bleeding off heat before it can get deep inside the hull there is a risk it could survive inside. Perfectly good salvage waiting to be picked up but the risk is high. You could ask the Alliance to recover it and move it to the black site to be checked. If it's cleared you'd have the salvage rights.

You could simply destroy it, removing any trace from the planet's surface. You'd be within rights by treaty and it would stop anyone else from disturbing it either.

Or you could sort it out now by taking the time to breach the hull and get probes or drones inside to find out for sure.

[ ] Call in an Alliance salvage team
[ ] Destroy it
[ ] Try breaching the hull to send in a probe
>>
>>6463331
>[ ] Try breaching the hull to send in a probe

Find out if its got the infection in it. If it doesn't there's an opportunity for us to salvage and sell to a person/ group we know. If does have the infection, well we got quite the large fireworks sitting there on a dead planet.
>>
>>6463331
>[ ] Try breaching the hull to send in a probe
>>
>>6463331
>[ ] Try breaching the hull to send in a probe
>>
Investigating the interior before a retrieval attempts seems the most prudent course of action. A shuttle is sent down to place breaching charges on a safe section of the wreck's hull then withdraws to orbit. A probe left behind then triggers the charges giving it a way inside.

The interior has heat damage but it quickly drops off as it moves deeper inside. Most of what's encountered are engineering equipment as part of the drive. Fortunately there are access spaces large enough for an izuan and the probe. Repulsors on the probe are capable of manipulating the controls for hatches and doors as it proceeds. They're left open behind you so as not to block the way out.

Deeper inside biohazard alarms finally go off. Sensors on the probe have detected a possible match for the infection, though it's not currently airborne. There are patches here and there where the interior is coolest.

You sigh at the loss of a salvage opportunity.
"It seems we'll have a sample from this planet after all."

"Woah, hold on. Look at this."
Alar points to the sensor readouts as the probe comes around a corner. There at an engineering control terminal is what was once an izuan but is now an izuan shaped mass. Stalks of luminescent fungi grow out of it in places, all pointed upwards.

"It's not airborne in its current state. Maybe a result of the prolonged heat?"

Speaking of heat with the doors left open behind you the interior is beginning to increase in temperature. The fungi may not survive the exterior environment leaking in for long. Should you take samples before it's destroyed? Or would it be best to close up the doors and call for a salvage team?
There's no way to know if moving the ship or taking a sample might disturb whatever is left behind.

[ ] Take samples
[ ] Close the doors, salvage the hull
[ ] Both
[ ] Write-in
>>
>>6463539
> both
sample for backup incase the ships doesnt survive (heh) salvaging. hope the eggheads like huge centuries old petri dishes.
>>
>>6463539
[ ] Both
>>
>>6463539
>[ ] Both
>>
You contact the Alliance for a salvage ship while the probe is ordered to get some samples now before anything else can disturb the site. Some of the glowing stalks are sampled along with part of the body. All of it is locked away in storage with stasis fields maintaining the samples.

When that's done the probe retraces its steps and closes most of the doors before returning to the body and parking nearby. The temperature increase halts but the atmosphere inside has already been modified somewhat by the exposure. Hopefully it wont make too much of a difference.

It takes an hour but the Alliance sends in a heavily modified Single Module Hauler. It enters the atmosphere, hovering above the site and uses tractor beams to extract the wreck. This part actually takes some time as remains of the hull are deep underground. Surrounding rock has solidified attached to the hull making for a larger piece of wreckage than you're actually interested in.

The outcome is never in doubt, the wreck is extracted, it just meant a lot of questions about having to excavate with phase cannons or mining beams first. They aren't needed in the end. Soon enough the ship is free of atmosphere and all of you jump back to the black site.

Readings inside the ship are changing from the moment it leaves the surface. The internal temperature returns to something more normal and there are reactions from the fungi that the science team is all too eager to study. Good for them.

You however have more practical questions.
"If we want to keep the infection from spreading do we just need to turn up the heat a bit?"

"That would seem like a respectable precaution but we can't confirm that just yet. There may be additional factors in play as a result of conditions on the planet or within the ship. Please delay your departure until tomorrow."

Hannah has the crews of the ships go through checks to see how quickly they can raise the temperature in specific sections to make it inhospitable to a possible outbreak. The speed is a little disappointing but the temperature can be cranked up high enough to cause damage. Wall collision padding and some cheaper wiring suffers under the higher temperatures in a section they test. Nothing bursts into flames thankfully but there are failures.

Hannah shakes her head at the reports from the damage control team.
"There were apparently some cost cutting measures taken when they built these ships. Substandard materials were used in some of the interior spaces."

"It's a good thing we didn't do this test on the Sharp," Kalnit points out. "I don't even want to guess what the pirates used when they built it."

Nin does some checking and the Sharp may be better off in some respects than the Bertrand. The shipyard she's from uses manufacturing industry that the SRL looted from a Terran colony 50 years ago then reconditioned.

>Cont
>>
File: Shielded_World.png (235 KB, 600x591)
235 KB PNG
Hannah grumbles a bit and orders Chief Engineer Kekoia Shell to add it to the list of low priority work. It won't make much difference if an internal section is damaged by high end small arms or starship grade weapons fire. Anything that powerful is going to cause the same level of damage regardless.

In the morning the science team updates you with environmental settings for the ships that should help slow the spread of the fungi if it gets aboard the ship. They can't guarantee 100% effectiveness at this time. Decontamination fields are still the preferred method of containment but if those fail you have some alternatives.

The last stop of your three system tour is the purported trade hub. A highly trafficked system sounds like just the place a disease or infection might spread from. Maybe it's at the center of why this region is abandoned?

Sensors report strange readings from the planet as soon as you jump into the system. There are no transmission sources or satellites to speak of but the planet itself is odd. As the Bertrand closes in on the planet it looks more and more like a spherical shimmering light source.

"Sensors what are we looking at" asks Hannah.

"Powerful sensor return. It's reflecting most if not all sensors. Some type of shield or stasis field. It completely encompass the planet up to low orbital altitudes."

The shield is just transparent enough to make out some of the surface features of the planet, like the outlines of continents. That's about it though, detailed scans of the interior are impossible. After a few hours of scans the science teams are certain it's either a stasis or other time dilation field. It's one of the largest ever discovered, far in excess of the one within the asteroid facility.

Gemaya sounds thoughtful.
"The Alliance has encountered fields close to this size once used by ancient civilizations. This doesn't seem to match their constructs though."

"Ancient civilizations?" Hannah asks.

"Largely classified I'm afraid. We may need to get your team clearance if it turns out to be related. This might be significant."

The next question is how to deactivate such a field. A simple trick like was used at the asteroid facility probably won't work here. A small person sized projector isn't going to do anything to one the size of a planet.

Alar gets everyone's attention.
"A better question isn't can we open it, but should we?"

[ ] There must be something valuable inside
[ ] There must be something dangerous inside
[ ] Write-in
>>
>>6463655

>[ ] There must be something dangerous inside

Considering the few times I've played Stellaris and came upon a shielded world that I took down the shield only to unleash a hostile force? Gonna have to say let it stay up. That or let the Alliance handle that particular batch of hostile. Of course there's the opportunity for salvage so... Yet what makes this one different from the other two? One was melted and the other blockaded. Was there to many people here that whatever forces were in charge decided against burning the planet and instead left it and its inhabitants to their fate?

I guess since its was a trade world there was also the chance for people to escape under their own power using whatever ships were on the surface. And if its a stasis field, wouldn't we be letting out the people who are in the middle of being infected out and opening a chance for the infection to spread?
>>
>>6463655
>[ ] Write-in
oh hell yesnt, on one hand huge stasis field ve~ry valuable loot, on the other hand it stands to reason that whoever put this field up had hopes of saving whoever is inside of it, so deactivating the field might be very bad for our local diplomacy efforts and/or maybe not so local, the Arnach could have pulled this off, yeah? in short, way above our paygrade too many ramifications, including, but not only, the potential demise of billions of Izuan. Id put it down under story we can tell our grandkids, and maybe we can leverage this later down the road for some goodwill with the Izuan IF we can manage to save this planets inhabitants.
Contact operational HQ say that we found a humanitarian crisis encased in a planetary stasis field and wait for orders. (which most likely will be to keep it shush place some spy sats and fuck off) inb4 its a reverse time dilation field and thats an advanced fungi civilization waiting down there for us, or anybody really
>>
Called away by family. I'll try to post later but might not be able to post until after work tomorrow.
>>
>>6463655
>[ ] There must be something dangerous inside
with a mix of >>6463666
>>
>>6463655
>[ ] There must be something dangerous inside
>>
There must be something dangerous inside if someone went to the trouble of encasing an entire planet within a stasis field. This is potentially way above your pay grade with too many ramifications to consider right now. There could be hostiles contained inside, or billions of Izuan on the verge of death from the infection.

It might be best to let the Alliance handle this particular batch of crazy.

After sending a brief report it doesn't take long for the Alliance to send a return signal. You're ordered out of the system at best speed. Drop a covert surveillance probe at the edge of the system if you want but get out of there immediately. Anything with the technology to form a stasis field that large is a serious threat with unknown capabilities.

With a probe deployed in the outer system to keep watch you head back to the black site. On the way you have to ask something that sprang to mind.
"Could the Arnach have pulled this off?"

"I think that's unlikely," Kalnit replies. "The Arnach are ahead of the Izuan in quite few fields but they're still behind the Alliance in most areas. That should include stasis tech."

He calls up an image of the stasis planet on the main display, then a number of Faction space station designs along side. Most of them have a line connecting their larger display with a dot indicating their actual scale next to the planet. The largest one and the only station not needing to be scaled is a massive sunshade.

"Even with our tech we'd need to build or repurpose an object the size of a moon or terraforming space station in order to create a stasis field large enough to cover a planet. It would have to remain in place too. We couldn't just pop a field onto the planet and walk away. There was no sign of active projectors anywhere. We can't do that. At least not yet."

"Not that we know of," suggests Alar. "We only know what's commercially available. The medical grade ones have been in use for 50 years."

Kalnit shakes his head.
"We didn't get military grade stasis fields until a third of the way into the war. Those have only been miniaturized within in the last five to ten years. I don't think we can pull it off yet. Maybe in another 20 years if there's a push for stasis fields large enough to freeze a planet."

Gemaya makes the rovinar equivalent of a throat clearing noise.
"The Alliance never did find any sign of a projector at the hidden base. Whatever was containing the site before you disabled it may be related."

Once at the black site you're able to properly file your reports and answer questions from the Alliance. They want to know everything about the stasis field around the planet before dispatching any cloaked ships for detailed surveillance. Your own reports indicate that -in your opinion- it is too dangerous to risk an attempt at opening it at this time. Speculation or not, it isn't much of a stretch to think there is likely to be plenty of danger inside.

>Cont
>>
Everyone is told to report for a briefing the next morning.

A general briefing is held with most of the officers and scientists involved in the project. A hologram of Wanda is also in attendance. It's a fairly dry affair retreading your discoveries so far. The samples from the molten planet have proven invaluable as have those from "higher intelligence" examples of zombies that could fire weapons. They're learning a great deal and you should all be proud of yourselves. This continues for the better part of an hour.

A Lieutenant Commander from black ops raises a hand.
"Are we making any actual progress towards a cure here or is this a meeting of the feel good society?"

"We've learned a great deal about both the spread and containment. A complete cure could be many months away but progress is being made."

A Kavarian in a Commodore's uniform steps up and takes over the briefing.
"Thank you Doctor, we're sure your people are proceeding with all due diligence. Moving along to this."
The display changes to show the encased trade hub world.
"The stasis field. This is a problem. The fact that someone dealt with each of these sites hundreds of years ago then buried it is certainly concerning yes. This discovery? This goes beyond concerning.
Thanks to Wanderer in Far Places and intelligence we've recovered, we have reason to believe that a group known to the Izuan as the Heralds are responsible. They are a major player in this galaxy, even if they prefer to avoid contact with most Izuan civilization. Whatever their deal is we need to make contact with them, peacefully. We need to find out what we can about them. They clearly know a thing or two about the infection or at least how to contain it with technology a few steps above ours."

The Commodore looks around the room.
"We will be trying to recover information from various governments throughout the galaxy without alerting them to the true goals of our search. If it gets out we're searching for the Heralds there will be a lot of questions. Avoiding it is preferable but we can deal with it if it leaks.
If it leaks we're investigating the infection? That's a worst case scenario. All of the Izuan hives might ally against us. That can't be allowed to happen. Not at this stage. New assignments will be available as of 1400 hours. I am also accepting mission proposals for review."

>Do you have any missions you would like to propose to search for information on the Heralds or the Infection?
>>
>>6464234
>>Do you have any missions you would like to propose to search for information on the Heralds or the Infection?

I mean aside from running some programs to dig through Izuan medical history or Izuan history in general, looking for the Heralds. By going to some of their older colonies. Nothing really leaps to mind for me.
>>
File: Galaxy_Map6-min.png (1.03 MB, 1374x1146)
1.03 MB PNG
You bring up the idea of searching the databases of the oldest colonies in the arm. They're more likely to have related data. Nobody has objections to that, it's a matter of how to do it without being discovered.

What will certainly be a help is that you have access to a stealth LST now with its own camouflage. Silvar has Recon armor allowing infiltration missions. You have options, either hitching a ride into a system with a Cloaked Alliance ship or being in system for other business.

Silvar puts in a request to the Alliance for updated hacking units that are better able to interface with Izuan computer systems. They do one better, you'll be getting ones with adaptive search algorithms based on routines provided by an Alliance AI assigned to the project. These should be able to recover the data you need if it's available on a system you access.

Alar raises a hand.
"We could look for information on the Heralds in the Innet cluster. Their trade ships travel across a wider area than most. Maybe they've seen something?"

Talaat thinks it might be good idea but he's always up for visiting Innet. It's sent in as a possible mission proposal.

The Alliance is pursuing a number of means of recovering data. Capturing Izuan pirate ships could provide access to not only their own data stores but provide deniable assets that would be useful for theft of data from other sites.
A number of convoys visiting Izuan systems could provide an opportunity to get infiltration teams onto those planets.
With the Sharp and Rex you could pose as a pirate yourself and launch minor raids against communication relays to recover data.
Then there's the Innet cluster which you can investigate as you see fit.

The pay isn't the best, only 50k per day on any of the active missions, but there are bonuses available. Recovering useful data is worth a bonus. There's also bonus and salvage payout for any pirate ships or bases you locate or capture.
>Mission: Capture / Patrol
Start time: Any
Duration: ? days
Payout: 50k / day
Search out and capture Izuan pirate ships for use by Alliance Black Ops.

>Mission: Convoy Escort / Infiltration
Start time: 1 day
Duration: 4 days
Payout: 200k
Take up a cover assignment as an escort for an existing convoy. When stopping at Izuan worlds use an infiltration team to land on planets and access local databases. Do not be detected.

>Mission: Pirate Interference
Start time: Any
Duration: ? days
Payout: 50k / day
Warnings have gone out that Faction pirates have entered the Bright Tapestry Galaxy. Disguise the Sharp Requital as a pirate vessel and use it for theft of data stores.

>Mission: Investigate Innet Data stores
Start time: Any
Duration: ? days
Payout: 50k / day
Visit the Innet cluster and get to work on finding useful data. Try not to ruin the heroic image you've built up with the locals.

>Commodore Kheshean will be available for any mission proposal ideas.
>>
>>6464423
>>Mission: Capture / Patrol
>>
Capturing a pirate base or station seems right up your alley, especially if it means you get to make some money off of the salvage shares. For now the Alliance wants you to restrict your patrol to the Sentinel Worlds, though if that doesn't turn up results they may be willing to let you check other regions.

While preparing to move out the Chief does some checking about the probe bay. It's already outfitted for larger probes. They could be replaced with signals intelligence gathering probes that you could drop in deep space between inhabited systems. Intel should have locations for you to drop a few of them at the very least. That should earn you some additional income.

"What about the power cell armor that's on loan to us?" Vayall asks. "Will it need to be returned until we're ready for another biohazard mission?"

Reza answers that one.
"We are still on contract with Alliance Black Ops. The armor is assigned to us for the duration of the mission. They've extended the contract, we get to keep the gear."

Gemaya speaks up.
"That does not mean you should be showing off that equipment in public places such as visiting Izuan worlds. Some discretion is called for."

Reza crosses his arms.
"Having our entire marine force in power cell armor when fighting pirates? That's going to make capture operations much swifter. We're definitely using it for that."

There are no arguments on that front. You're exploiting the hell out of this opportunity.

Roll 1d100 for patrol search.
>>
Rolled 8 (1d100)

>>6464581
>Roll 1d100 for patrol search.

Lets see whats out there.
>>
Rolled 71 (1d100)

>>6464581
>>
Your first day on patrol fails to turn up any pirates from your own efforts. You do encounter an Alliance transport in the middle of a run. They report they did detect some FTL signatures from unknown Faction vessels recently. They send over the data which points to a cluster of systems.

"Be careful, we heard there was a big breakout by the pirates the other day. Most of their big ships fled Jem Leith so keep an eye out for trouble."

You're out here to look for Izuan pirates, though there's no reason you can't bring in some Faction pirate ships if the opportunity presents itself. Your own people start looking over the sensor data to see if they can pin down what systems the pirates might be hiding in.

On the second day out you encounter an X-ray burster binary star. A neutron star that is accreting matter from its companion and occasionally experiencing fusion events when the matter reaches a critical mass. One of these fusion events has happened recently enough that your sensors are momentarily blinded when you drop out of FTL to change course.

You're not the only one. An Izuan transport has suffered damage having been farther in system and is having trouble with their navigation systems. They're willing to pay for navigation data pointing them to the nearest colony for repairs. With a simple data transfer they can make it to Auburn Vista in just a few days.

"We are grateful for the assistance Alliance vessels. What compensation do you require?"

1A) Price gouge them
1B) Just the price of a long distance call
1C) Just put in a good word (+ Relations)
1D) A future favour

>2) Do you want to spend a day investigating the Faction FTL signatures?
Y/N?
>>
>>6464635
>1C) Just put in a good word (+ Relations)

2) Do you want to spend a day investigating the Faction FTL signatures?
>yes
>>
>>6464635
>1C) Just put in a good word (+ Relations)

>2) Do you want to spend a day investigating the Faction FTL signatures?
>Yes
>>
>>6464635
>1C) Just put in a good word (+ Relations)

>yea
gotta use the toys while they are assigned to us
>>
Asking them to put in a good word is worth more than any money you could charge them. With the ship helped along their way the rest of the day goes without incident, or other potential targets.

The third day is spent tracking down the contacts the Alliance freighter detected. Some standard probes are left in several systems, along with a few SIGINT probes here and there to pick up communications. With the combined coverage you intercept several transmissions and begin homing in on their source.

The signals are encoded but it's a known Republic code. Once decrypted what you're left with is a lot of nonsense and jargon that is clearly shorthand. Silvar says it sounds familiar but he doesn't have the context to make sense of it.

When you forward it to intel they're quick to ID the communications as being from a Hune supremacist group. They call themselves the Children of the Talon. They've recently been banned from Republic space and rather than disbanding they packed up and left using post war surplus starships. While they've not yet been labeled a terrorist group there has been a number of pirate attacks that they were suspected to be involved in. There hasn't been any conclusive evidence linking them to the attacks but they did have ships nearby in several instances.

Talaat sighs.
"Great. So we've got some crazies operating in Izuan space. Just what we don't need."

"What the hell are they doing out here?" Hannah wants to know.

"If we're lucky they have similar plans to your own," Gemaya answers. "Working to raise funds and resources before a return home. However that's unlikely as they haven't registered for mercenary work through the Alliance."

That doesn't bode well.

Intel provides data on the types of ships the organisation has access to. Old Pandora class Frigates, Centurions, Republic Transports, at least a few Quadrate Battlecruisers and one Expanded Battleship.

"Holy shit they're got Centurions?!" exclaims Alar.

Gemaya pages through data on a pad.
"Demilitarized Centurions. Their plasma cannon has been replaced with cargo bays and fuel stores."
Some good news. The main gun on a Centurion is enough to make most people think twice about tangling with the otherwise increasingly outdated Republic fleet. If they're forced to rely on just phase cannons it will give anyone they might potentially target a reasonable chance at escape.

Still these people can't be left to their own devices. Reporting this to the Commodore he is surprised by this development.

"The Admiralty will need to be informed about this. I don't have enough ships to tackle this problem myself and I'd rather not pull the rest of my forces off their search. The main fleet will have to make resources available to assist.
Bertrand crew, this is not the mission we sent you out there for but you were the first on scene. Investigate, help the main fleet resolve this issue, then get back to your primary mission."

>Cont
>>
With that out of the way there is the question of how best to tackle this situation. You'll have to track them down either way but after that should you watch and observe? Try to catch them in the act in the hopes of pinning piracy charges on them? Try to infiltrate whatever site they're using as a base? Or would it be best to simply make contact with them? Remind them that this is Izuan space and the Alliance has signed a treaty saying as much.

[ ] Surveillance / Try to catch them
[ ] Infiltration
[ ] Make contact
[ ] Write-in
>>
>>6465045
[ ] Surveillance / Try to catch them

If they wanted to talk, they would of already reached out to proper channels.
>>
>>6465045
>[ ] Surveillance / Try to catch them
>>
Surveilling this group and watching for any attempt on other ships in the region seems like the best way of going about this. Going out of your way to make contact with them doesn't seem like it would have the best results if they've avoided the Alliance fleet until now.

The Chief requisitions a number of small sensor arrays that the Bertrand picks up for deployment. Nin keeps watch on the area in the meantime with the Sharp and Rex. They haven't detected anything by the time you get back. Sensor arrays go up surrounding the star cluster they seem to be operating in and you go back to deploying probes.

Roll 2d100
>>
Rolled 26, 47 = 73 (2d100)

>>6460848
oh nice, we're so back with TSTG!


>>6465294
rollan
>>
Rolled 22, 98 = 120 (2d100)

>>6465294
>>
Rolled 28, 76 = 104 (2d100)

>>6465294
>>
In the search for the Hune you catch a lucky break early on. Communications intercepts allow you to pick up signals from another incoming ship. An updated translator program allows a rough idea of what they're saying. They're carrying substantial numbers of followers of their group. Probably a dedicated colony transport.

The navigators catch the drive flare when they make a course correction and jump again. From the size of the flare it's a bigger ship than what was supposed to be in their fleet inventory. Not terribly unusual for a good sized transport but similar in cross section to some battleships.

The Chief has you follow them in at the absolute lowest possible FTL speed to avoid detection. The ship makes another jump and you follow them in, dropping out of FTL far out in the comet belt. It takes hours to make long range scans without giving away your presence but eventually they're sighted. A hefty looking Civilian Colony Transport with a spin gravity section.

A remote survey of the system finds no habitable worlds though there is a terraforming prospect. The Children of the Talon seem to be setting themselves up on an asteroid in the system's main belt for now. There are signs they've begun digging into a larger planetoid and are maneuvering smaller rocks into orbit.

"Do they have a mining barge?" Vayall asks.

After some checks the people on sensors can only find Centurions, the frigate sized transports plus the big one. Their battleship doesn't seem to be present or is already hidden on the surface. You now know where to find them when it comes time to deal with them once and for all. Probes are hidden on the surface of a few asteroids and comets watching the inner system. They'll alert both you and the Alliance to any large scale movements.

Using a comet for cover your ships manage to jump out of the system without alerting anyone. A low speed escape gets you well outside the cluster where you can take up watch for more movement.

It's some hours later when coms intercepts alert you to a pair of Talon owned Frigates operating at the edges of the cluster. They're reporting back to having picked up an Izuan colony ship passing nearby. The Chief orders the ships onto a parallel course only a dozen light years away. If they attack that colony ship you'll have to get in their and rescue them quickly.

It's a false alarm. They only follow until it's clear the Izuan ship is leaving the area. Apparently they're staking out their territory. Ready to drive off anyone that could come snooping about.

Reporting this to the Alliance they label it as concerning behaviour. The Talons establishing a colony in Izuan space can't be allowed to stand but clearing them out is going to be messy no matter what. Your plan to catch them in the act would make things much simpler.

>Cont
>>
The next morning everyone is put on alert. A civilian ship is entering the area and seems to be trying to raise the attention of Izuan ships or colonies in the region wanting to do business. The vessel belongs to a Terran free trader known for running gambling operations and trade in questionable goods. Their current course will take them right through the star cluster the Talons have occupied.

"Think they'll go for it?" Nin asks over coms.

Hanna makes a noncommittal noise.
"If they don't we might need to stop that trader and have a few words with them."

Soon after the transport enters the cluster four distinct jump flares from frigate sized vessels are detected on an intercept course.

"How close do we want to cut this rescue?" Hannah asks. "Rush in there, or give the traders a few minutes to try and fast talk their way out?"

>1) Opening move
1A) Get close enough to observe
1B) Stay out of their sensor range

>2) Rescue
2A) Jump in if it looks like they'll attack
2B) First sign of trouble
2C) Wait for a distress signal or com intercepts
2D) Last minute rescue
>>
>>6465482
>1A) Get close enough to observe
we dont wanna give away we are/were around
>check with gemaya
whats the legality of us waiting the utmost on a potential rescue? as in whats the worst the alliance would stick in our records for not showing up on time, also we are technically on alliance black ops payroll right now? so could we just straight up ignore them? not giving away presence and all?
>>
>>6465482
>1A) Get close enough to observe

>2C) Wait for a distress signal or com intercepts
or what was suggested here >>6465487
>>
>>6465487
>>6465482
>1B) Stay out of their sensor range
this the one
>>
>>6465487
>whats the worst the alliance would stick in our records for not showing up on time
Reprimand for failing to respond to a distress signal. If they sent one that is.

>ignore them? not giving away presence and all?

The Commodore ordered you to "Investigate, help the main fleet resolve this issue, then get back to your primary mission" so you're on mission for the main fleet but still on the black ops payroll.
So you can't turn around and say you didn't respond because black ops mission priority.

That said you dont know with 100% certainty that the Talons are going to attack that ship, but it does seem to be leaning that way.
>>
>>6465492
>>6465487
alright then ill just vote for
>1A) Get close enough to observe
>2C) Wait for a distress signal or com intercepts
and just hope the talons are already dug too deep to switch bases just because a lil alliance patrol dropped on some of their dealings
>>
>>6465482
>1A) Get close enough to observe

>>2) Rescue
>2C) Wait for a distress signal or com intercepts
>>
Will try to post in the morning before work.
>>
"Jump us close enough to observe what's going on. That should give us enough time to respond quickly to any developments."

Hannah gives the order to the navigators. You'll be jumping in at minimum FTL to mask your approach. It seems to have worked so far with the older sensors the Talons are likely to be using. With a bit of luck they won't detect your entry to real space.

The Bertrand and escort close in on the same system the other ships are converging on. The transport has reverted on the far side of the system you're coming in from. The navigators drop you out in the polar region of the largest gas giant in the system. Large enough that its powerful magnetosphere is casting plenty of interference. This should be close enough to keep track of what's going on and likely further masked your real space entry.

All of the other ships are on the other side of the system near an ice giant. The trader probably planned to refuel there. The navigators plot a micro jump across the system is while your ships push away from the giant's gravity well. Now it's just a matter of wait and see.

Four Pandora class frigates swoop in surrounding the transport on all sides, giving them nowhere to run. The heavily modified Armored Cargo Frame Transport is a reasonably fast ship, and is armed, but dealing with four to one odds is a bit much. It seems like there's communications taking place between the frigates and the transport but you're too far away to catch any of the signal.

"They're closing in, shouldn't we jump in?" Alar asks.

You shake your head.
"Not yet. Hold until we know they're engaged."

The sensor interference from the planet means that without going to active sensors it would seem you're unable to detect weapons fire. Fortunately there's another indicator when things kick off. The Talon ships begin jamming long range coms. Are they trying to stop a distress signal going out? You can't pick anything up which is unusual.

"We're in the same system, can we not pick up ANY signal?" Vayall asks.
"Too much interference on top of the jamming," reports coms.

Hanna lets out a sigh of exasperation then gives the order to go active sensors. It doesn't take long for sensors to come back with a clearer picture of what's happening to the transport.

"Weapons fire confirmed."
"Good. Nav, jump us."
"Chief we're unable to jump."
"What?! What do you mean?"

"We're not far enough from the gravity well at our current angle. It's going to take a minute or two."
"Helm, full burn, get us there!"

It takes another minute and a half of now precious time before you're far enough for a direct line across the system. As soon as you finish your jump the Talon Frigates come about and fire SP Missiles at you.

Roll 2d20 for anti-missile systems
>>
Rolled 16, 6 = 22 (2d20)

>>6465742
stupid sexy spelves (spalves?) and their superiority complex. also
>"We're not far enough from the gravity well at our current angle
uhh, should we worry about this? seems kind of a rookie mistake, or where their realspace entry point and our prowling spot just that unluckily aligned?
>>
Rolled 10, 16 = 26 (2d20)

>>6465742

>>6465747
>seems kind of a rookie mistake
someone needs re-education!
>>
>>6465747
Realities of staying undetected and a bit of bad luck. The ships weren't burning their engines very hard so the flare of the fusion drives wouldn't be detected.
>>
Rolled 16, 20 = 36 (2d20)

>>6465742
>Roll 2d20 for anti-missile systems

Who the hell fires SP Missiles at a Frigate?! An overly large Frigate, but still! That's just wasting money! Maybe we can liberate some of their onboard SP cache once we evade the wads of cache they've decided to throw at us.
>>
When you drop out of FTL, rushing to the rescue of the transport, a lot of things happen in short order. First the starfighters launch. Already spooled up and ready, launch assist repulsors help throw them out into space so the Bertrand's crew can close the two holes in the shield. Once they're clear helm reorients the ship towards the hostile vessels.

The four frigates break off their attack on the transport and immediately come about, firing all weapons. Among them 32 missiles streak out in your direction. Sensor alerts go off indicating at least some of them are Shield Piercing warheads.

"Point defense, interceptor drones, fire all of it!" Hannah quickly rattles off.

Kalnit steps around to one of the control stations at the command console.
"Tasking drones!"

Some of the missiles are headed for the Bertrand, others for the Sharp. Both of you have interceptor systems. Ones on the Bertrand fire out of their launch cradles in the corners of the fighter bays, streaking towards targets. The Sharp maneuvers as several fire out of its port shuttle bay. Moments later a majority of the missile contacts wink out. The few that remain are quickly shot down by the Bertrand's mass drivers.

Phase cannon fire from both sides fills space. The Frigates may be old but their cannon fire connects. It's not just cannon and missiles either. The Rex is armed with the same disabling pulse weapons as the Frigates are. You really can't afford to let one of those shots get through your shields or whole sections of the ship might go offline.

Subsequent missile volleys from the Frigates have been largely conventional. The mass drivers have been trying to shoot them down regardless but the remaining interceptor systems are being held back in case more SP weapons make an appearance.

The starfighters are hanging back preparing to launch a torpedo attack that will catch the frigates from their flanks but the fighter director is waiting for the right moment. Old Republic frigates are fragile and a handful of torpedoes might completely destroy them, leaving nothing left for salvage and no prisoners to interrogate. A second reason to hang back also appears. A small number of heavy starfighters have deployed from the frigates and begin harassing fire.

As the distance closes there's less time for the point defense to do its work and some of the conventional missile get through to hammer the shield.
"Weapons, it's time we gave them a taste of own SP missiles. Target their engines. Shoot to disable."

It's time to see if they like getting SP missile return fire.

>Cont
>>
When the Bertrand's missile battery opens up the frigates scatter, burning hard to avoid the return fire. Their crews do a surprisingly good job at evasion. One takes a hit to the missile launchers, another a hit to the main engine. The Sharp and Rex focus fire on the partially crippled ship, getting behind it and hammering the aft shields until they fail. Cannon fire takes out the secondary engines leaving it drifting.

The other three frigates scatter and your ships split up to chase them down. A second enemy takes a hit to the main drive making it all but impossible to jump. They turn back to engage, probably hoping to buy time for their fellows.

Your starfighters overcome the enemy heavy fighters allowing the attack bombers a clear approach. They launch torpedoes, careful to target engines only. The drive sections of the other two frigates explode under the torpedo attacks. Thankfully it's not enough to destroy them but it comes close for one of them.

The crippled ships are pushed into a stable orbit then boarding teams are readied. One frigate has surrendered as their life support is failing. The other three look to be preparing to resist the boarding. The com jamming has let up allowing you to call for salvage ships. It looks like one of the frigates have also transmitted a signal back to their base. They'll be on alert now.

With a contested boarding expected you could try to intimidate them by making an appearance with the Heavy Armor. They might appreciate just how dangerous it really is. You could use your turn with the Medium Jump Jet suit to get in some practice with it. Save your turn with either so you can use them in a future operation by taking the custom Power Cell Armor.
Or if you expect you'll need to save as much gear as possible for an attack on the Talon base you could let the Marines handle it this time.

[ ] Heavy Armor
[ ] Medium Jump Jet
[ ] Power Cell
[ ] Let the Marines handle it
>>
>>6466108
[ ] Medium Jump Jet
>>
I have to head out to a birthday party. Not sure when I'll be back.
>>
>>6466108
>[ ] Medium Jump Jet
>>
>>6466108
>[ ] Medium Jump Jet
>>
>Choose your loadout!
Medium Jump Jet suit
Pistol: Phase pistol
Stasis Units: 1
Boot Knife: HF-Knife

>1) Rifle: 2 Slots available
1A) Fusion Rifle
1B) SRL Mass Driver Rifle
1C) Phase Rifle
1D) CCD Plasma Blaster
1E) Grenade bandoleer (adds 12 grenade slots)
1F) Izuan HF Battle Axe

>2) Equipment Slot
2A) Folding Stasis Reinforced Shield
2B) Boarding shield
2C) Forearm Grenade Launcher

>3) Grenades: 14 slots available
Frag (1 slot)
Breaching charge (1 slot)
Stun pulse grenade (3 Slot)
Stasis Unit (2 slot)
HF-Blade (2 slot)
Extra Ammo (main weapon)(2 slot)

>4) Plasma Link Cable Slot
4A) Plasma Sword
4B) Suit Linked plasma pistol
4C) Fusion Rifle ammo upgrade

>5) Special
5A) Holographic Decoy System
5B) None
>>
>>6466308
>1) Rifle: 2 Slots available
1B) SRL Mass Driver Rifle

>2) Equipment Slot
2A) Folding Stasis Reinforced Shield

>3) Grenades: 14 slots available
Breaching charge (1 slot) (3)
Stun pulse grenade (3 Slot) (3)
Extra Ammo (main weapon)(2 slot)

>4) Plasma Link Cable Slot
4A) Plasma Sword


>5) Special
5A) Holographic Decoy System
>>
>>6466308

Going with this setup
>>6466309
>>
>>6466308

>>6466309
My lovely Anon, there are two slots for the Rifle loadout. I nominate adding the bandoleer for the following:

>1) Rifle: 2 Slots available
1B) SRL Mass Driver Rifle
1E) Grenade bandoleer (adds 12 grenade slots)

>2) Equipment Slot
2A) Folding Stasis Reinforced Shield

>3) Grenades: 14 slots available +12
Frag (1 slot) (x2)
Breaching charge (1 slot) (3)
Stun pulse grenade (3 Slot) (3)
Non-bandoleer:
Extra Ammo (main weapon)(2 slot)
Stasis Unit (2 slot) (x4)
HF-Blade (2 slot) (x1)

>4) Plasma Link Cable Slot
4A) Plasma Sword


>5) Special
5A) Holographic Decoy System
>>
>>6466413
Sounds good.
>>
This isn't your first time suiting up in the medium jump jet armor but you want to make it count none the less. The grenade bandoleer requires assistance from one of the armory techs to put on due to the jet pack. Maybe you can get that down in the future. Soon loaded for combat you report to the upper bay where Starfighters are landing for resupply.

Talaat stomps aboard one of the other shuttles with the heavy armor. You don't see any of the others, they must be ready to go. The Marines are eager for action with their new suits.

"I don't care how good your new armor is, use your shields!" Ram tells everyone. "These Hune are fielding a lot of Republic surplus. That's going to include plasma anti tank guns. You've seen those in use or used them yourselves. Just because they're not as fancy as a Variable Plasma Rifle doesn't mean they won't kill you. New guy you're with me."

With everyone else ready you take up position at the front of the shuttle. The newest batch of marine recruits are on paper up to the standards of the others but they've only been through training and some biohazard support work at the hidden base.

Your shuttle comes in to land at the number four shuttle bay on a frigate while Alar's team goes for the number 1 bay. Everyone piles out onto the hull and the tech specialists get to work forcing the doors. There's a minor bust of air at the doors open but the bay clearly wasn't fully pressurized.

"Containment field for the bay is down," observes Kode.

You send in your hand drone to get a good look. It appears empty at first glance but it soon reveals the doors are rigged with explosives. The Republic shuttle still docked also has its door gun positions manned, ready to catch anyone that steps inside the bay with pulse laser fire.

With no atmosphere in the bay your holo decoys will still work but won't be able to inflict much damage. You could use them to distract the gunners while others take them out.

[ ] Marines use rockets / plasma to hit gunners
[ ] Have your shuttle shoot to disable the door guns
[ ] Cut through the bottom of the shuttle with plasma sword
>>
>>6466598
>[ ] Cut through the bottom of the shuttle with plasma sword
>>
>>6466598
[x] Cut through the bottom of the shuttle with plasma sword
hype for this
>>
"Hold position, I'll deal with the shuttle."

Tasking the decoy system to send out two projections, you order them to opposite sides of the bay. Your decoys enter the bay, jump jets flaring like they would in an atmosphere. You'll have to update the programming for vacuum later. For now though the gunners don't seem to have realised the problem. Instead they see a pair of dangerous targets that need to be taken out.

As pulse laser fire lights up the bay you leap down onto the underside hull of the shuttle. The decoys bought you time for that at least. Igniting the plasma sword you stab the ruby red beam into the hull and begin dragging it. Even in power armor there's resistance, the hull is meant to resist re-entry heating. Several conduits that are cut through erupt, throwing debris and venting gas into space. Both door guns cease fire.

As you continue to carve up the shuttle one of the marines warns that the landing ramp is opening. Looking up you see a pair of figures in hard plate armor leap from the back of the shuttle to the edges of the bay. Pulling the plasma sword free you jump jet after them.

The two of them see you shortly before you reach them. One raises their hands in surrender, the other goes for their sidearm and takes aim at you. Your sword cleaves through their arm followed by their neck. As the body falls away the other backs away slightly, arms still raised and cursing over an open channel.

"Marines move in."

Everyone piles inside then a marine closes the doors that act as the floor for much of this bay. One secures your prisoner so you can move on. Staying clear of the interior doors that are still rigged with explosives, specialists use plans of this class to mark out ideal entry points. Rather than waste breaching charges you use your sword to carve out a new doorway. Your decoy goes through first and when it doesn't draw fire the Marines pile through. Half goes through one door and the other through a second.

It isn't long before the ship's defenders react, having been caught out of position. Primary source of resistance are Hune Marines in hard plate with Aries pinch plasma rifles. A few have older ballistic carbines but it doesn't appear they've found any splinter ammo. The carbines are all but useless against power cell armor.

"Watch those Aries guns, they can blast chunks out of your armor," Ram warns the troops.

You're not invulnerable but according to simulations at least this suit should be able to take a hit or two before it becomes a problem.

Moving in you head off down side corridors to flank enemies and support the marines. The sort of thing you were doing with the heavy armor aboard Fourth Triumvir. This suit is faster, more responsive, allowing you to quickly snap off shots with your repulsor rifle. It's also easier to hide behind your shield.

>Cont
>>
As the marines press against the hostiles heavy weapon teams armed with plasma anti tank guns do make their appearance. Most are towards the back and you're able to catch them from the flank or behind. You find it's easier to target the weak points in the armor now. Even hitting the fuel cells for the plasma weapons at times when that's an easier shot.

In the tight corridors you're not getting as many opportunities to use the decoy system. Most of the time you want to be the first one to round a corner so you can shoot right away at any targets who present themselves. It isn't until a heavy weapons team spots you at a distance and tries to pin you in place that that decoy comes in handy, splitting their fire.

"Do you need a hand?" Ram asks.
"Maybe," you admit.

Sending two decoys this time you have one put down suppressing fire and the other leap towards the enemy fire team. All as cover for a stun pulse grenade to go flying towards them. The hologram fizzles out from a combination of the plasma shots and the pulse emitted from the grenade. It thoroughly disorients the group allowing you to blast apart one of their weapons and head shot another. Ram moves up with the new guy and the three of you push, running the group down before they can recover.

Organized resistance collapses soon after this. There aren't enough crew willing to fight. Most are just technicians in basic gear. Just as well because a few of the marines are sporting some expensive looking spots of armor damage here and there. Their shields are in worse shape but those are easily replaced. They're still more intact than after the fight on Triumvir.

You get to the bridge just in time for Alar to report it already secured.
"Oh good timing, you can look after the bridge while I see to any wounded."
"Sure thing?"

Your own marines may not need medical assistance but plenty of the captured do after you tore through them.

With the ship crippled there's not much for you to do aside from making sure damaged sections are evacuated and swept by marines for survivors. There are a few in vacuum suits found alive in damaged sections. Salvage and recovery ships arrive for pickup within the hour.

The captain of the freighter is relieved you dealt with the attackers and is eager to be on their way.
"You saved my Pachinko machines! I've found they're vulnerable to energy dampening weapons. Completely ruins them. If they'd disabled my ship who knows what would have happened to them? Feel free to stop by any of my gambling or gaming establishments, all of you get free tokens."

Well that certainly is something to look forward to you guess?

"Should we be discouraging this guy from his plans with the Izuan?" Kalnit asks over the command channel.

1A) Discourage the gambling
1B) None of our business
1C) Report him to the Alliance

2) Roll 4d20 for starfighter salvage
>>
Rolled 4, 4, 20, 15 = 43 (4d20)

>>6466686
>1B) None of our business
Really, Pachinko machines? I do not think gambling is wrong out here? If they're not doing anything else illegal not going to say anything beyond being more careful.

>2) Roll 4d20 for starfighter salvage
Salvage!
>>
Rolled 20, 15, 20, 4 = 59 (4d20)

>>6466686
>1C) Report him to the Alliance
More like inform the Alliance about him.
>>
There are enough parts and components to completely rebuild three full RF-380 Praetorian heavy interceptor plus spare parts. They were one of the first mass production fighters to allow for the installation of stasis shielding. They also have the power plant to support both the shields and short barrel particle beams.

Thankfully the small number of fighters the Talons had put up were simply outmatched by your sides superior numbers. With all of your fighters having basic shields now they were able to support one another with a minimum of damage. Repairs will be done in a day and a half.

It will take a few days before the new fighters can be fully rebuilt. When they are the fighter pilots will have something else to compete over. Lead starfighter ace Ag'eian Mareth has indicated they'll be sticking with their Z5W.

As for the mobile gambling establishment you let them go about their business. Once you get back to the fleet you inform the Alliance about them but don't mark it as any kind of priority. Just making them aware.

There were missiles in some of the ships magazines but any SP Missiles the frigates has in their stockpile they must have used at the start of the engagement. If not for the interceptor drone systems the Bertrand would have taken hits. There were too many warheads for the point defense mass drivers to deal with all on their own.

With the other salvage collected you pick up three intact shuttles and 3.8 million in payout for the rest. The Chief doesn't think the frigates have any value in terms of returning them to service with your own forces. Best just to sell off your share for a quick payout.

Fleet finances are now 4.9 million.

The three shuttles lack stasis shields. You could upgrade them so they could be used to support various active missions. Hold in reserve for situations where your other shuttles aren't available. Put them in storage or sell them. For now they're taking up space in your fighter bay as you've maxed out the shuttle facilities onboard.

>1) The Shuttles
[ ] Upgrade: 3x Shuttle shields (150k)
[ ] Hold in reserve aboard ship
[ ] Long term storage
[ ] Sell them

>2) Was there anything else you wanted to buy at this time?
Current products you can buy through your Fence or Logistics officer:
https://houseanddominion.fandom.com/wiki/A_Knight%27s_Tale_Character_Stats#Licensed_Products

If you had other products in mind you can search for possible deals on them at the shops aboard the flagship.
(Please specify.)
>>
>>6466784

>1) The Shuttles
[ ] Sell them

>2) Was there anything else you wanted to buy at this time?
Nothing jumps to mind for purchases at the moment. But I'll support most things if other anons are interested in buying something before we return to sneaky service.
>>
>>6466784
>1) The Shuttles
>[ ] Sell them
>>
>>6466784
>1) The Shuttles
Can these be upgraded with stealth options? If not then:
[x] Sell them

In general terms of purchases, I think we need more power cell armor for marines, also outfitting every knight aspirant with their own PA or ship and I recall earmarking 10M for those.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.