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File: H&D_aKT_Title.png (927 KB, 1000x871)
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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.
>>
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>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.
>>
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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.
>>
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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
>>
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>>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!
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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
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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.
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>>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
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>>6462499
>[ ] Skill training - Energy Vampire
>ranged weapons
oh boy i cant wait for our own Izuan zombie corps
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>>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!
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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
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>>6463066
[ ] Industrial Center
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>>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
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>>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
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>>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!
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>>6463127
>[ ] Sample Return Probe(s)
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>>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?
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>>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?
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>>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.
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>>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.
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>>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
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>>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.
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>>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?
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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
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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.
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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?
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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
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>>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.
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>>6463331
>[ ] Try breaching the hull to send in a probe
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>>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
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>>6463539
> both
sample for backup incase the ships doesnt survive (heh) salvaging. hope the eggheads like huge centuries old petri dishes.
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>>6463539
[ ] Both
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>>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
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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
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>>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?
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>>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.
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>>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.
>>
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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.
>>
>>6466830
While they can be upgraded it would be less capable than a purpose built version. Might end up needing new engines too so it'd be comparatively expensive.
>>
>>6466784
>2)
Getting more Power Cell armor for the marines seems like a good idea. I think the other anon is right that the general goal is Power Cell / Power Armor in general. Ships are good but we can most likely get another via salvage.
>>
>>6467010
Then sell them please
>>
File: LORD_VS_FRG.gif (15 KB, 1596x652)
15 KB GIF
>>6465865
>Who the hell fires SP Missiles at a Frigate?! An overly large Frigate, but still!
The Lord class is a bit bigger than a frigate. When they lengthened the base hull design things got a little out of hand. Especially after the failure of the FEBLE. The FEBLE didn't have enough engines, reactors or shields, plus the carrying capacity was a bit small. Lord class they went "Bigger and more everything!" and they did it but introduced structural problems it took more than 5 years to really fix.

In reality I drew the FEBLE first and then misplaced all the AutoCAD files for it. So I then went and created the Lord from scratch specifically with this quest in mind. I didn't find the files for the FEBLE until I was preparing for the second thread.
>>
Three shuttles are sold bringing your savings up to 5,499k. Just shy of 5.5 million.

>>6466830
>>6467048
>more power cell armor for marines, also outfitting every knight aspirant with their own PA

Power Cell Armor typically runs at a quarter million for most versions. Stealth and biohazard models cost a bit more. Discounts on most power armor are going to be rare.

The base SRL model does need some upgrades. With that fact plus the work you've done for him, Mik Garner your Fence should be able to get them for you at a cheaper price. You should be able to get a full squad outfitted with your current funding.

Jem Leith Class Power Armor costs 50k each. It is bigger and bulkier allowing much cheaper construction methods and materials. Because of this it is classed as a form of heavy power armor. It won't shrug off hits like more expensive suits made of high density armor.

This has positives and negatives aside from cost. A combat engineer repair system should be able to fully restore one of these suits in the field.

You're continuing to get additional prototypes of Jem Leith armor for testing every few weeks. The latest batch includes an upgrade package improving the armor with hard plate components. You now have 16 prototypes available, 2 of which have the new armor. You can purchase more or simply wait for additional batches to be finished.

The armory techs report that the Mark III JLA suits seem much less temperamental than the previous models but they are still prototypes. You may not want to spend a lot of money on them.


50k Jem Leith III (1 squad = 1 million)
70k Jem Leith III / B (+Armor) (1 squad = 1.4 million)
250k SRL Power Cell (1 squad = 5 million)
>10 million - Power Armor (Light Recon/Med JJ/ Alliance Heavy)
>12 million - Republic Heavy Jump Jet

Did you want to purchase any armor at this time or continue to save up for the more expensive suits?
>>
>>6467424
>250k SRL Power Cell (1 squad = 5 million)

We are not going to be getting a lot of man power from the home worlds. Keeping what we have alive seems like the best idea. Also reduces the need for outside recruiting till much later.
>>
>>6467424
>250k SRL Power Cell (1 squad = 5 million)
>>
>>6467481
>>6467610
An order is placed for power cell armor through your fence. You make it clear that with all the help that you've given him a discount would be appreciated.

Some of the Aries power cell armor used by the Marines got a bit beat up during the boarding operations. It will be 2 days until all of them are fully operational again. Until then two of the marine squads are unable to deploy with it. Nearly a full squad of JLA suits are ready for use and can help fill the gap enough to get one of those squads operational. The remainder will have to use Hard Plate or be held in reserve.

With the Children of the Talon having attacked both a civilian transport and your ships the Alliance is charging their organisation with acts of piracy. They've been flagged as a hostile force and are to be dealt with as soon as possible. Preferably before they abandon their base and relocate somewhere they won't be so easy to find.

With this in mind a force is being assembled at attack their base as soon as possible. They could make use of your forces, both for clearing the starships and the base. Additional ships are needed for other roles, namely chasing down any Talon vessels in the nearby systems.

A cloaked ship is scheduled to deploy an infiltration unit several hours before the main attack. With his Recon suit Silvar could be attached to the infiltration force to assist them, or stick with your main force and assist with the primary assault.

"Silvar? What do you think?" Hannah asks.

"I could get some experience working alongside another Alliance infiltration unit. On the other hand I might also be needed supporting our own troops. Acting as forward reconnaissance and disrupting ambushes."

In their current armor your marine forces are able to see themselves through most fights but they certainly won't be stealthy. They might benefit from being supported by someone who is.

>1) Take part in the operation? Or take on other roles?
1A) Join the operation
1B) Other role, chase down Talon ships
1C) Hold off on missions until all marines are ready

>2) Send Silvar with Infiltration or main force?
2A) Infiltration
2B) Main force

>3) Roll for armor discount 2d10
>>
Rolled 3, 5 = 8 (2d10)

>>6467615
>1) Take part in the operation? Or take on other roles?
1A) Join the operation

>2) Send Silvar with Infiltration or main force?
2A) Infiltration

I am sure we can get some good salvage out of the main operation.
>>
Rolled 7, 10 = 17 (2d10)

>>6467615
>1A) Join the operation
>2A) Infiltration

Salvage calls!

Then we can get back to searching for bugs hidden benefactors or however the Heralds are held in Izuan culture/ history.
>>
Rolled 8, 4 = 12 (2d10)

>>6467615
>1) Take part in the operation? Or take on other roles?
1A) Join the operation
Suck them dry of intel along the way.

>2) Send Silvar with Infiltration or main force?
2A) Infiltration
He needs experience with his specialisation.

Also I'm happy with the armour purchase. Nice.
>>
Mik requires some convincing but the sale takes place. Getting him the new ship helped. Also the fact that you were going to need to spend about 5k in upgrades on each suit to bring them up to modern spec made him relent. You could pay the flat rate through your standard Dominion license with House Aries to get up to date armor instead of giving him a sale. You'd rather not do that. Your armor techs have gained quite a bit of experience with the SRL pattern.

With the discounts the total comes down to just over 4.7 million for the entire spending spree. It's going to be a few days to get that much armor and not look like he's supplying a pirate fleet. Then it will need to go through the upgrades on the flagship. You're looking at the better part of 2 weeks.

The Marines will be getting plenty of training for power cell armor before then using the suits on loan to you.

For now everyone is gearing up for the operation against the Talon base. Silvar catches a shuttle over to another ship to join the infiltration group. The Bertrand forms up with a number of other ships. The usual mix of Alliance corvettes, frigates and a fast battleship. Most carriers are busy so a newly arrived mercenary unit is being hired on. They'll be ready in a few hours.

Anti-torpedo munitions are resupplied as it's expected they'll be needed. The fact that a few frigates assigned to deal with a simple freighter had SP weapons aboard, even if only missiles, doesn't bode well. The Republic has a strong starfighter tradition so odds are these Hune will as well. There's no telling what their defenses might look like. The infiltration force will try to warn the fleet if possible.

Later in the day you get the signal to move out. The marine forces have been resting up anticipating a long operation and the rest of you have tried to do the same. Now everyone is suiting up while the fleet jumps to the main galaxy.

Having seen the brief on the operation Black Ops has permitted the use of the Phase Armor if you wish to use it. It might come in handy if you need to deal with large numbers of non-combatants needing to be stunned. You do have your stun pulse grenades of course.

Most of the others seem reluctant to use the heavy armor on this mission. Probably worried about collateral. It's available if you wanted it. You could also test out one of the new JLA suits that have arrived. The B-model has improved protection using a hard plate outer layer rather than bulk tritanium.

[ ] Heavy Jump Jet
[ ] Phase Armor
[ ] Jem Leith B-model
[ ] SRL Power Cell Armor (Spike)
>>
>>6467933
[ ] Phase Armor

Extra stun options are always welcome.
>>
>>6467933
>[ ] Phase Armor
>>
>>6467933
>Having seen the brief on the operation Black Ops has permitted the use of the Phase Armor if you wish to use it. It might come in handy if you need to deal with large numbers of non-combatants needing to be stunned. You do have your stun pulse grenades of course.

Oh don't worry, we can do both, especially when here comes Mr Bandoleer
[x] Phase Armor
>>
>>6467933
>[ ] Jem Leith B-model
really wanna collect some first hand experience to better sell them to others
caught an IP range ban, MOOT please let this post go through its been days now aaaaaaaaaa
>>
The fleet arrives in the system to find the Talon forces in the middle of an evacuation. A cluster of transport craft are being loaded with modules and fuel tanks. Shuttles are transiting between the asteroid base and the spin gravity equipped colony transport. More than a dozen Centurions are present near the base with two dozen frigates scattered through the system. The anticipated battlecruisers and a battleship are present too. It looks like they're brought in everything to help cover the evacuation.

While the Bertrand was able to sneak into the system without being detected before, the arrival of an entire fleet doesn't go unnoticed.

"The transports are ceasing loading operations, they're preparing to leave the system."

You've got a limited timetable to deal with the warships before the transports can make a run for it. You should have the numbers. It's a matter of how many starfighters they deploy against you and how long your own forces need to deal with them.

A CCD mixed hauler that hadn't been accounted for seems to be rigged as a fast fleet carrier. It begins deploying starfighters and has launched well over a hundred of them by the time the Alliance forces micro jump closer to the base. The pair of mercenary escort carriers that will be backing you up had better be well equipped.

The micro jump ends just outside of effective range allowing your own fighters to launch then the cannon barrage begins. The fleets initial charge doesn't last long as both sides fire SP weapons and suddenly everyone wants to maneuver to spoil their locks. With the greater engagement range the Bertrand's ECM has a chance to get to work trying to disrupt the incoming SP missiles.

Facing an increasing number of enemy fighters your attack bombers launch their torpedoes early so that they're not weighed down and can maneuver. Your side has stasis shields and thankfully only a portion of the Talon starfighter force is so equipped. They have some high end heavy interceptors but most of their starfighters are old models. It's still not going to be an easy fight. Before long your fighters are being pushed back to the point defense coverage of the Alliance ships.

Mass driver point defense goes to work shooting down SP missiles. Hannah has the helm swing the ship around near the Alliance battleship to provide better coverage when a cloud of missiles close in on the bigger ship. Some of the Alliance vessels have interceptor systems to shoot some of them down but there are simply too many missiles in the mix. Kalnit is at the controls again tasking Aix drones to intercept missiles only when it's absolutely necessary. There's only a limited stockpile and they have to last the battle.

>Cont
>>
When the enemy attack bombers get in range they don't launch torpedoes but instead add to the hail of missiles being launched by the frigates.

"Shit, some of these are SP weapon decoys! We can't stop them all," warns Kalnit.

Hannah locks in the straps on her command chair then hits the intercom.
"All hands brace for weapon impacts."

Roll 3d20 for anti-missile systems and starfigher piloting
>>
Rolled 19, 14, 9 = 42 (3d20)

>>6468220
>>
Rolled 20, 3, 15 = 38 (3d20)

>>6468220
i really want us to start piloting a fighter why yes of course in PA, kamikaze straight into enemy bridges, that one A-Wing pilot is a true idol I CAN POST AGAIN WOOOHOOOO
>>
Rolled 2, 3, 7 = 12 (3d20)

>>6468220
>Roll 3d20 for anti-missile systems and starfigher piloting

Do a barrel roll!
>>
Seeing the wave of incoming missiles the Bertrand's weapons officer switches the missile battery from SP munitions to jacketed warheads. A barrage goes out that detonates only a few tens of kilometers away, filling space with bright glowing fireballs that momentarily blind sensors. Combined with the ship's ECM the missiles lose their lock. The few that make it through the barrage and re-acquire are quickly swatted out of the sky by the point defense.

Seeing that the old war time trick actually works several Alliance ships fire off missiles of their own -or even a few torpedoes- to help break up waves of incoming warheads. With its missile battery firing away it seems like the Bertrand might be the most well protected ship in the fleet right now. That will only last so long. The missile stockpiles aren't endless.

The starfighters are hard pressed but they're inflicting losses on the enemy. Several of yours are out of action or been destroyed outright. Hannah orders the helm to bring the ship around so that the attack bombers and damaged craft can land.

A group of enemy attacks bombers that try to get around the fleet's barrage and are acquired by the guns of the docked LST. It opens up on them along with the heavy point defense on the Sharp. Between the two of them they down several enemies. Several still manage to get missiles off, though these turn out to be conventional ones. Point defense ignores them for more serious threats and the shields shrug off the hits.

Vayall checks on the overall state of the battle.
"It seems the mercenaries are putting up a good fight. They're mostly using Shallan starfighters."

Checking the readouts they show older fairly light starfighters working together with a heavier class proitively bristling with missile hardpoints in their wings. The bigger ones have stasis shields and the lighter ones are frequently using them for cover.

"Uh, I think we have a bigger problem with the mercs escort carriers," Alar points out.
Most of their ships are Norune attack cruisers but their escort carriers are a model you haven't seen before. They seem to have a lot of forward facing guns for a carrier. Their crews are making sure to use them too. Because of this their fighters are not in the position to land to rearm.

Sure enough with the Bertrand now hanging back by the battleship a number of merc fighters request to land to rearm and refuel. Your attack bombers launch, this time carrying anti-starfighter munitions, only then are the allied fighters permitted to land.

>Cont
>>
The fleet continues to push. Despite the delayed advance the Alliance fleet is getting closer to the base. The Talon's ships have kept up a high rate of fire but their frigates can't take many hits. Many of them are out of action though it has cost a few Alliance ships in turn.

The transports are trying to make a run for it using the asteroid base for cover but several of them suffer sudden shield failures. Not long after the base loses shield power as well. Anyone with a clear line of fire sends phase cannon shots towards the transports to knock out their engines. One transport that still has shields along with the fast carrier make a break for it. A few centurions run as well and they manage to jump out. The other ships take too much damage for a full run up. With their backs to the Alliance ships they were unable to provide enough suppressing fire.

Starfighters that were left behind begin to surrender. Some fight on, others pull back enough to launch attacks with their remaining missiles or otherwise scuttle their craft before ejecting.

While this is all going on you get a signal from the big colony transport. Silvar is aboard and reports that the ship is carrying huge numbers of Hune, mostly in stasis. Even with that in mind the numbers seem all wrong. There shouldn't be this many people. There should be colony building supplies but he's not seeing any.

"I need backup to secure this ship before a few thousand awake people turns into twenty times that number."

You're already suited up and ready for crowd control. Unless you'd rather try to secure one of the cargo transports and potentially some loot?

>1) Where will you deploy?
1A) Secure the Colony Transport
1B) Cargo Transport for loot
1C) Secure Asteroid Base

>2) Who will you take with you?
[ ] Alar
[ ] Kalnit
[ ] Talaat
[ ] Vayall
>>
>>6468308
>1A) Secure the Colony Transport
>[ ] Vayall
>>
>>6468308
>1B) Cargo Transport for loot
>[ ] Vayall
many people but few supplies? screams robbers thiefs and magpies aka wanting to "secure" what you need by force once you got a nice base going -> betting on one hell of a load of weapons on those cargo transports
>>
>>6468308
>1B) Cargo Transport for loot
>[ ] Vayall


Was a hard choice but I feel like this will net us more loot and a chance at other loot. The Colony Transport seems like something that would bog us down.
>>
>>6468308
1B) Cargo Transport for loot
[x] Vayall

Assuming this is where the contents of the Asteroid Base are being evacuated to, though the Base is my number one target.
>>
>>6468225
>>6468158
Looks like it worked. Range bans suck.

>>6468311
>>6468312
>>6468322
>>6468358


Silvar might have ended up on the colony ship but that doesn't make it a priority. Right now loot is the bigger concern. Those transports likely have valuable supplies evacuated from the base. Supplies and war materiel you intend to put a salvage claim on if it turns out to be something you need.

"We should focus on the transports and that base. Vayall let's hit this ship."
You point to one of the more heavily laden transport craft.

"I hope it's worth the trouble," she replies.

Talaat will go for the base along with Alar, while Kalnit and an extra marine squad will hit another transport. Silvar will just have to wait for the Alliance to board the ship he's on.

As you ready for departure you're informed the Alliance has requested more manpower. Reza and Captain Gavril are preparing the infantry to follow up the Alliance Marines in dealing with the civilians. They'll probably end up focusing largely on the colony ship by the sounds of it.

When it comes to choosing a loadout with the phase armor you're somewhat restricted. The Fusion Rifle isn't going to fit your armor. Phase rifles and pistols would be somewhat redundant.

>Choose your loadout!
Phase Armor
Smart Grapple
Pistol: Head mounted
Stasis Units: 1

>1) Rifle: 2 Slots available*
1A) SRL Mass Driver Rifle
1B) Ballistic Carbine (+optional silencer) +Splinter ammo
1C) Pinch Plasma Rifle
1D) Grenade bandoleer (adds 12 grenade slots)
1E) Izuan HF Battle Axe

>2) Equipment Slot
2A) Folding Stasis Reinforced Shield
2B) Boarding shield

>3) Grenades: 8 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)

*WARNING: Equipment load reduced! Too much gear will interfere with the phase weapon emitters.
>>
>>6468737

>1A) SRL Mass Driver Rifle
>1C) Pinch Plasma Rifle

>2A) Folding Stasis Reinforced Shield

>Stun pulse grenade (3 Slot)
>Stasis Unit (2 slot)
>HF-Blade (2 slot)
>Breaching charge (1 slot)
>>
>>6468744
good with this
>>
>>6468737
>>6468744
>no bandoleer
but why anon

As we have other options for stun with the phase lattice armour, I won't contest it.
>>
>>6468737
>>6468744
fine with this
but what happened to the shallan fusion rifle we should have? is it okay? is it alright? still kinda funny we spent the big bucks and never used it (except one time?) so far, im aware tho that its mostly fucking overkill for near anything weve encountered so far lol, such are the plights of the strong i guess
>>
>>6468737
>The Fusion Rifle isn't going to fit your armor.

>>6468881
>but what happened to the shallan fusion rifle we should have?

>never used it
I think you've used it at least 3 times. The mission where the Sharp was captured. Twice with the heavy jump jet armor. (Zombie base, Fourth Triumvir)
>>
>>6468931
>The Fusion Rifle isn't going to fit your armor.
speedreader-kun got control of my eyes it seems really gotta internalize to not devour new posts, they aint running away after all. also this is a sign to just reread again, heh
>>
Mounting up in a shuttle your team heads over to the targeted transport. A few starfighters fly escort, not entirely convinced that the Talons are done with their tricks yet.

"We know they like to trap doors with explosives from what they did on their frigates. Full scans on the docking ports and airlocks."

Vayall has chosen a loadout similar to yours, though minus the shield much to your surprise. She argues it will just get in the way of the various weapon emitters. She's not wrong. Handling the shield proves to be a bit difficult, with the added bulk of the gauntlet emitter keeping it from laying against the back of your arm.

The shuttle team finds a door that hasn't been rigged with explosives yet and soon an entrance to the transport is open. Drones check the way first to be certain. Once clear everyone piles in. It isn't long before you encounter resistance. A unit outfitted with hard plate armor. Stun weapons wont be of much use here.

Where are they getting it all? This armor is supposed to be a bit on the expensive side even if it's treated as the current standard.

You report the presence of the Hune troops and engage them. The new pinch plasma rifle is more effective than your mass driver, blasting chunks out of the armor. Unfortunately hard plate was made specifically to resist plasma weapons so while you're doing lots of damage single hits usually won't go right through. It takes a few tries to work out how to perform a double tap with this gun but that seems to get the job done. Your fire is accurate enough now that you can pull it off.

Return fire mostly strikes your shield. Though it remains an awkward thing to handle the rate at which its power drops shows just how much damage you might otherwise be taking. A couple marines take bad armor hits and rotate to the back. In massed numbers these plasma rifles are a menace. Thankfully they only make up about a third of the enemy weapons. The rest are largely ineffective.

While you were busy dealing this lot Vayal has moved towards the bridge, stunning crew that resist. Her team doesn't encounter much resistance. Just people in duty uniforms and work gear.
Yours heads for engineering where you find the crew outfitting a pair of EVA exosuits with weapons. One grabs a large claymore mine and rushes you only to take a burst of mass driver shots through the faceplate. Massed fire from the marines shreds the second armored figure. You put stun pulses into the remaining crew.

Once both bridge and engineering are secure Vayall puts out an intercom message to the crew informing them the ship has been taken and to stand down. A few more foolish crew members in EVA suits move up from the aft cargo sections and make an attempt to retake engineering. They break in using hull cutting gear. Equipment not unlike plasma swords in close combat, just far too bulky to be used effectively. They clearly think otherwise.

[ ] Drop them
[ ] Shoot to disable
>>
>>6468960
[ ] Drop them

They got their chance to stand down.
>>
>>6468960
>[ ] Drop them
certified fanatics, really make me wonder whats on this ship for them fighting a lost cause to such an extend. seems rather pointless throwing their lives away, for an crippled transport, of all things, too
also however i do like to transmit requests for surrender through our suit speakers
ask on intercom if thats some religious thing? or just standard supremacist hune stuff?
>>
>>6468960
>[ ] Drop them
>>
Faced with enemies that could pose a genuine threat if they get close you give the order.

"Drop them!"

The Marines don't hesitate. Fire from the combined squad lights them up. The EVA suits are ripped apart by mass driver, plasma and splinter ammo fire. It doesn't take long to down all opponents.

You walk over and kick one of the more intact ones, making sure they're dead.
"Those were some certified fanatics. Did they really think they stood a chance?"

Ram gives it some thought.
"Those EVA suits should be proof against more common ballistics and even resistant to phase rifle fire. I think we're a bit better equipped than they were expecting."

You shake your head.
"Still they must have fought for a reason. What's on this ship that's so important? Or is this a supremacist thing?"

Talking to Vayall she questions a few crew members trying to find what's up. Most don't know the particulars of the cargo. They were in a rush to load anything they could. The bridge officers that might know are still unconscious. As for the crew resisting they state that the enemy should be resisted on every front to ensure their eventual victory. Something that not all of the crew agree with. Enough do however that it could be a problem.

It takes a few hours to find out but the cargo of this ship and the one Kalnit boarded are found to be made up of manufacturing facilities. They're broken up into prefabricated components that can be easily assembled. They have lines for small arms, hard plate body armor, tritanium refining, life support, basic ration production.

Checking in with the other Alliance teams they've got fusion reactor and fusion bomb production. Basic drive plate refining gear along with spare plates. Starship grade phase cannons. The base has an incomplete starfighter production line that if finished could churn out old Type-4 attack bombers.

They've got all of the basic production needed to outfit and grow a fleet and an army. If that colony ship is any indicator they certainly expected to have the manpower for a fleet and army.

Your infantry assigned to the colony ship report that Alliance marines are keeping them out of a few sections of the ship. They've been ordered to simply concentrate on keeping the populace under control while as many people are put back into stasis as possible. The Alliance must have found something on that ship that they don't want people talking about.

Hannah doesn't believe any of the wrecked starships are worth the salvage rights and most of those will be traded for cash to put towards savings or acquiring other gear. One of the transports isn't so bad and could be repaired, though it wouldn't be as useful as some of the manufacturing lines.
>>
>1) Do you want Silvar to sneak in and find out what the secret is?
Y/N?

>2) Starfighter Pilot Recovery
Roll 9d100

>3) Salvage Rights (The more salvage you claim the less bonus cash you'll pick up.)
[ ] Ration production
[ ] Small Arms Production - Ballistic Carbine
[ ] Small Arms Production - Pinch Fusion Rifle 1F
[ ] Hard Plate body armor Production
[ ] Type 4 Attack Bomber Starfighter line
[ ] Tritanium refinery
[ ] Transport (Damaged, requires repairs)
>>
Rolled 36, 71, 77, 23, 6, 78, 43, 37, 12 = 383 (9d100)

>>6468993
>1) Do you want Silvar to sneak in and find out what the secret is?
No

>2) Starfighter Pilot Recovery
Save our boys!

>>3) Salvage Rights (The more salvage you claim the less bonus cash you'll pick up.)
[x] Small Arms Production - Ballistic Carbine
[x] Small Arms Production - Pinch Fusion Rifle 1F
[x] Hard Plate body armor Production
>>
Rolled 89, 6, 69, 28, 90, 28, 26, 16, 54 = 406 (9d100)

>>6468993
>1) Do you want Silvar to sneak in and find out what the secret is?
N

>3) Salvage Rights (The more salvage you claim the less bonus cash you'll pick up.)
[ ] Small Arms Production - Pinch Fusion Rifle 1F
[ ] Hard Plate body armor Production

For the most part OK with whatever others also want.
>>
Rolled 88, 13, 18, 100, 71, 93, 66, 62, 39 = 550 (9d100)

>>6468993
>1) Do you want Silvar to sneak in and find out what the secret is?
i wanna say yes like
>no
100 creds saying its sp tech

>2

>3
in order of w a n t
>[ ] Tritanium refinery
>[ ] Small Arms Production - Pinch Fusion Rifle 1F
>[ ] Type 4 Attack Bomber Starfighter line
>[ ] Hard Plate body armor Production

actually, how much would a tritanium refinery go for? its the compressed stuff thats really valuable right? could this facility also produce denser tritanium? if not cut it from my vote
>>
Your pilots had some close calls but they managed to survive in their stasis capsules.

>>6469000
>how much would a tritanium refinery go for?
This is a small one so a few million. The big ones go for 10 million.

That's just for bog standard tritanium though which is mostly just used for ship structure now. Which funnily enough is better than was used on a lot of Republic ships. No anti-torpedo armor here unfortunately.

Hmm... I wonder. It might be possible to refit it for something like compressed tritanium but you'd need a production license with the data for it.
>>
>>6469000
>>6468993
Updating my 3

>3) Salvage Rights (The more salvage you claim the less bonus cash you'll pick up.)
[ ] Small Arms Production - Pinch Fusion Rifle 1F
[ ] Type 4 Attack Bomber Starfighter line
[ ] Hard Plate body armor Production

If the starfighter line ends up not being as worth while, we can always sell it to Mik as I am sure he would be interested.
>>
>>6468993
>>6469000
>>6469002
[ ] Small Arms Production - Pinch Fusion Rifle 1F
[ ] Type 4 Attack Bomber Starfighter line
[ ] Hard Plate body armor Production
alright making this my vote
>>
The Pinch Rifle and Hard Plate production are too good to pass up. They'll provide equipment your House needs in quantity. Being fairly small compact manufacturing plants it will be easiest to set them up on one of the Alliance colony worlds. That will only take a few days time.

More hard plate armor is stripped from the dead and wounded then sent for refurbishment. You'll have picked up enough for a few squads. The manufacturing will still be needed to outfit all the infantry.

Strangely enough the rifles recovered from the Hune are of a different model from the ones the production line are set up for. Maybe they just bought a stockpile of older models for cheap to start out?

The Stafighter line is for an old but still quite reliable line of fighters. Being in serial production for 450 years there aren't many surprises when it comes to the design. Stasis shield upgrades are keeping them competitive. Both the Talons and your own forces use the Type 4 as your main bomber. Another source of replacement vehicles would be useful if local supplies dry up.

When it comes to starfighter losses 9 of your fighters were destroyed. Other damage is fairly minor and will be fixed in a few days thanks to their shields. Three of your Z6 heavy starfighters were shot down in the battle. They scored plenty of kills but with the firepower they could bring to bear they were big targets. Enemy aces focused their fire on them. The Alliance will provide replacements.

Hulls and wreckage enough to rebuild six Praetorians are salvaged along with eleven more Type 4's.
>Rolled 100
Uh... one of your pilots managed to get back to the ship flying a damaged enemy starfighter? How did that happen? They're probably going to need a medal awarded for that.

Many of the salvaged fighters lack stasis shields. They'll either need to be upgraded or sold to pay for parts. The pilots are wondering if this wouldn't be a good opportunity to get more upgrades? Instead of getting another of the same craft you could treat it as insurance money put towards a better one?

1x Z5 Interceptor
[ ] Replacement (Free)
[ ] Upgrade (Z5P) -30k
[ ] Take insurance money +90k

1x Spartan There isn't a real 1 to 1 upgrade for this
[ ] Replacement (Free)
[ ] Take insurance money +120k

4x Type 4 Attack Bombers + Shields
[ ] Replacement (Free)
[ ] Upgrade (4x Type 8) -320k

11x Type 4 Attack Bombers (Salvage)
[ ] Keep in reserve (No shields)
[ ] Upgrade with Shields -550k
[ ] Sell 5 fighters to buy shields for 6
[ ] Sell to buy upgrade 4x Type 8
>>
>>6469039
>Uh... one of your pilots managed to get back to the ship flying a damaged enemy starfighter? How did that happen? They're probably going to need a medal awarded for that.

Someone actually did the Battlefield thing of jump out of a plane and back into a plane while flying. Only they did that in space. And hijacked the enemy fighter. Crazy bastard.

Can we get a list of the Fighters/ Bombers we have again please? Also any that the pilots may prefer to keep/ sell/ upgrade?
>>
>>6469039
1x Z5 Interceptor
[ ] Upgrade (Z5P) -30k

1x Spartan There isn't a real 1 to 1 upgrade for this
[ ] Take insurance money +120k

4x Type 4 Attack Bombers + Shields
] Upgrade (4x Type 8) -320k

11x Type 4 Attack Bombers (Salvage)
[ ] Sell to buy upgrade 4x Type 8
>>
File: Starfighters.png (18 KB, 1262x551)
18 KB PNG
>>6469043
Orange with a red dot are destroyed but will be replaced by the Alliance.
Yellow are recently salvaged and lacking pilots.


12x Type 4 Attack Bombers (+11 salvage)
1x Type 10 Attack Bomber
4x Z6C Heavy Fighter / Bomber
2x Z6G Gunship
8x Z5 Interceptor
2x Z5P Pirate/Particle beam
1x Spartan
1x KV-980 ground attacker
10x Praetorian Heavy (Salvage)
>>
>>6469053

Thank you.

>>6469039

Going with what anon suggested
>>6469047
>>
>>6469039
>[ ] Z5 Upgrade (Z5P) -30k
>[ ] spartan Take insurance money +120k
>[ ] Type 4 Replacement (Free)
>[ ] Sell to buy upgrade 4x Type 8

>that pilot, that roll, that result
they gotta get a name right? id like to nominate the name bob hoover some ww2 us pilot who managed to get captured and then successfully escape with a plane also, whats the treat they flew back into our hangar?
>>
It's out with the old and in with the new. The damaged or destroyed Type 4's are replaced with newer Type 8's. The Spartan is gone, only a few pilots will miss it. The Z5 is replaced with a more capable Z5P.

You don't have enough pilots for all of the new fighters that will be coming online. Quite a few people will be getting familiarized on the newer Republic family of fighters. It might be worth it to pick up some drone starfighters to boost overall numbers. Or just wait until you're done with sensitive operations and can hire mercenaries.

You're stuck with cleanup operations with the Alliance for the better part of a day while salvage ships are brought in. Arrangements are being made to move the salvaged manufacturing lines to a safe world. There are currently two that are taking on additional industry right now with others still held up in civil planning.

Ametrine - The Alliance's first colony is growing rapidly and always seems eager to add industry. Provided environmental standards are met that is. The system is well defended and is host to a powerful orbital station.
Installation cost is 75k per industry.

Kunzite - A colony you helped rescue from a pirate battleship. The locals seem to be getting on well enough with Alliance oversight and protection. There are frequent disagreements but there haven't been any attempts to stage riots or rebellion. Still a smaller colony it has adequate defenses now but the lack of an orbital station is slowing growth. There are concerns a sufficiently large raid could overwhelm the garrison.
Installation cost is 45k per industry.

Asteroid Base - An idea has been floated that you could purchase a Concealed Asteroid Berth Kit for 4 million and use it as a hidden manufacturing point. It would take some time to get it fully operational but you could do what you want with it in terms of expansions.

Storage - The industrial blocks can be stored near indefinitely until you have an opportunity to establish them elsewhere. You may want to save something for a rainy day.

Current Fleet Finances is 4.1 million

>Small Arms Production - Pinch Fusion Rifle 1F
[ ] Ametrine
[ ] Kunzite
[ ] Asteroid Base
[ ] Storage

>Hard Plate body armor Production
[ ] Ametrine
[ ] Kunzite
[ ] Asteroid Base
[ ] Storage

>Type 4 Attack Bomber Starfighter line
[ ] Ametrine
[ ] Kunzite
[ ] Asteroid Base
[ ] Storage
>>
I've been trying to post for 30 minutes but keep getting bad gateway on the captcha.
>>
>>6469077
>Small Arms Production - Pinch Fusion Rifle 1F
>Type 4 Attack Bomber Starfighter line
[ ] Ametrine
those are pretty important for our growing house so safest place it is
>Hard Plate body armor Production
[ ] Kunzite
if we hire local we might get some local favors rolling plus its just body armor so no real security concern

>>6469078
i just have to wait like 1-2 minutes for the captcha to show up but yeah its whack rn
>>
>>6469077
>>6469085
I am good with this one. I would love the asteroid base but we really don't need it right now. This also allows us to build up some standing in both areas.


I also had to wait a while for it to even load the captcha
>>
>>6469060
>bob hoover
Btw, any support for this?


Arrangements are made for the industy to be set up on the two colony worlds. The starfighter production line will take the longest to move but that's alright. You can afford to wait for some older style fighters.

When everything is squared away the Bertrand checks in at the black site making a full formal report of your activities. The Children of the Talon may have had the potential to become a serious threat if left to their own devices. Dealing with those ships full of prisoners is going to be a small nightmare for the main fleet.

"The Talons were an even bigger threat than we suspected. It's good you were able to help the main fleet in dealing with it."
Commodore Kheshean addresses your command crew.
"We've shifted our search for the Heralds out of the Sentinel Worlds. We've recovered data while you were busy indicating that they only rarely visited this arm of the galaxy and were usually found in more distant areas. Your unit is not equipped to handle investigating the Core or the Prime Worlds yet. Please see to one of the other regions."

You've been restocked with SIGINT probes. Patrol missions will involve deployment of probes near populated Izuan colony zones while watching for pirate vessels. Capturing pirates would still be of use in the search for data. Any actionable intel on the Heralds is a priority.

>Mission: Convoy Escort / Infiltration (The Wormhole)(Elevated threat)
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: Patrol (Traverse)(Low threat)
Start time: Any
Duration: ? days
Payout: 50k / day
Deploy probes. Search out and capture Izuan pirate ships for use by Alliance Black Ops.

>Mission: Patrol (Boundless Verge)(Elevated threat Threat)
Start time: Any
Duration: ? days
Payout: 50k / day
Deploy probes. Search out and capture Izuan pirate ships for use by Alliance Black Ops. Arnach ships are known to frequent the region. Beware of ambushes.

>Mission: Patrol (The Homeworlds)(High Threat)
Start time: Any
Duration: ? days
Payout: 50k / day
You know the drill. Avoid Izuan fleet movements as the homeworld queens seem to be trading blows with the Prime Worlds.
>>
>>6469131
Sure the name is fine.

>Mission: Patrol (Boundless Verge)(Elevated threat Threat)
>>
>>6469131
>bob hoover
>Btw, any support for this

Yeah, it works.

>Mission: Patrol (Boundless Verge)(Elevated threat Threat)
>>
>>6468993
>[ ] Hard Plate body armor Production
Can this be partnered with the Jem Leith power armour production to get synergy and improve armour capability further? I recall they were using inferior tritanium and the good duke was improving that.
I think we need every squad improvement we can get at this point.
>>6469077
>Hard Plate body armor Production
wherever we stuck the Jem Leith production line
>>
>>6469131
>bob hoover
>Btw, any support for this?
+1 Good man, our Bobbie.

>Mission: Patrol (Boundless Verge)(Elevated threat Threat)
+1
>>
>>6469131
>Mission: Patrol (Boundless Verge)(Elevated threat Threat)
double threat means double loot... right?
>>
The site wasn't down as long as I expected.

>>6469263
>Can this be partnered with the Jem Leith power armour production to get synergy and improve armour capability further?
They're using standardized components for the B model that has a hard plate outer layer. In theory yes you could provide the JLA factory with components to get the B model cheaper.

That would apply to purchases. You're currently getting batches of prototypes for free with your ownership of the one line. It's going to be a bit before the B model is available in numbers. They're a bit farther behind on development.

>Mission: Patrol (Boundless Verge)
You're headed out into the Boundless Verge. Though not as heavily settled a region it does see traffic from the more dangerous regions surrounding it. The Arnach also can't be discounted. According to intel they mostly seem to concentrate their operations in the Vigil Worlds and the Verge. If they have bases of operation this may be one of they places they can be found. That's not what you're out here looking for though. The Heralds remain the focus.

Taking rolls of 1d100 from as many people as want to contribute.
>>
Rolled 87 (1d100)

>>6469329
>In theory yes you could provide the JLA factory with components to get the B model cheaper.
yay

>roll
>>
Rolled 59 (1d100)

>>6469329
>batches of prototypes for free
i kinda steered away from that can of worms, but well now, i guess, is the time to ask: is the 50k we pay already the rebate we get from owning the line and only needing to pay for raw material and wages? whats the actual cost for any random customer? if that differs and if not what we gotta do to get some sweet price reductions? can of worms in the sense that i didnt want to bog you down with random numbers juggleing
>>
>>6469336
>whats the actual cost for any random customer?

The "at cost" price is 50k for the base mode, 70k for the B model. Obviously those will need to go up for sale to regular customers. Probably add another 10k. Commander Zvonimir feels the armor will need to stay below 100k to remain competitive with power cell armor. For now nobody is going to shell out a fortune for suits that may need to be recalled.

Your rebate from owning the line are batches of free suits rather than profits.
>>
Going into the patrol half of you are ready in power armor or on stand by at any given time. The same goes for the marines and infantry. You're on shift looking over the central command display when a set of four signatures pop up on the sensors. They're almost right on top of you.

"Helm go evasive! All hands, battlestations!" Orders Hannah.

The Bertrand avoids most of a barrage of cannon fire as a group of Arnach ships swoop down on you. The missile battery launches whatever SP missiles are in the tubes then switches to a nuclear barrage to provide some cover while you regroup.

"Get us some distance so we can launch starfighters."

"One Arnach ship damaged," reports sensors.

Hannah has the ship roll to cover the port side then launches the bombers that are ready. The ships swing back around and send return fire towards the Arnach as the bombers get clear of the barrage and prepare for a torpedo strike.

"Switch us back to SP missiles."
"Loading... ready."

The Chief has your trio of ships take on an Arnach vessel straight on, everyone focusing fire. Their shields begin to collapse and they maneuver to avoid the rest only to take several SP missile hits to their aft. It begins to spiral out of control.

You trade fire with the two undamaged ships while the third tries to loop around to assist the damaged one. They still keep up fire on you. The starfighters are maneuvering for a clear shot on the fast moving attack cruisers.

A better target soon arrives on the field. An Arnach battleship jumps in with two other escorts and begins to add its fire to the mix. You change course and try to get some distance. The starfighters however open up, dropping a full barrage into the battleship. A dozen explosions blast craters in the hull. The bigger ship soon puts on a burst of speed and jumps back out of the system.

Torpedoes hit some of the other Arnach ships and they seem to get the idea that they shouldn't be sticking around. They jump, disappearing in flashes of red light and leaving two crippled attack cruisers.

The rest of the fighters launch and spread out, covering multiple approach angles. Ready in case any more Arnach ships come back. The bombers that have expended their torpedoes return and quickly rearm. You're finally able to contact the Alliance fleet and call for both salvage craft and an escort. Or the bridge crew does, meanwhile you're headed for the shuttles.

What armor will you take in your first action against the Arnach?

[ ] Heavy Jump Jet
[ ] Phase Armor
[ ] Jem Leith B-model
[ ] SRL Power Cell Armor (Spike)
>>
>>6469356
>[ ] Heavy Jump Jet
Time to clean house and get us two fancy ships.
>>
>>6469356
Assuming we're ferrying to the biggest remaining Arnach ship, lets go maneouverability:
[x] Heavy Jump Jet
>>
>>6469359
>>6469357

>Choose your loadout!
Republic Heavy Jump Jet
Smart Grapple:2
Stasis Units:2
forearm plasma sword:2
Integrated shields (forearms and chest)

>1)Rifle: 2 Slots available
1A) Fusion Rifle
1B) Phase Long Rifle
1C) Mass Driver Heavy Pistol
1D) Heavy Phase Pistol
1E) Plasma anti-tank gun

>2) Grenades: 18 slots available
Frag (1 slot)
Breaching charge (1 slot)
Stun pulse grenade (3 Slot)
Stasis Unit (2 slot)
Extra Ammo (main weapon)(2 slot)

>3) Special
5A) Holographic Decoy System
5B) Holographic Flag
5C) None
>>
>>6469361
>1A) Fusion Rifle
>1D) Heavy Phase Pistol
lethal and non lethal options
>3x1 Slots Breaching charges
>3x3 Slots Stun pulse grenades
>3x2 Slots Stasis Units

>5A) Holographic Decoy System
wheres the RAID option, heh
>>
>>6469361
Might as well bring extra tools for the marines.

>1)Rifle: 2 Slots available
1D) Heavy Phase Pistol
1E) Plasma anti-tank gun

>2) Grenades: 18 slots available
Frag (1 slot) (4)
Breaching charge (1 slot) (4)
Stasis Unit (2 slot) (4)
Extra Ammo (main weapon)(2 slot)

>3) Special
5B) Holographic Flag

The only good bug is a dead bug.
>>
>>6469361
going with
>>6469366
>>
I had to try to bring the Flag, one day.
>>
The heavy jump jet suit is becoming a favourite of yours. Most of the others prefer the flexibility of the Medium suits. Silvar is treating his recon armor like a second home some days. This may just become your regular suit.

Fusion rifle locked into place and with a heavy phase pistol as backup you're ready to go.
"Medics, I'm packing extra stasis units. Try to take some alive for questioning but if it's a choice between you or them I don't want to see friendlies in body bags. Copy Marines?"
"Sir yes sir!"

The stun pulse grenades and breaching charges should see you through anything the plasma swords can't. You don't always want to telegraph your presence before breaching.

The holographic decoy system is operational but you question how effective it will be this time. It seemed to work well enough with the medium armor letting you quickly exploit distracted enemies. It's going to be hard to move quite so precisely without giving yourself away.
At the very least you can use it like the flag projector if for nothing else.

You team's shuttle accompanies the LST as it moves in to dock with the least damaged of the two attack cruisers. Scans indicate the crew have been trying to make repairs and they have attempted maneuvers before being tractor beamed by the Sharp. Nin informs you he's keeping a close eye on things and is ready to blast the ship if it tries to go active. Also to stay away from the sublight drives until the bridge and engineering are secure.

The Arnach government were understandably reluctant to release much information on the ships as their current vessels are based off similar designs. They did give the location of the bridge and FTL core. The FTL system isn't as dangerous to operate near as a faction jump drive core but being near one that's active still isn't the healthiest. You don't want them to jump.

Kalnit suggests that everyone keeps an eye out for their cloak or stealth system. Their ships were quite close by the time you detected them. They must have done something to hide from you.
"Securing the ship is the priority, then we can search for interesting tech," you remind him.

Breaching an airlock results in an enemy boarding team firing into the shuttle, throwing the equivalent of flash bangs and trying to counter board you. Your HUD blocks the worst of the flash and six marines shoot the first Arnach through the hatch to pieces. The second trying to get through ends up with a plasma sword through their neck. It doesn't take much for the head to fall away. The rest of the hostiles fall back firing a mix of weaponry, some beams others ballistic.

The LST soon reports their own encounter with Arnach attempting to counter board. Those who try to climb over the hull are cut to pieces by the point defense weapons.
"LST to all teams be advised Arnach troops are using stealth systems that are only partially effective. Keep sensors at full scan, broad spectrum and they should show up."

>Cont
>>
Sending the drone in you see some retreating figures but there are a number of shadows in the corners that are about the right size and shape for the spider-centaurs. You have your own answer for that, flash bangs kicked up a notch.

The two stun pulse grenades sail through, each bouncing off in the direction of a shadow. When the spherical weapons go off you drop through the hatch and begin shooting. One gets a fusion rifle shot, the other a burst from the heavy phase pistol. The pistol misses the target as you were mostly focused on directing the more dangerous rifle. Once the first target is cut through by the beam of superheated plasma you turn and redirect the pistol until the second Arnach drops.

Marines flood into the corridor after you, a medic checking the one you repeatedly stunned.
"They're alive but wounded by all the stun shots. One camouflage system and stealth armor. Protection similar to some older model body armor."

With the aid of their power cell armor the medic is able to bring the prisoner back onto the shuttle by themself where they're secured. Ram posts a fire team at the docking port to prevent another counter boarding attempt. There's no telling what they might do to your shuttle crew.

"Did you see the head on that one? Huge fangs, glowing red eyes."
"Cut the chatter and move up," Ram orders.

The team advances, at first in pursuit of the fleeing hostiles. That doesn't last long as the forward sergeant warns of potential ambushes. You find a side passage and flank around, crashing into a squad holding position on the floor ceiling and walls. (The artificial gravity in here is a bit weird.) You tear through four of them with plasma swords. A stealth trooper retreats before you can get a bead on them.

Emerging into the passage on the marines flank you're spotted by hostiles on the opposite side. One is carrying a heavy weapon and fires it right down the middle of the passage. You you dodge, using your left arm shield to block it but radiation warnings go off. You've caught some back scatter it would seem. They're charging for a second shot when your return fire hits them square in the torso trending upward.

Fire from the other ambushers are ineffective against your armor so you throw another stun pulse grenade, largely knocking out the group. The Marines are moving up as your sensors detect a threat from behind. Something hits your right leg as you go to spin in place. There's resistance to your turn but you still mange to put a shot into the stealth trooper before they flee again. They're not dead but wounded.

Looking down, the back of your right ankle has been hit with a ball of adhesive that is also stuck to the decking and part of the wall. Even with the power available to your suit it does not want to pull away. You can rotate the limb but that's about it. That's... annoying.

>Cont
>>
You flash a warning to the others about this adhesive.

"The spider men have web launchers?" Lukka asks, coming over to take a look.

Marines take up defensive positions while the specialist investigates.
"Wow, it is really on there. I've- uh, lost my sample gear sir. It's stuck."

[ ] Use (more) force
[ ] Plasma sword
[ ] Write-in
>>
>>6469412
>[ ] Plasma sword
>>
>>6469412
>"The spider men have web launchers?" Lukka asks, coming over to take a look.

Adhesive grenades that can stop Heavy Power Armor? Now that's some impressive adhesive properties right there. Definitly need to gather some samples of both the weapon and the adhesive. See if there's some other uses for it.

But first lets cut the crap and get out, carefully.
>[ ] Plasma sword
>>
>>6469411
>a ball of adhesive
its habbenin, i asked for it and now its habbenin
>>6469412
>[ ] Plasma sword
carefully cut around this precious adhesive gold
i cant wait to throw this stuff into some certain unsuspecting dominion nobles face
>>
After another minute spent poking in prodding you've had enough.

"Let's cut the crap and get a move on. Stand clear Marine."
"Sir if you just give me five maybe ten minutes-" Lukka objects.

You ignite the plasma sword built into your right gauntlet putting an end to the discussion.
"Stand clear!"

Giving yourself plenty of room you burn away the adhesive, carbonizing most of it. Surprisingly it didn't burst into flames as you would have expected. Part of the deck plate is melted away away as well, the metal glowing yellow where your blade touched. A still gummy layer remains attached to the back of the ankle joint and is reducing mobility somewhat. It shouldn't interfere too much though.

The specialist broadcasts everything back to support personnel on the Bertrand. You put out a request for the capture of any examples off the "web launcher" if encountered. It's no doubt that such a find will be valuable. Being able to immobilize power armor -even if only temporarily- could certainly come in handy.

The Arnach resist every step of the way. They put up traps and ambushes. Fire teams set up barricades and heavy weapons. Their teams are using portable x-ray lasers with plenty of power behind them. Marines get warnings to watch their rad counters. Even high density armor of power cell suits can only soak so much.

Then there's the damn web launchers. Stealth troopers are trying to immobilize marines so that other teams can sweep in and hit them while they can't move. You can move fast in this suit but evasion isn't its strong point. You take two more web hits, one to the lower chest limiting your torso twist, another to the right elbow.

The elbow hit was nearly a problem and you had to hastily chop away a section of wall to free yourself before a heavy weapons team could hit you. They ended up turning a section of hallway into swiss cheese using a Vulcan cannon firing depleted uranium rounds. Your shields and armor might have held but you're not in any hurry to test that theory.

The stun pulse grenades are getting plenty of re-use. The enemy armor just isn't strong enough to soak off the entirety of a pulse wave. Some remain conscious, even mobile, but they are hurt by it.

As more marines get stuck one of them that happened to have an Izuan plasma pistol finds that the flame mode seems to be effective. It's still not great. The carbonized material forms a baked outer layer. You need to remove enough material to separate from whatever bulkhead you're stuck to. The end result is that the pristine white biohazard armor is covered in ugly lumps of blackened mass by the time you secure the ship.

"We look like we've fought a legion of Marshmallow Men not giant space spiders," gripes one Marine.

>Cont
>>
You take the bridge while Kalnit secures engineering. Silvar has been busy hunting stealth troops in the outer parts of the ship and recovering their camouflage systems.
A pair of Arnach junior officers were arguing on the bridge when you breached and they were both quick to surrender.

"Who's the captain?" you ask.
"Y-you are?" volunteers one with more orange glowing eyes.
"I mean the former captain," you clarify.

The two officers glance between themselves.
"We assumed you killed him?"
"He wanted to see what your species tasted like."
"Probably not the best idea."
"He was old, the bleed was getting to his head."

You look back and forth between the two. Are they brothers? Aside from the eye colour they look quite similar, humanoid-ish head but with more eyes. Dark grey skin. Neither with the more exaggerated fangs some of the others had.
"Bleed? Clarify please?"

"Oh, Red Space leakage."
"You know from the hyperdrive?"
"He liked spending too much time near the outer hull."
"Some think the bleed makes them stronger."
"It does make some stronger."
"I think it just makes them crazy enough to work harder."

You hold up a power armored hand to stop them.
"Enough. Both of you are being charged with piracy. If you cooperate with the Alliance and the Arnach government and answer their questions they may be lenient."

"So we'll be adopted by another ship?"
"No they'd have to send us to the homeworld."
"I would like to see the homeworld very much. I'll cooperate."
"Yes. Both. WE will cooperate."
"Is there food that wasn't people?"

You get a sinking feeling. That question has you now dreading what's going to be found in the cargo bays, larders and mess halls. Maybe it would be best If you didn't go looking into that right now. Maybe you should help oversee getting the prisoners back to the ship?

[ ] You don't need to know
[ ] You need to know
>>
>>6469494
[ ] You don't need to know
>>
>>6469494
Why do I get the feeling we are about to come upon a humanitarian problem involving Izuan and Factions species?

>[ ] You need to know

Someone else can deal with that trauma. Call the Alliance, maybe there's someone that they can do with whatever is there.
>>
>>6469494
>>6469498

Meant

>[ ] You don't need to know
>>
>>6469494
>[ ] You need to know
gotta know what we are dealing with, also makes me wonder just how they kept afloat till now. like how do they replenish material losses if they seemingly cant even get a basic food supply going... like real food i mean
>>
There are some things you don't need to know. At least not right now. Better to get the prisoners into holding and make sure the ships are ready for recovery by the salvage teams. Whatever needs to be found will be found eventually.

What you do look into is snagging a web launcher for study by the armory team and possible reverse engineering. It doesn't take long then the prisoners are on their way once more. The Shuttle is loaded up and you begin the first of several flights to the Bertrand.

The two prisoners from the bridge are classed as cooperative. They're to be kept away from the others. Data downloaded from the Arnach embassy ensures suitable food packs are left for everyone locked up in the brig.

With survivors transferred the Alliance recovery ships arrive and haul both attack cruisers back to the fleet. Intel wants to get their hands on everything aboard. Shields, weapons, engines and FTL. Do the more common gravity well generators work against Arnach hyperdrives? Questions that all need answering.

The Alliance isn't the only one that wouldn't mind access to exotic alien tech. Your sponsor House Helios along with House Tho'ros would each be interested.

Helios is well known for their energy weapons development. They work on everything from common phase cannon upgrades to the mighty siege cannons used by capital ships and fortresses.
Tho'ros could benefit from the beam weapons but might not be able to exploit them as quickly.
The Alliance would doubtlessly want more examples to study. Or you could keep them in storage until you can make use of them yourself.

The hyperdrive is far outside the wheel house of the Dominion. The one House that would benefit from access to it would be the Ruling House. Not the typical go-to choice for your party. Za'had Helios could probably act as an intermediary.
Hannah doesn't want to hang on to it as apparently Alar is already preparing a medical presentation on the effects of hyperspace bleed.

Then there's the web launchers. Helios would find a use for them surely but Tho'ros with their stake in the power armor market could stand to win or lose more. Or you could keep them in-house for the moment and try to do some work on reverse engineering them. This will take time and money.

>1) Exotic matter particle beam x2
[ ] Helios
[ ] Tho'ros
[ ] Alliance
[ ] Keep them

>2) Hyperdrive
[ ] Helios
[ ] Tho'ros
[ ] Alliance
[ ] Ruling House (via Helios)

>3) Web Launchers
[ ] Helios
[ ] Tho'ros
[ ] In-house
>>
>>6469547
>1) Exotic matter particle beam x2
[ ] Helios
[ ] Tho'ros

>2) Hyperdrive
[ ] Ruling House (via Helios)

>3) Web Launchers
[ ] In-house
>>
>>6469547

>Hannah doesn't want to hang on to it as apparently Alar is already preparing a medical presentation on the effects of hyperspace bleed.
I take it this is an all hands safety/ medical briefing?

What anon suggested sounds good to me.
>>6469553

I like the idea of reverse engineering the Web Launchers. Sure Tho'ros could do better with it now. But our house needs something to help it compete with the other houses.
>>
>>6469547
>3) Web Launchers
[ ] In-house
yea, dont need to vote on more thats all i need baby
first thing i wanna do with it is stuff it into grenades then ill see further we spiderman-house now
>>
Rolled 13 (1d20)

So my workplace is range banned at the moment. That's good to know.

What I was going to post was that the x-ray lasers aren't up for reverse engineering because they're a known technology. The ones they were using were large enough that you either need to be operating in low gravity or be using power armor.

The JLA Marine team will be testing them out as they're better sized for their armor.

Silvar is thinking he might buy a Dominion built X-ray laser rifle to see how it pairs with his armor. They're supposed to be the preferred weapon of Dominion assassins. At the very least he can compare it against the Arnach weapons.

The Alliance is beginning an analysis of the web launchers and expects to have perfected a chemical that can break down the sticky substance within a few days. Meanwhile one of the Marines somehow convinced a prisoner to tell them how they remove the webbing. As a result they soon turn up spray canisters from among the captured gear that produce the desired effect. Now that it's properly identified it should speed up getting your armor serviced.

Vayall used the phase armor again during the last outing and found that it could simply be turned up and disintegrate its way clear of any webbing. This wasn't that quick and would slow her down for a few seconds until burning her way clear. It is noted as another option.

Despite the spray being found much of the power cell armor is pulled for servicing for two full days. Black ops wants to have a good look at their gear you've been borrowing. You'll either have to take a two day leave or have most of the marines deploy with hard plate armor.

[ ] Take 2 days leave
[ ] Deploy with standard gear
>>
>>6469840
[ ] Take 2 days leave

Also lets other items get time to finish, progress.
>>
>>6469840
>[ ] Take 2 days leave
watch combat footage against the red arnachs rednachs, heh , check their logs for capability of their soldiers and weaponry, talk to the two junior bridge officers trying to get to know how well they follow command structures, figure out weakspots in their armors... in short try to learn every little bit we can about their fighting style.
>>
>>6469840
>[ ] Take 2 days leave

Get some time to rest and maybe interact with fellow Knight Aspirants and some training in to improve further.
>>
The crew is going to get some leave time. There are a few things to finish up first

Continuing cleanup of the Talon base and battlefield has turned up some SP missiles that had been hidden away or failed during the battle. 13 have been added to your House stockpile. This brings the total up to 53 missiles and 70 torpedoes. A century ago this would be as much as a small House might have. Now with regular stipends and Neeran War salvage this is probably a drop in the bucket. Its enough to turn an important battle though. They just have to be rationed and given plenty of decoys to make them count.

Alliance salvage teams have reverse engineered an attack bomber weapon rack that was used to carry 2 SP missiles in place of a single torpedo. With these weapon racks your newer Type 8 attack bombers could launch a salvo of a dozen SP missiles. Feeding all of your bombers would be difficult at that point. You'd need twice your current stockpile of missiles just to arm the newer Republic craft.

The Alliance can get enough SP missiles to continue feeding your missile battery but they're leary about getting enough for all your bombers. The torpedoes may be more expensive but they have stockpiles of them to spare. Along with well established supply lines.

House Tho'ros gets the Arnach starship grade particle beam you've sent them. (Improved relations!) They intend to return the favour by doing something nice for you but it will take a few days for them to settle on something appropriate.

Za'had Helios has agreed to pass on the hyperdrive to the Ruling House. This will no doubt get their attention. Everyone has been so focused on the Izuan that Arnach technology hasn't really come up. You may not hear about it for awhile but it won't be forgotten.

As for the particle beam it is certainly of interest to Helios. Their scientists will be going over it in detail for some time to come. As for a reward Za'had is willing to offer access to new phase degenerate matter beams. These are a descendant of twin linked phase weapons. House Nasidum tried to develop a spinal mount weapon during the civil war but were only partially successful. Helios bought it from them and may have perfected it. They're more compact than the Nasidum weapon but still have some teething issues.

"You have given me a cannon, I am prepared to give you two. I believe your Vengeance type could mount them though it might require some modification. It would only be fair of me to give you access to purchase more to fully outfit your ship."

The Sharp Requital currently has 4 spinal mount phase cannons. These could be upgraded to new Helios weapons but there is a catch. The current reactors aren't powerful enough to supply their energy requirements. They would need best quality engine assemblies. Eight of them.

>Cont
>>
You could currently afford the engines, but you don't have enough to buy another 2 cannons for a full set. They're worth a staggering 2.5 million apiece.

Two of the guns are yours. You can put them in storage until there is a chance to do more with them, or see about selling them for a short term financial boost.

Mounting just the two of them on the ship could be done but is inadvisable because of balance issues.

[ ] Storage
[ ] Sell them
[ ] Mount them on the ship (Requires engine upgrade)
>>
>>6469875
>[ ] Mount them on the ship (Requires engine upgrade)
I think it is worth investing in as its an important part of our unit. We can just ear make it as one of the next upgrades to balance it out.
>>
>>6469875

>[ ] Mount them on the ship (Requires engine upgrade)

Also man the Neeran War really did a number on SP Weapon availability if we now have near enough SP Weapons for what a Small House would have normally.
>>
>>6469875
[x] Storage
The Vengeance is mighty, but I think better that a better ship gets the upgrade. If we can get hands on a EC-K..
>>
>>6469875
>[ ] Mount them on the ship (Requires engine upgrade)
yep thats pricey, selling em for half a PA is also insanely tempting, but reality is that we need any and all protection for the Bertrand we can get

>>6469901
luckily we can always strip em out once we get a better ship
>>
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It seems the new guns are going on the ship. Cher'sion makes a deal with the Alliance to have the old cannons put in storage without much cost to you. You can get them back with a day or two's notice.

New engines needed! All 8 engines need to be upgraded so the ship doesn't suffer performance issues like uneven thrust. The quartermaster will try to find someone willing to buy the old engines. Or you could save them for use as emergency spares or components for other ships or bases.

>1) New Engines
[ ] 500k Best quality engine (GE) (x8 = 4 million) Toughest and most reliable
[ ] 450k Best quality engine (Aries) (x8 = 3.6 million) Highest Performance, higher maintenance
[ ] 400k Best quality engine (Great House) (x8 = 3.2 million) Good all-rounder

>2) Old Engines
[ ] Sell them
[ ] Save/ Recycle them
>>
>>6470012
>1) New Engines
[ ] 500k Best quality engine (GE) (x8 = 4 million) Toughest and most reliable


>2) Old Engines
[ ] Save/ Recycle them
>>
>>6470012
>[ ] 500k Best quality engine (GE) (x8 = 4 million) Toughest and most reliable
the 800k more do sting but we might as well go all in
the engines on the sharp are just the stuff they had right? i can only find us replacing the Rex's engines?
if so
>sell
else keep em
>>
>>6470012
[x] 500k Best quality engine (GE) (x8 = 4 million) Toughest and most reliable
Welp, in for a penny, in for a pound.

[x] Sell them
>>
>>6470020
>the engines on the sharp are just the stuff they had right?
Yep. Grethor engines.
>>
>>6470026
>2) Old Engines
[ ] Sell them

Shifting my 2 to Sell..
>>
Movie night! Alar isn't done the medical presentation yet but feels everyone needs a break, so the night before leave officially starts everybody piles into the lounge. Nin is there with the Sharp currently in dock for refit. Silvar and Kalnit are fiddling with the stealth cloaks from the arnach ship. They're trying to see if there are any settings other than turning the wearer into a spooky and somewhat hard to see shadow. Talaat shows up with popcorn and snacks while Vayall tags along with the drinks.

"Someone had to make sure that wine was included."

Once you're all here and ready Alar starts up some old musical.
"Everybody needs to sit down and spend a few hours relaxing."
"No epic to get us hyped up?" Talaat asks.
"You're going on leave not straight into a combat zone."

The movie was clearly intended as a family film, it is a musical after all. Following a lesser noble family that has found itself near destitute, but finding their way by at first performing for charity.

The second movie is about an alien warrior befriending a child on a hostile world and eventually saving their family.
"Was this a horror movie that they changed into a children's film half way through production?" Kalnit asks.
Nin swears he's seen the alien warrior in an older Terran film.

Vayall spins a now empty wine bottle to see who picks the movies next time. Talaat wins with several of you asking that he doesn't choose some variation of the Battle of Thermopylae.

As things break up Nin wonders about the upgrades to the Sharp.
"I kind of wish we'd given that second Arnach starship cannon to Helios, they might have given us a full set of the new guns."

You shrug.
"Oh well. We couldn't have known that ahead of time. Besides we need good relations with Tho'ros given the armor production line."

That night you try to sleep in for once but find that the recent battle with the creepy spiders sneaking around in the shadows hasn't done you any favours. Silvar has to be told to stop joking around with what he's calling wraith camo unless he wants to get stunned by mistake.

Leave time turns out to be much needed for the crew. As much work as possible is handed off to the flagship so that the crew can get real time off. The remaining starfighters being rebuilt are sent for finishing. Armory crew puts the weapon reverse engineering on hold. The ship switches over to a skeleton crew.

>Is there anything in particular you wanted to get up to on your days off?
>>
>>6470059
Maybe some real rest for once, considering we always end up training on our other time off. Maybe just mingle with the crew and decompress.
>>
>>6470059
can we read up on the chemical properties of the arnach spray? like how elastic is it while maintaining its adhesiveness, could you use it as makeshift armor repair patches, how space resistant is it? how difficult is it to reproduce? is it biological or artificial /replica? could you treat your armor beforehand in a way it wouldnt stick on?
maybe read some theoretical books about spaceship flight/piloting (we are gonna fly some one day... right?), and check out the local shops for some finger distractions like a rubics cube, or maybe in the future they have miniaturized those falling sticks reaction speed test games? and finally hang out with our fellow aspirants
>>
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The first day on leave is spent with your fellow aspirants on the flagship, exploring the city and seeing more the sights. You've visited a number of places throughout the city sure but those were always outings to get to a particular place. This time all of you are out to see what you can see. You're on the lookout for some simple puzzle games to stock the lounge with. It's fairly easy to find some near the shops selling trinkets and keepsakes for tourists.

Much to your relief there are no Arnach staking out the doughnut shops. There are people from all over Faction space and the former Neeran empire. Some Izuan are sighted here and there, often with a few locals showing them around.

Clothing and jewelry stores, shops selling electronics, foods, confectioneries. Everything you might want to find is packed in near the easier to reach areas which more specialised shops farther out of the way. An odd rainbow coloured Dro'all is angrily ranting about the finer point of racing vehicle maintenance outside a ground car shop.

Having picked up some spending money Talaat and Silvar each buy repulsor jet bikes. Silvar gets a stealth model he's going to try outfitting with wraith camo. Talaat is wondering if it would be worth picking up a few more for use by special forces teams. Some times you need to range out away from shuttle landing zones and a jet bike is just small enough to fit on an assault shuttle.

"See if you can go without crashing that one first before we risk marines on them," Alar suggests.

You check in with some of the crew that are out and about, asking if there's anything the ship needs. Most of the crew are in good shape thanks to the bonus pay you've been getting from the current assignment. In combination with the pension fund being established morale is high. The leave is appreciated though. You'd been on assignment for awhile.

One lazy day spent you look into research on the second. Everything the Alliance knows so far about the web launchers. Can the webbing be used in emergency patches? Yes, though they wouldn't be as versatile as the current ones. Their high elasticity and strength combined means they could be used to help contain larger breaches. It might need to be reworked a bit to better suit this role. It is already resistant to vacuum and temperature extremes. Obviously there are limits like a plasma sword.

You try to find out if there might be a way to treat armor before hand. The spray the Arnach use will tend to aerosolize over time so it won't remain on a suit more than a few minutes if you spray it down before hand. There is talk of non-stick surface applications that might work but it's going to be a few days or weeks before that gets anywhere. It might improve the biohazard capability of the armor if it works.

>Cont
>>
>>6470105

The composition of the webbing is at least partially organic. Arnach are a spider like species and they do produce webbing. Some of this base material is used in creating the mixture. This may simply be out of convenience. The Alliance thinks they can produce everything needed for ammunition entirely though artificial means. Until they have it worked out it's suggested you use the launchers sparingly.

With that looked into you move onto flight simulators later in the day. You have basic starship piloting down and have flown a few times. Shuttles and starfighters are completely out of the question at the moment. Each handle quite differently and you'd need the better part of a week to get the basics down on each.

If you got your starship piloting to veteran level that might be enough to give you a basic understanding of the other two.

You have gained 2 free skill points to be assigned as you see fit.
>>
>>6470107
Armed Melee
Starship
>>
>>6470107
>ranged weapons
>power armor
>>
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The crew returns from leave ready to take on the challenges of the galaxy once more. Morale was starting to slip but now most people seem to have gotten the rest they need.

When you arrive in the operations center you find a gift has arrived from House Tho'ros along with a note from Commander Runo Zvonimir.

He wishes to apologise ahead of time but that his house has a powerful fascination with particular avenues of technology.
It's not his fault.

"What has his House gone and done?" Hannah asks.

The message continues. The Commander was able to throw in one gift that he feels could be of more use. B-model Jem Leith armor outfitted for use by a Shallan. It might be able to mount a plasma sword, although this may impact performance due to the reactors being somewhat limited. The user might be farther ahead with a holo blade.

Nin is quite happy to have a proper suit of armor now.

Everyone else wants to know just what was sent by the rest of the House.

A Tho'ros Walker Armory License and a pair of new F2 model Jump Walkers. The F2 is equipped with additional layers of Hard Plate for improved protection, and has upgrade slots for advanced stasis shielding. Their main weapons are replaced with rapid fire short barrel particle beams greatly increasing overall firepower. Outboard secondary thruster units greatly improve mobility.

An upgrade kit has also been included to refit one of the walkers with fusion cannons and plasma swords. This would be the F2D refit. This refit package is not commercially available yet. It is valuable.

Your Great House license already gave you access to the two basic models of Jump Walker and the much more expensive Malyutin Class. Tho'ros access would allow you buy any of the upgraded models and even the LST sized Dante Gunship. You have options.

At present the Bertrand's walker bays are being used for a probe launcher and a missile battery. One of these could be temporarily removed if you wanted to use the walkers on a mission. Until then House Tho'ros will keep the F2's in high security storage.

Although none of your people are technically rated on walkers the Knight aspirants have high enough power armor synchronization that it is equivalent to basic training.
>>
>>6470145
>It's not his fault.
look, whenever someone says something like that it just means they didnt try hard enough. in this case runo should have just tried harder not being born into House Tho'ros, classic beginner mistake, really.
also holy shit why does it feel like Tho'ros is sponsoring us harder than Helios. (peeking at the catalouge) wait those are just 350k a pop, are walkers really that cheap? is that because they can get away with using prefab armor slabs? like those prices make me feel like walkers are just papier mache with an engine inside, then again an adamant tank is also just 160k. this is where i the player should just be quiet right?... i tried...
>>
>>6470145
That house keeps doing us proud. May the walker line never stop progressing.
>>
>>6470160
Wait I thought the Adamant was more expensive than that... huh. I'm just going to bump that price up a bit.

The jump walkers are meant to be ludicrously inexpensive with most of the cost of the base model being the engines. That's because they started as cheap disposable drones that hopped around and blasted things with a couple particle beams.

Then people got scared of drones for a bit and wanted a manned version. So they made it more expensive with actual protection in some key areas. And so on and so forth.
>>
While you've been away the Alliance has been busy cracking the database on the ships you captured. The Arnach Government has been able to decrypt a lot of it. There is a wealth of data to look over. Only some of it will be useful to black ops so it will be some time before they bother you with any of it.

Alar gives a short presentation on red space exposure. It has a number of psychological and physiological side effects.

In the Arnach exposure results in a darkening of their already usually ashen coloured skin, especially around the eyes. The eyes glow more brightly, fangs will elongate and harden and appetite will increase. Muscle density increases though they may often appear somewhat emaciated. Scar tissue and skin markings may develop seemingly without cause.

They have an increased desire to consume living or recently killed prey. The Arnach have confirmed this behaviour is common in more feral members of their species. Exposure seems to amplify these impulses.

According to captured crews it is common for some to intentionally expose themselves to red space leakage before battle to drive themselves into a killing frenzy. Many do not, preferring to wait and ambush. Minor exposure will still build up over time and after reaching a tipping point their madness will grow exponentially. Most of these people are killed in boarding raids trying to be the first to sink their fangs into fresh prey.

It can take decades for the madness to manifest if crew are taking steps to stay away from the outer hull. Sometimes this isn't possible if the ship is at FTL for days. Maintenance still needs to be done. They do try to rotate crews but this just ensures almost everyone is exposed to some extent.

"In short, hyperdrives are bad for you. If you find yourself on an Arnach ship at FTL stay away from the red fog coming off the walls."
>>
>>6470198
Sounds like the Arnach are going full event horizon. That doesn't bode well for future boarding actions.
>>
Returning to the black site you pick up the power cell armor letting the marines prepare for action. The coms and ECM team are on the lookout for a number of signals that may give away the presence of Arnach ships allowing you to spot them ahead of any ambush. More warning would let you launch your entire starfighter compliment before being engaged. That could allow a number of quick kills in short order.

Resuming the patrol of the Boundless Verge you spend much of the day scanning empty space devoid of civilization. The Alliance has asked you to avoid one area in particular. A suspected meeting place of Arnach fleets. They've decoded that much. Cloaked ships will investigate it.

The first thing you encounter are a pair of Izuan ships that look to be outfitted as pirates. They're well armed. One with the common long barrel mass drivers, the other with missile batteries attached to the aft cargo bays. Before you can decide how best to approach them they hail you.

"Greetings aliens! We have recently heard tell of your kind. Visitors from another galaxy. We are but humble privateers looking for work. We are even willing to engage in some limited trade. Or perhaps we can be the ones who offer some work? We know of Queens of remote colonies who would pay well for aid against the lurkers who snatch up people from many worlds. No doubt bringing them to terrible ends.
Will you talk business or will we part ways?

Do you wish to acquire information from the Izuan privateers? Or will you try to capture their ships? Or even offer them employment?

>Your orders?
>>
>>6470229
Lets see if we can do some minor trade and get them in touch with the alliance. I know they have employed other Izuan.
>>
>>6470229
as long as they dont show open hostility i doubt gemaya would approve...
>trade
it is, i guess buying local information about where the local colonies are their relationship to each other and recent news. also point them in the direction of the alliance, maybe they know a gathering place for "privateers" that would like/have use for a comsat array?
and finally some trinkets, maybe some Izuan alcohol? or whatever they have thats like alcohol.
>>
>>6470229
Make clear that we're pirate hunters, and will not approve of any actions against non-military and non-hostiles. Otherwise it seems like a great source of intel and a way to spend our Izuan currency.
>Buy system and market data
>Ask for the disposition of the Queens, and if they could benefit from official Alliance diplomacy?
>Ask if there's hostile areas that are too risky for these mercenaries.
>Sell domestic stasis systems
>>
You're willing to engage in trade in non-restricted items. Information is also valuable. A good central location to set up a communications relay would be useful. Locations of colonies willing to engage in diplomacy.

They have a lot to offer.

Their vocation as privateers raises some questions. They'll need to be careful not to end up identified as a pirate force by mistake. That might have an unfortunate outcome. Going up against the Alliance tends to go poorly for most people.

If they're looking for employment however arrangements could be made. The Alliance has employed some Izuan already. Hiring ones with combat capable ships isn't a stretch. Provided they stay on the straight and narrow.

After the diplomatic mission to the Innet cluster the crew has been keeping some trade goods in stock. You have some izuan currency remaining, though earning more is simple enough. A few crates of Phase rifles and pistols are always kept on hand. The Izuan always seem to lack reliable stun weaponry.

The lower vehicle bay is used as an open space for shuttles to land, people to move around and look over trade goods. A small number of marines are present for security with the rest posted on other decks on stand by should anything go wrong. Half the infantry are in the vehicles at the aft end of the bay.

Reza suggests a couple of you be present as well in your power cell armor. No need to give away your capabilities by showing off the heavier or more advanced suits. They can be a surprise if they're stupid enough to try anything.

The privateers do have a few warriors among their number but they stay out of the way. Sitting back and observing, or talking to the Izuan officers.

Vayall gets your attention and the two of you talk to the ranking privateer officer currently overseeing the ongoing trade. She shows off a holo projector, bringing up an image of an Arnach stealth trooper from your most recent battle.
"We've recently fought Arnach and are wondering how your people fare against them?"

"So you are enemies of the lurkers too? This is good. We try to avoid them. Too many fights go badly against them. Always trying to appear in greater numbers than ours. If a Man-of-war is present they usually won't attack directly. Usually. They have their own battleships and larger vessels that will appear if they want to go after a colony. If you know what's good for you you'll run away at that point."

It sounds like the locals have been terrorized long enough that they're used to running scared.
"Do they wipe out colonies often?"

"Oh they don't wipe out colonies. They cripple defenses, some infrastructure, then steal away people. Always leaving enough for the population of the colony to recover. Usually don't take queens. We joke that they're picky eaters."

>Cont
>>
The Alliance with the backing of the Arnach government has posted a bounty on the hostile ships. It's a good indicator they're committed to dealing with the threat.

"Bounties are good. Not so good when you're not around to collect them. Very little demand for privateers in the area because most queens want us to deal with lurkers. Some tried, now there are less of us. Good news; less competition in the privateer market. Bad news that all the queens are mad the survivors don't want to go out hunting lurkers."

That's unfortunate. Hopefully contact with the Alliance will help stabilize the region.

Is there anything else you want to ask of the privateers, their crew or warriors?
>>
>>6470603
Not that I can think of, glad we talked to them instead of just blasting.
>>
>>6470603
Which queens were posting the bounties for Arnach? We can collect from both the queen and the Alliance.

For the good of the house, and dominion :)
>>
>>6470603
just to make sure, they never had communications with the mad arnachs? do they have an inkling as to how many arnach ships there are? have they ever captured some?
and what this anon said
>>6470627
>>
>>6470627
This will be looked into.

Money was made, though you spent a lot of your Izuan currency acquiring information. The Alliance will compensate you in standard currency for valuable intel.

With the information recovered the Alliance will send out a proper contact team to the Orzed cluster. People here have heard of the Factions but haven't had a proper introduction. You shouldn't need to worry about the contact team yourself. You're tasked with escorting a cargo ship dropping off a communications array then deploying probes throughout the region for intel to listen in on local traffic.

The coms array goes up without incident. It should be off the beaten path but close enough to provide access to most systems surrounding the main colony. Friendly ships will be able to coordinate or call for help much more easily.

Moving on with the next stage of operations you deploy several probes in deep space for coms intercepts. You movements don't go unnoticed however. An Alliance ship chases you down thinking you're a pirate staking out the systems for future raids. They're understandably apologetic once they realise you're on a mission.

They offer to assist with whatever your assignment is until Gemaya informs them you're on a classified operation. Once they've signed off the commander requests you move on to another location.
"Don't deploy any probes while in sight of this other ship. The legality of what we're doing is questionable. If this other ship isn't aware of our objectives we shouldn't tell them."

The last thing you need is someone deciding the mission is on the wrong side of the law and making trouble. Or worse informing the Izuan.

The Alliance has been in contact with the privateers once the coms array went up. They seem to have a good idea of what goes on in this cluster and know who to talk to. Also that the Alliance is good for their word when it comes to payouts in return for information. The Alliance has been provided with a set of coordinates they would like you to check out since you're already in the area.

Dropping out of FTL in the indicated system sensors detect the telltale sign of another powerful stasis field. This one is much smaller than the planetary field you found. As you close in the signature turns out to be a 30km asteroid contained within a field. A smaller sphere a dozen kilometers across is sitting on the surface. Closer examination determines there are ships inside the smaller bubble.

"What the hell are we looking at here?" Hannah asks.

Sensors takes their time getting back with an answer. Based on the outlines that can just be made out, the ships trapped in the smaller bubble appear to be Arnach. This bubble is small enough that the Alliance could realistically open it.

>Cont
>>
The Alliance sent you out here so you're unlikely to get much in the way of salvage rights. Still a small finders fee might be in order before you move on to other tasks. Or did you want to be assigned to the team dealing with the ships inside once the Alliance opens it up? You might be able to get in on at least some of the salvage then.


[ ] Finders fee, move on to other tasks
[ ] Help with containment / boarding
[ ] Write-in
>>
>>6470866
This was a hard choice as Salvage always has a strong allure. I feel like we have been working on creating a strong relationship with the Alliance and we still have all this equipment on lone.

>[ ] Help with containment / boarding
>>
>>6470866
>[ ] Help with containment / boarding
who turns away after finding salvag... people in need of rescuing?!
>>
>>6470866
[x] Help with containment / boarding
Just imagine if there was another plague behind this stasis field, but this time it affected the Arnach?
Zombie vampires!
In space!
>>
You're not letting this thing out of your sight, not if there's a chance you can claim some of its contents as salvage.

For now you're on guard duty. Black ops is assembling a stasis field large enough to disarm the ship while the fleet brings in an Asteroid Tug. While you wait everyone goes through drills, practicing for assaults on Arnach ships. Worse the idea of what to do if these ships are infected with plague comes up. You'll be getting in plenty of practice time with the phase armor.

Asteroid Tugs are typically expensive ships you don't see being used without good reason. A medium cruiser sized sublight drive section make up one end of the ship, with extendable manipulator arms large enough to grapple 20km asteroids making up the other. In between is an FTL system large enough for a super heavy cruiser. It needs to be to contain its target and jump it.

You've heard they can push around bigger rocks than that but it rare to see them jumped. The exception are the big mobile asteroid forts back in the Dominion. They often use multiple tug drive sections and their own custom built FTL drive core. In the war House Ceres worked with the Ruling House to mass produce mobile forts. Probably one of the reasons Ceres is counted among the Seven now. It's not clear how many are still operational.

When the Tug arrives it grapples the smaller stasis bubble with its eight manipulator arms. The surface doesn't offer much grip but the arms can lock onto one another completely encircling it enough to safely move it. Once clear of the larger asteroid the Tug crew spend time re-balancing the load properly before the burn out of the system.

You and the other escorts stay well clear while it begins the run up to jump. Nobody has actually jumped a stasis field this big before.

"Will a jump pop the bubble?" Talaat wonders.

"It shouldn't," replies Hannah. "Even if it does the manipulator arms have tractor beams. They'll stand some chance at capturing the ships inside."

If the tractor beams don't work the Arnach will have their atoms scattered across thousands of lightyears of space.

>Cont
>>
The Bertrand follows through the jump, keeping a close eye on things. The tug arrives in one pieces as does its cargo. You've been sent to an alternate black site in the Jem Leith dwarf galaxy. Probably wanting to avoid an incident at the biolabs. Ships are being prepared to deal with everything. An older but clearly upgraded Abyssal Class Gravity Well Generator is present. It's surrounded by small tugs conducting refitting. Intel updates inform you it's being tuned to more effectively block hyperdrives.

Two half spheres are being constructed out of a web of flimsy struts. Together they'll enclose the bubble and deactivate it. With any luck secondary stasis emitters will then spool up and catch the individual ships so they can be dealt with on their own. Ships including yours will be standing by to engage the Arnch vessels if the team is unable to restrain them.

This is entirely theoretical. You can't even guess how much money in stasis gear is being thrown around here. Sure the Alliance will reuse all of it no doubt but still they just throw resources at problems sometimes.

You're all briefed on what to do if the Arnach are infected. Namely take samples then kill any that are hostile. They shouldn't be infected, this is on the other side of the galaxy, but you only have a small sample size of incidents where the Heralds have enclosed something in stasis like this.


Roll 5d20 for containment
>>
Rolled 4, 4, 18, 10, 12 = 48 (5d20)

>>6470894
>>
Rolled 11, 17, 1, 5, 16 = 50 (5d20)

>>6470894
almost scary, but very awe inspiring just how much random gear the alliance has lying around at some "backwater" post
>>
The gravity well generator is powered up. Starships are readied for battle. Assault Corvettes and starfighters have torpedoes prepared but standing orders are to try to disable the ships with minimal damage if possible. Any massed torpedo barrage will be held back for ships that might escape the gravity well.

LST's are prepared with troops ready to board. Teams have had their worst case scenarios played out in sims over the past two days. Maddened, infected, some combination? This could really suck.

As the gravity well reaches full power ships shift on their repulsors in order to maintain formation.

The signal is sent. The stasis fields go active creating a sphere just slightly larger than the one you transported here. After a few seconds confirming that everything is working properly the field is switched off.

The result is not what you were expecting.

Out of five Arnach starships that were trapped in the bubble the larger central most one is bleeding red fog and sparks of light in great quantity. Coms and sensors scream at the output of the larger vessel. Two of the smaller ones are maneuvering, smashing into the containment lattice. New stasis fields go active containing the central three most ships and then belatedly the other two as they try to find an unobstructed path out of the web.

The fog and sparks persist after the fields go back on but with the source removed they steadily dissipate. Within a few seconds everything has faded out and the com noise fades away.

"That was eventful," says Alar, breaking the silence.

Reports begin to come in. Crew on various ships that were closest to the fog are reporting severe migraines. There are a few cases where people lost consciousness.

The Arnach representative that was present apparently is able to provide data on what is happening. The largest ship has experienced the formation of a hyperspace rift as a result of a failure of their drive. The rift could become self sustaining it it isn't dealt with properly.

The drive will need to be shut down or destroyed and this should be done far from any natural gravity well. That would introduce a number of additional hazards. Just being near the artificial gravity well may have made things worse. The sparks are a bad sign.

As far as the Arnach are concerned the crew of the larger ship are as good as dead. Even if they're not dead already they'll have been driven insane.

>Cont
>>
Just what is to be done about this hyperdrive problem will have to be resolved another day. For now the other four ships are moved to holding areas where they can be accessed individually. Boarding teams are shifted around and lined up to secure each of them. Each is brought out of stasis in turn, disabled and boarded. Your Rex class plus another the Alliance has captured are used to EMP the systems on the ships to make capture easier. Everyone rushes the ship, stunning as many as possible and looking for any sign of the infection.

Fortunately there doesn't seem to be any of the fungus onboard. The crew put up a fight but with a huge manpower advantage they're swept aside in relatively short order. With several Alliance special forces teams taking part there it wasn't a real question of if you were going to win. Even better you have access to the anti-webbing spray this time greatly easing the advance.

All four ships are secured earning you a good part of a claim.

Kalnit is wondering if the big ship couldn't be secured somehow. Mass deployment of drones isn't something the Factions are big on given events back in the war, but it could be pulled off.

"There are repair drones used on a lot of ships to help with cutting through damaged sections and sealing breaches. Some of them have fine instrument control. We send in a wave of combat support drones followed closely by the repair drones and we can fight our way to the hyperdrive."

"Do you even know how to fix a hyperdrive?" Vayall asks.

Kalnit shakes his head.
"No but the Arnach do. We can train a few of their specialists on the basics of our repair drones. They're not that complicated."

"Those drones are going to have a limited range inside of a hostile ship," Silvar points out.

"Especially with the coms interference the fleet encountered," Reza adds. "We would need to move a support ship closer."

Ships just nearby were suffering side effects. Who knows what leaving that hyperdrive alone long enough for a drone team to reach would do. On the other hand it's a lot of potential salvage. Maybe even some survivors, though that's doubtful.

[ ] The Arnach think it's too dangerous
[ ] Support the drone swarm plan
[ ] Write-in?
>>
>>6470961
>[ ] The Arnach think it's too dangerous
>>
>>6470961
>[ ] Support the drone swarm plan/ write in
we dont need to actually get close with warm bodies do we? shielded cables should get the signal across just as well? only question is how long its gonna take to fabricate a cable long enough to be (mostly) out of range of the red stuff leakage. and ping wouldnt be an issue as long we dont actually get 1000s km cables or longer.
>>
>>6470964
>>6470965
>>6470965
Cables could work. Standard superconductor can be shielded easily enough. It will be up to the pilot of the connected ship to keep it well away from any active rift "events" that might emanate from the larger ship. Any of those sparks that leave the ship might cause trouble if they intersect with the cable.

Inside the ship the drone teams could deploy com relay boosters, or network hubs for additional runs of cables.

The problem isn't the prep time before hand. It's how long it would take to actually deploy it all once the ship is out of stasis. The longer it's interacting with normal space time the worse things might get.

Once the hyperdrive is shut down or disabled the Arnach can work to seal any remaining rifts. Their gear won't work if the hyperdrive is still active.

"Hey, what about our new guns?" Nin asks.

Hanna gets up from her command chair and steps over to the ops console.
"What about the new guns?"

"I've been looking at the data for them and they're powerful. I think we could punch a small hole through the hull and destroy the drive core with them. Provided the Arnach can give us exact specs on the layout. I tried going over the sensor readings and I couldn't pin down precisely where those rifts were coming from."

Hannah contacts the command ship bringing up the ideas of either a precision strike to save the ship or Kalnit's drone swarm plus shielded cable in the hopes of saving some of the crew. The Arnach still want the ship completely destroyed. It's the safest option to take out the core quickly and ensure the crew has a quick death. They don't see much chance of recovery for any survivors.

Commodore Kheshean isn't against the idea of trying to save some of the crew but you and your forces won't be watching from the sidelines. The drones will have the "easy" job of getting in there. Your people are going to be committed to clearing the ship once it's considered safe to do so. You won't be alone but you may be tip of the spear.

The precision strike won't really satisfy either side of the argument but would ensure some salvage. Teams will still have to deal with any of the crew that survive.

[ ] Don't risk it, destroy the ship
[ ] Drone swarm + shielded cable(s)
[ ] Precision Strike
>>
>>6471006
>[ ] Precision Strike
just like aiming a huuuge rifle heh... what could possibly go wrong
>>
>>6471006
>[ ] Precision Strike
>>
Rolled 561 (1d999)

I need to check what the largest dice are.
>>
>>6471006
[x] Precision Strike
>>
Rolled 4, 14 = 18 (2d100)

The ship is moved to another location far from any gravity well and away from commonly used flight paths. If a rift forms it won't be catastrophic. Setup time for this all only takes another day. It's fairly straight forward.

Nin puts in some time blasting asteroids cutting as deep but narrow a hole as possible. By the time everyone else is ready he's reasonably confident. Other warships will be standing by to target weapons systems if they go active.

Boarding teams are readied once more. Once the hyperdrive is shut down and the after effects bleed away you'll need to get in there as soon as possible.

>1) Armor
[ ] Medium Jump Jet
[ ] Phase Armor
[ ] Jem Leith B-model
[ ] Power Cell

>2) How many stasis units will be included in your gear?
2A) 2 Total
2B) 4 Total
2C) 5 Total
2D) 6 Total

3) Roll 2d20
>>
Rolled 9, 7 = 16 (2d20)

>>6471218
>[ ] Phase Armor
no stickiness sir no sir
>6 Total
engage maximum rescue... there is a per head bounty yea?... please?
>>
Rolled 5, 19 = 24 (2d20)

>>6471218
>[ ] Phase Armor
>6 Total
>>
We could use one more roll.
>>
Rolled 20, 16 = 36 (2d20)

>>6471218
follow up roll as asked.
>>
Everyone checks in, the entire operation waiting until all involved report ready. Stasis control waiting for the release order. Boarding teams not exactly champing at the bit to go near a hyperdrive rift but ready all the same. Tractor beams prepared to restrain the soon to be released vessel. They'll need to hold it in place for this precision strike to work.

"Sharp Requital standing by. Weapons ready."

"Begin count down to stasis release," Commodore Kheshean orders.

As the count down ticks by all of you are loaded up in the LST ready for a quick boarding. Its shields and armor should offer better protection if a rift event gets too close. It will still suck but it'll be better than nothing.

Hannah has the weapons standing by to assist.
"I want SP missile locks on any weapon turrets in our line of sight. Minimum yield. No collateral."

"Shot lined up." Nin confirms at the twenty second mark.

"These new guns better work as advertised," mutters Kalnit on the team's private frequency.

All of you are watching the feeds closely on your HUDs as the count down reaches zero. The stasis bubble drops and the light show begins. Red fog and sparks start off mostly on one side of the ship but soon begin bleeding off in all directions from a point just aft of center. The ship only has a chance to shift slightly before the tractor beams lock it down.

Ninnik makes only the slightest correction on the Sharp's orientation then fires off one of the new cannons. It strikes shields but only for a brief moment before penetrating it and punching a hole into the hull. He holds the beam on target until the cannon finishes its cycle. The moment its done he rolls the Sharp to bring the second cannon to bear.

Before he can fire the follow up shot an Alliance officer breaks in on coms reporting the hyperdrive is destroyed. Or at the very least disabled.

Sure enough the red fog and bright sparks of light begin to fade away.

They're replaced by something else coming from the ship. Atmosphere... and bodies.

"The ship is venting bodies!" Nin broadcasts.
"Their emergency bulkheads must not be triggering. Maybe damage from the hyperdrive rifts?"

The Arnach representative speaks up on the Commodore's channel.
"Confirmed, the main habitation block for the ship is losing atmosphere."

The Commodore orders damage control teams to get over there and patch the breach that's been blasted in the ship. That's going to take time.
"Boarding teams, get in there and save as many as you can."

The LSTs are already closing in, swinging in close to the hull, either to cut through or to make use of the hole the weapons fire has provided. You're in the first batch of 40 to drop from the LST onto the hull and jump through the main breach. Suit repulsors and even smart grapples are essential to fight your way through the escaping atmosphere.

>Cont
>>
Artificial gravity seems to be out. There isn't much stopping crew from being thrown into the void other than the lessening air pressure. You're almost knocked aside by a few tumbling unconscious bodies. There are children. Why are there children? Isn't this a warship?

Marines and specialists begin locking down doors and making as many air tight as possible as you press inward. You catch one of the smaller bodies and put it in stasis secured to a damaged bulkhead.

You give the order to put as many in stasis as you can.
"Sir we don't have enough stasis units."
"Do what you can and secure the doors and bulkheads."

"I've calculated the rate of air loss," Kalnit transmits. "We have 25 minutes before complete pressure lost in this block."

"So a lot less than that until everyone is dead," replies Talaat.

"Right. We're lucky Ninnik only cut a fairly small hole in the hull."

Roll for effectiveness 4d100
>>
Rolled 91, 99, 94, 48 = 332 (4d100)

>>6471370
>>
Rolled 70, 34, 61, 66 = 231 (4d100)

>>6471370

>Roll for effectiveness 4d100
>>
Rolled 46, 61, 33, 34 = 174 (4d100)

>>6471370

>>6471351
single-handedly crushed that roll you really wanted those arnach save, huh?
>>
>>6471372
oh yeah i think you do lol
>>
https://www.youtube.com/watch?v=MuJIwqdbat0 (DS9 Revelation)

Proceeding deeper into the ship the marines enter a section and close it behind them with one of you using a paint marker to indicate a team inside is working to pressurize that compartment. So it repeats. Trying to close off as many corridors and sections from the main breach as possible. Trying to save as many as you can.

The habitation block seems to be set up to operate under spin gravity as a backup. Right now the ship is secured in place by tractor beams. Everything is still zero-g. You have to watch yourself every time you open a door that you aren't met with a pile of bodies. The good news is that the outer most sections are the larger ones on a spin design. You're able to save more of the people by closing off the larger sections in the first few minutes.

Pressing deeper into the ship things get more difficult. Compartments have been breached by the rifts that were bleeding off the hyperdrive. It's not a simple matter of locking down doors. You have to figure out what compartments can be saved and which ones can be quickly patched to hold in some air. Too many are a write off and you have to drag survivors into good compartments or put them in stasis.

You're running out of stasis units.

A few marines have web launchers and use them to quickly seal off breaches. Using your HF blade you cut down sections of scrap metal and then weld them in place with your suit's phase weapon emitters. It's slow going but allows you to keep air in a few compartments. You have to hope it's enough. The pressure is already getting dangerously low.

The sections around the hyperdrive core are a mess. Some of the debris is still bleeding red fog. There's remains of heavy shielding isolating it from the habitation block but its full of holes both from the rifts and from the drive exploding when it was hit. Damage extended inward into the deepest sections of the hab block. The few marines still with you spread out, pressing forward trying to find any survivors.

Here there are twisted misshapen forms of adults affected the bleed. All mostly dead. Farther forward where there's less damage you stumble on pockets of survivors. A maddened female somehow still conscious comes at you with blackened claws, trying to stab through your armor to no effect. You stun her and moving past find a group of children still alive. After checking the section for breaches you seal it up.

The other marines find a few more pockets but that's it. Everyone you haven't rescued by now is dead.

>Cont
>>
Damage control teams from thirty ships converge on the stricken vessel. They get the main breach sealed and eventually repressurize the ship. Portable airlocks are set up becoming a common sight. Marines sweep into other sections eventually reaching the bridge, sublight and weapon controls. Then begins the task of cutting into the sections you've gone to all the trouble of sealing and getting the people out.

A medical ship is brought in along with ships from the Arnach government. They deploy some of their own people to help. Their vacuum suits are spray painted Alliance red with yellow stripes so there's no friendly fire incidents. A few adults from the ship regain consciousness and cause problems, having to be stunned.

You help drag a lot of survivors out and a lot of dead bodies. It makes for a long day.

The six of you meet up outside the docking port leading to the medical ship. Everyone reports their sections have been dealt with. One way or another.

According to Kalnit they've connected the ship to emergency power being supplied from a docked frigate. Combined with control of the bridge, the doors and bulkheads in 80% of the ship are working properly.
"We couldn't have done that from the start?" Vayall asks.

Kalnit shakes his head.
"Not enough time. It took half an hour to get the power feeds working right."

Everyone brings up some minor issue or another that's been dealt with, avoiding the main topic. Reza makes an appearance now in his refurbished armor.

"How are you all holding up?"

>What say?
>>
>>6471573
It is troubling that a war ship had so many children on board. We might want to find out if that is normal for the Arnach.
>>
>>6471573
>what say
Lets hope they got put in stasis because of their Drive going critical and not because of some nasty surprise. Also i wonder how common children aboard the larger red arnach ships are. We didnt find any on the couple ships we boarded right? How many did we manage to save in total? Have we found any battle damage that wasnt from us?
>>
"Why were there so many children on board? Is that normal for the Arnach? Or just on their larger ships?"

"Just their larger ships," Reza confirms. "They're generation ships the Arnach first sent out. The smaller attack cruisers are treated as the front line vessels and the larger ships with most of the females and children on board wait in reserve. We believe they've been doing this since they first arrived in this galaxy."

"And we still haven't encountered their bigger manufacturing ships," Kalnit points out.

You remember hearing about those and wondering if one could be salvaged for the House. One can dream. Speaking of dreams, have you solved all the problems with that ship?
"Lets hope they got put in stasis because of their drive going critical and not because of some other nasty surprise."

"Hmm yes. That would be why everyone involved is going to be in quarantine for at least 48 hours. Also everyone who went near that destroyed hyperdrive core will have to submit to medical examination."

That draws some groans.

You ask the Sergeant to at least tell you how many were actually saved. Reza contacts ops and gets one of the technicians to find out the latest numbers.

"5530 survivors. The Arnach don't believe many of the adults will be rehabilitated but the children are still growing. They're expected to see a partial recovery from the drive exposure. It may not feel like it but you saved a lot of lives today."
>>
File: Arnach_Medium.gif (11 KB, 1345x503)
11 KB GIF
Having kept your distance from the hyperdrive wreckage the medical exam turns up nothing. Even better word comes down that the hyperdrive was destroyed quickly enough that there was very little damage to the local space time. Checks on stabilization of local space should only take a few days. Less than the area damaged when it was first pulled out of stasis.

Valuable data has been recovered from the computers of the captured ships. What was on the attack cruisers was fragmentary but the generation ship was relatively intact. Alliance intel was able to get its first sighting of the Heralds. Or that's what the rumors claim. Official channel are locked down on the matter.

Intel also believes this generation ship was being prepared for a return to the Arnach homeworlds. A new experimental hyperdrive had been built that should have let them match the intergalactic speeds of Faction FTL systems. Clearly the system failed but the Arnach are eager to look over the data to see where their people went wrong.

Although their government was against trying to disable the ship, worried about the unnecessary suffering it might cause to the crew, it has paid off. Although thousands died you rescued thousands more. That on top of the data recovery has earned you their thanks.

Arnach Relations +20

The Alliance has also been impressed by your dedication. Relations at this point are so high you're actually facing diminishing returns. It will be harder to impress them in the future.

Data is coming in from the probes you deployed and the ships you're captured. Other arms of black ops have been hard as work as well. The Izuan infection and the Heralds are both mysteries the Alliance is on its way to solving. It may not seem like it but you've been of great help to the investigation. Your units is getting commendations from the Alliance for all your work.

It's also an end to your extended contact with black ops. With your experience with the phase armor the unit may be called on again to assist with outbreaks of the infection or locations of interest. For now it doesn't look like there is an active need to keep your unit ready for biohazard missions.

As previously agreed upon you'll receive one suit of phase armor along with 20 suits of power cell armor.

There are also some matters of salvage to work out. Despite the loss of life the generation ship was secured. You helped find them, helped capture them, used rare resources at your disposal to disable them. Even the Arnach believe some compensation is in order.

You're offered one of the Arnach attack cruisers. Not in its current state thankfully but once it has been repaired and made operational once more. The plan was to repair all 4 of them for use in tech evaluation and dissimilar combat training.

>Cont
>>
Though the Arnach are the ones offering the gift it's the Alliance that will be the ones actually transferring it to you. You could quietly ask the Alliance for something else.

You would be discouraged from using it in its base state, dangers of hyperdrive and whatnot, but it could be valuable as something to trade to Helios.
You could ask the Alliance to refit it with Faction FTL systems if you intended to add it to your fleet.
The Alliance could provide a Faction built ship of equal value or even power armor.

[ ] Arnach Attack Cruiser (Base)
[ ] Arnach Attack Cruiser (Faction FTL system refit)
[ ] Faction Attack Cruiser
[ ] Power Armor
[ ] Write-in
>>
>>6471634
>[ ] Faction Attack Cruiser

As cool as having an Arnach ship would be, I think its better to keep us in something easier to maintain. Also less likely to draw more attention this way.
>>
>>6471634
>[ ] Power Armor
say less, gain more or ehh idk my brain is salivating at the prospect of another... can we get another heavy jump jet? these are prototypes right? hmmm id settle for an medium as well
but having an arnach cruiser might be real street cred with the izuan, if they dont start blasting immediately
pseudo write in aka brainstorming, how does high density armor production work? because in my head a small idea has been slowly budding and finally kinda bore fruit. Could we use a mixture of Tractorbeams and "pinpoint" vibrators to so to say weave the metal on its molecular level into the form its needed... unless you already said somewhere this is how high density metal production works and my brain just plagiarized this lol. my idea is to have the tractor beams provide the form and pressure, and the vibrations take care of the alloy being perfectly adjusted with no weakpoint caused by impurity/ unequal distribution.
>>
>>6471649
Honestly I've tried to say as little as possible about high density armor. It does require expensive specialized facilities to produce. Expensive enough that most people won't think about blowing them up and will want to capture them. Or ensure they end up in the hands of a neutral third party.

Actual construction of suits using it is relatively straight forward using specialised nano printers.
>>
Survey Added
https://fast-poll.com/poll/6e6daf03

>>6471644
The Alliance has access to a wide range of available craft. Ones you haven't been able to acquire licenses for yet, or that the Dominion doesn't have access to.

https://houseanddominion.fandom.com/wiki/Light_Cruisers
>>
>>6471669
And the survey removed the formatting of the question. Great.
>>
>>6471669
Is there one you think would pair best with our current ships?
>>
Chevalier and Dragoon are both good Dominion designs that have some upgrade options. Dusk II has some powerful close range weapon loadouts, especially the twin-linked. A Norune Attack Cruiser wouldn't be bad either but you can't really upgrade it past the late war 6A2 model. EC-K is probably one of the best all-rounders. All of them have poor shuttle capacity but the EC-K at least has LST docks to make up for it.
>>
It may yet be some time until the ships are ready, should you choose one as your gift. Until then you promise to discuss the decision and will get back to the Alliance with your choice.

Hannah and Reza have been hard at work justifying salvage claims. All while trying not to upset anyone over the addition of the gift. You've picked up 3 million from the first stasis "event" and another 8 million from the generation ship. The Chief raises her hands to get you all to hang on.
"Don't go burning through our money yet. In about two weeks time we're scheduled to get our last wave of personnel reinforcements. That's it. No more extra people from back home coming to help us. Then we'll have to start recruiting locally or hire mercenaries."

Reza speaks up.
"Mercenaries are fine for direct combat forces but we should have as many House personnel as possible on support duties."

"We need a base of operations," Hannah resumes. "Ideally one we can take with us when we're done out here. A modular station would be ideal, though a mobile base of some kind would be even better."

Your thoughts go to the pirate heavy carrier still loose in the region. Taking control of it would be difficult. You're not sure there's enough troops to secure such a prize without resorting to massacring pirate prisoners.

"Modular stations are expensive which is why we should look for an opportunity to take one. I know Mik Garner has been talking about securing a smuggler base so he has room to operate more ships. We take ownership of the base and he gets to make money off of running trade through the place. Our new wave of personnel take on key positions running the station."

It could work and would give you a place to store extra ships and equipment. Using a smuggling operation as your main home base might bring you into trouble with the Alliance though. You've developed a number of Underworld Contacts. Maybe they'd be able to find other stations or facilities in use by pirates or smugglers you could capture?

[ ] Prepare for Mik's operation
[ ] Investigate Underworld Contacts
>>
>>6471696
>[ ] Prepare for Mik's operation
we could employ mik as our official supplier, and part of his contract would be access to parts of the base as his own trading post. Would that give us, legally speaking, some layer of protection against the alliance if mik would ever get caught doing his clandestine dealings?

just throwing this out there: could we temporarily attach station modules to the local alliance station until we move on? basically renting a station connector?
>>
>>6471696
[ ] Prepare for Mik's operation
>>
>>6471702
>access to parts of the base as his own trading post.
>some layer of protection
A bit, though the Alliance would still be annoyed.

>could we temporarily attach station modules to the local alliance station until we move on? basically renting a station connector?
Yes actually.
>>
>>6471696
>[ ] Prepare for Mik's operation
>>
>>6471712
well thats my vote for our base in the Izuan periphery then, still getting Mik his base tho
>>
File: Bertrand_Upgrades12.png (125 KB, 2994x1316)
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It seems prep work will begin for the operation to help Mik out once more. Contacting him he responds that he'll need three days to get all of the information needed on the base in order to make a clean approach.

"They relocated the station after the pirates left the galaxy. I just need to get everything up to date once more."

Mik specifically requested you have at least five hundred combat personnel in order to take and hold the station. You have a total of 528 not counting the Knight aspirants, Reza and the MP's. If necessary damage control teams could be roped into security duty. They do get some training for it, though they're certainly not up to the standards of the Marines.

A lot of armor may have been shipped off the Bertrand and back into Alliance hands, but you still have some gear. The SRL power cell armor you ordered has finished its upgrade cycle and has been delivered. A new wave of Jem Leith Armor has arrived made up of of the 3.5 model version. Most are the standard armor but some have the B model upgrades. With the addition of the 20 Aries biohazard suits you were paid in that gives you 88 suits of armored marines. The remaining 100 are in hard plate.

You have 17 cases of Hard Plate armor, some purchased, some scavenged from the assassins and the Hune. 100 of the Marines are using this armor with the remaining suits given to the infantry.

The rest of the infantry has been making do with the old model Marine Armor that was considered the standard of excellence... 30 years and a very large war ago. It's still better than what a lot of poorer Houses outfit their ground troops with but only marginally so. 60 of the troops have upgraded this armor with additional chest plates used by mercenaries. These are heavy and not everyone is fit enough to take on the extra weight.

The Hard Plate body armor production facility on the Kunzite Colony still hasn't come online yet. The first production run is slated for your use but it will take another 2-3 weeks to run off enough. The infantry might be out of luck unless you intend to spend some money to buy more armor before the operation.

There's also the pilot situation. You're short more than a dozen pilots, though everyone is okay with the one ground attack craft waiting in reserve. They may not be necessary for this operation but you never know.

Lastly Captain Gavril might be a mechanized commander but he is an officer. He could take to the field with the troops if someone were to loan him a spare suit of power cell armor. Alar hasn't been making use of theirs since getting the Knight's rebuilt suit.

>Marines
28x SRL Power Cell
20x Aries Power Cell
40x JLA
100x Hard Plate

>Infantry
240x Hard Plate
60x Marine Armor + Merc upgrades
40x Marine Armor
Total = 528

Emergency reserves (DC + MP) =102
>Cont
>>
>Deficits
>1) Hard Plate
1A) Purchase -1250k
1B) Make do with current gear
1C) Delay operation

>2) Pilots
2A) Recruit Mercenaries
2B) No, they won't be needed
2C) See if Mik can spare anyone

>3) Cpt Gavril
3A) Loan armor
3B) Gift armor
3C) Wait in reserve

>4) The LST can support another 120 special forces. Do you wish to hire any mercenary troops for this operation?
>Y/N?
>>
>>6471745
>1) Hard Plate
1A) Purchase -1250k

>2) Pilots
2A) Recruit Mercenaries

>3) Cpt Gavril
3B) Gift armor

>4) Mercs
Y


Guess this gives us a chance to feel out some mercs for future full time / long term contracts.
>>
>>6471747
>1A) Purchase -1250k
this hurts but any man we dont lose is a net profit
>2) Pilots
>2A) Recruit Mercenaries
>3) Cpt Gavril
>3B) Gift armor
>4) 120 mercenary special forces
>Y
go big or dont go home
>>
>>6471747
>Deficits
Buy another squad's worth of SRL power cell
1A) Purchase for the rest

>2) Pilots
>Ask Zvonimir if his guys want a payday
2A) Recruit Mercenaries
Are the Izuan available? Innet or the guys from just before the Arnach generation ship event?

>3) Cpt Gavril
3B) Gift armor

>4) The LST can support another 120 special forces. Do you wish to hire any mercenary troops for this operation?
>Y
>Ask Zvonimir if his guys want a payday here too

Supporting our supporter seems great to me.
>>
>>6471940
>Buy another squad's worth of SRL power cell
This will take some time to get ready for operation, though it will be faster than last time. You'd still have to delay the operation.

>Ask Zvonimir if his guys want a payday
Some of his pilots are interested. Unfortunately none are experienced with the Praetorian. They could man your remaining attack bombers and Z5's.

He's not able to spare any ground troops at the moment.

>Are the Izuan available?
Not yet. Once you have access to a base they can be trained.
>>
The Chief makes some calls, recruiting mercenaries that are available from the main fleet. For a single mission it doesn't cost that much but would certainly be cheaper per mission if hiring on a longer term contract.

The Mercs that will be deploying via the LST are quite a mixed group. Some have their own hard plate armor, others are wearing a combination of old armored vacuum suits or pressure suits with infantry gear thrown over top. Their guns are also quite an assortment, though they do have some heavy weapons. Reza offers to loan them additional phase rifles and pistols if needed since you're expecting to encounter a lot of non-combatants. He still wants them back at the end of the mission.

The House Tho'ros pilots are a little green which is to be expected. They were mostly in reserve waiting to be rotated in for a few missions. They are fully trained and qualified though, with plenty of hours on the Type 8 attack bombers and old Z5 interceptors. The Type 6/8/10 series bombers are a popular choice for many Houses. Plenty of them preferring a dedicated bomber to putting the more expensive Z6 series into a mixed fighter bomber role.

A team of mostly Hune mercenaries will man the Praetorians. Their leader makes it known they would be willing to negotiate long term contracts in return for getting the fighters once they're done. The Chief is reluctant to get into a discussion on this. The RF-380 is rare out here and with the Children of the Talon defeated you might not get another chance to collect more.

Reza requests 250k for munitions to upgrade some of the infantry and outfit the new JLA squad.
"House Tho'ros needs dedicated weapons geared for use with heavy power armor if they want to sell those suits."

On that note Ram suggests buying the backpack fed 20mm mass drivers that are normally built into Alliance heavy power armor. He could pick up a couple of them for 40k. It would provide each team with a heavy support option.

Kalnit has a better idea.
"We could pick up a pair of free prototypes from R&D for testing provided we give them data."

[ ] 40k for 20mm and backpacks
[ ] Prototypes from R&D
[ ] Both
>>
>>6471993
[ ] Both
>>
>>6471993
>[ ] Both
spending continues until mission completion is achieved
also definite no to the mercs asking for payment in Fighters, the only way they "get" those is if they sign up with the House. Can fighter pilots be Man-at-Arms? like thats a rank that comes with privileges right? like being allowed to own their own weapons and such?
>>
>>6471998
>Can fighter pilots be Man-at-Arms?
Technically any armed combatant that is sworn into the service of the House is a man-at-arms. The process can be a little different depending on the branch of service but man-at-arms are typically the professional military.

Conscripts and PDF are generally not considered to be of the same quality and have a high desertion rate. Because of this they're not held to the same standards as the professional military. This can be an enormous source of tension between the Army and PDF of a world. Even more than just the fleet and army belonging to the Baron and the PDF belonging to the Planetary Governor.

A man-at-arms can own their own weapons and equipment. These can be gifts from superiors or family. This is very common for Lordlings to have their own gear giving them an edge over the competition. Officers with Lordlings under their command will usually try to exploit this to ensure their unit has access to better equipment than they might otherwise.

Nepotism is alive and well.
>>
>>6472017
>Technically any sworn into the service is a man-at-arms
ohh i see, i guess i confused this with sonia making some marines her personal men-at-arms. thought this was like a step up from being a soldier but not quite a noble yet. which makes me wonder how far can you get promoted before you have to be a noble in the dominion?
>>
Kalnit, Silvar and Ram visit the R&D facility on the flagship to ask about prototype weapon systems intended for heavy armor. The JLA suit may not be in its final version but it is now entering what would be considered limited production. Rather than the two and four suit runs of early on they're being cranked out a few dozen at a time.

They are going to need weapons and those intended for the Alliance's existing heavy armor seem the most reasonable. Techs have already refit a few Arnach lasers for use but mass drivers are some of the best at putting holes in things.

Since they're already visiting the R&D lab the existing 20mm is mentioned and questions asked about fitting it to the JLA suits that have been brought along. Some minor refits are done and data recorded for the techs to be able to duplicate this. The gun is attached to a forearm mount, though it's decided they wont be equipped to both arms. The other is going to need a shield.

Prototype tower shields of various models are rolled out for testing. Some are made of hard plate, others battle steel and a few of experimental composites.
"We figure big targets will draw fire. You're the perfect people to test these!"

As for the new prototype 20mm gun it's a long barreled weapon once again feeding from the backpack. They've provide two versions. One is maglocked to the underside of the forearm while the hand holds the trigger grip. The other is two handed using chainsaw grips. There will no doubt be debate about which is better.
>>
>>6472036
Going to have lots of test data by the end of this. I am sure the R&D lads will be happy.
>>
File: Station_Assault.gif (16 KB, 1838x900)
16 KB GIF
Mik has been working out the location and approach to the smuggler base using everything as his disposal. He's secured docking permission for his Marauder. The main bulk cargo bay has been cleared out leaving enough room to conceal your main LST. Your smaller stealth LST could be docked on the ventral hull and keep its camo system active on the approach.

Once inside the station shield and docked the stealth craft could detach and approach the central station module. Troops from this forward team (Team 1) can get inside and either secure the operations center or shut down the shield generators. With the shields down the Bertrand can jump in with their starfighters to provide support.

The second LST is Team 2. They can launch from the Marauder to bring up more troops. Or Team 3 can push through the station interior to relieve Team 1. Maybe both. Either way taking and holding the central core is absolutely essential to taking the station. Local defenders will want to push you off the objective.

"Firstly ignore any ships leaving the station. We'll want their business later. They'll come back if they hear we're still trading. Second, don't use any Alliance SP Weapons. I'll provide you 160 conventional torpedoes. As long as their shields go down you shouldn't need SP weapons."

Mik seems certain, but Nin still requests a few SP Torpedoes from the House stockpile as a just in case measure. He's confident he can put them on target.

Silvar wants to be on Team 1. He may be able to push through to Ops before anyone notices.

Some people are worried Team 2 in the other LST are going to draw a lot of fire. It's the fastest way to get reinforcements to the core to back up Team 1. Perhaps they might be farther ahead going on foot in the main push?

With Team 3 going through the wider open interior Reza suggests that both of the JLA units take part in this push. Captain Gavril and the infantry can also join Team 3 acting as the second line.

Team 1) Forward Team (Max 4 squads + Knights)
Silvar

Team 2) Second LST

Team 3) Station Interior
2x JLA Squads
17x Infantry Squads

>1) Assign the remaining squads!
Available forces:
2x Power Cell Squads
5x Marine Veteran Squads
6x Mercenary Squads

>2) Or do you have an alternative plan for assaulting the station?

>3) Ok the use of House stockpile SP Torps?
>>
>>6472063
>Team 1) Forward Team
2x Power Cell Squads
2x Marine Veteran Squads
Joanna + Talaat + Alar
>Team 2) Second LST
3x Marine Veteran Squad
1x Mercenary Squad (the best one)
Kalnit
>team 3
the rest
Vayall

>3
Only if the conventional torps fail AND we get Mik to reimburse them, so probably no
>>
>>6472063

Team 1) Forward Team (Max 4 squads + Knights)
Silvar
2x Power Cell Squads
2x Marine Veteran Squads

Team 2) Second LST
3x Marine Veteran Squads
3x Mercenary Squads

Team 3) Station Interior
2x JLA Squads
17x Infantry Squads
3x Mercenary Squads

>3)
Yes

Not sure if a good split but Team 3 seems like the "decoy" squad with how much they will be pushing right down the middle. So bulking it up seems wise.
>>
>>6472065
I am ok with this spread, more or less what I was going for. Just wasn't sure if the second LST could have more than 4 squads.
>>
>>6472067
wiki says 500 marines plus crew...
fuck should have done that before
>>6472063
>>6472065
amending vote
>team 2
3x marine squads
6x mercenary squads
kalnit
>>
>>6472067
>Just wasn't sure if the second LST could have more than 4 squads
The big one can carry 500 which makes it actually somewhat difficult to unload everyone quickly. It becomes something of an all eggs in one basket scenario. It's way too dangerous for your House to put that many troops on one LST.
>>
>>6472070
500 marines not squads.

Still need a tie breaker on the SP weapon usage.

Kalnit is taking his custom power cell armor. Talaat is taking the phase armor this time anticipating plenty of non-combatants. It's a question of which suits you and Vayall use. While either of you can make them work, the more open spaces Team 3 will be operating in would be better for the heavy jump jet rather than the tighter confines of the station control center.

What suit are you taking?
[ ] Heavy Jump Jet
[ ] Medium Jump Jet
[ ] Power Cell
>>
>>6472095
[ ] Heavy Jump Jet

Swap to No on SP weapons
>>
>>6472095
>[ ] Medium Jump Jet
time to make the late knight proud
>>
>>6472095
Swapping to >[ ] Medium Jump Jet so we can progress.
>>
You ask to take the medium suit for use in the tighter confines of the station core. Vayall can't really fault you for that but isn't as big of a fan of the heavy suit.

"I suppose I'll just have to work extra hard to have fun in this big lug of a suit. Flinging myself across the station promenade with the jump jets."
"You can borrow my fusion rifle if you want?" you offer.

"Tempting but I'll just have to make the Long Rifle and VPR combination work. Does that long rifle even have a stun setting?"

It's a good question. Can phase weapons even stun when they get above a particular size? You think there was a story about a starship stunning an entire city but that might have been fiction.

You suit up and report to the stealth LST along witht he others. 2 squads in power cell armor in addition to marines in hard plate should make for a powerful force. You should be able to hold against quite a few enemies while the other squads move to reinforce you. Those mercenaries had better come through in providing backup on second team.

Five of the marines with the remaining power cell suits will backup the second team so there's that going for them. Three plus the Captain will be with the third group. All that JLA armor should make quite an impact.

The ships arrive at the far distant edges of a red dwarf system. Despite the overall low luminocity it's a flare star putting out frequent bursts of energetic plasma events. The inner worlds that might have been in the habitable zone are being stripped of atmosphere. The station is in orbit of one of these planets, one with a magnetosphere that is creating quite a bit of interference. It's not the best hidden smuggler base but it would avoid many scans by someone not looking in the right place.

The Bertrand and the other ships will be waiting for the word to jump in system.

>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) Pinch Plasma Rifle
1F) Grenade bandoleer (adds 12 grenade slots)
1G) 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) Energy Vampire (You've had more than enough free time over the past 9 days to have finished basic training with this)
5C) None
>>
>>6472120
>1A) Fusion Rifle
>1C) Phase Rifle
boom and subdue options
>2A) Folding Stasis Reinforced Shield

>2x2 slots Stasis units
>3x3 slots stun pulse
>1x1slot breaching charge

>4A) Plasma Sword
>5B) Energy Vampire
perfect environment to get some field experience with this
>>
>>6472121
Sounds good
>>
The approach goes well. Mik either got approach permission before hand like he said or bluffed well enough to be let through the shield. Reports from the LST's command crew however indicate the ship is being tracked by gunnery on the station. That's going to be a problem. The second LST might not be able to launch without risking taking fire.

There's also the question of what to do if the Marauder is damaged before unloading all of the troops onto the station. For now you just have to hang tight and wait.

The ship docks and LST waits until you're not under so much observation. The station has a number of heavy phase cannon turret towers that weren't in the briefing. They're flagged as priority targets for the fighters. No missile or torpedo batteries thankfully.

One of the station modules in upper works looks to have been ripped apart and is being reconstructed. No idea what's happening there. The planet facing arm of the station is being worked on by crews to assemble a cargo array. It's still in the early stages. Its a good indicator they intend to set this place up for bulk cargo transfer or industrial work. Maybe mining from the planet? There are a couple of HLV's.

When it becomes clear that the guns watching the Marauder aren't going to turned away any time soon the LST crew signal they're detaching. They move carefully on repulsors, staying close to the hull and following the station arm up to the central core. The craft comes to a hover low enough that its camo system should still provide some cover from anyone looking your way. It's low enough that the underside Drop Chutes won't properly activate.

Everyone drops to the station hull and clusters around the service airlock. Marines hack the door sensors then allow Silvar to pass through. He cycles the lock and gets to work disabling more interior security systems. It takes a few minutes but he works out how to lock down a small maintenance section long enough to depressurize it and get all of you inside without having to cycle the airlock forty plus times.

"Why didn't we just dock the LST?" asks Alar.
"The hull would have been inside the minimum range of the LSTs camo. Might have tripped the sensor."
The important thing is that you're inside. Step one accomplished. Now to get to Ops or the shield generators as a fallback.

Getting to the shields is actually relatively easy from here. At least the ones protecting the upper half of the station. The top and bottom levels are mostly filled with engineering and support infrastructure, with the middle filled with the crew amenities. Ops should be closer to the crew sections but separated somewhat in a more secure block. They don't want random ship crews marching into the control center.

>Cont
>>
According to Ram you can cut through the engineering spaces to get most of the way there. The real question is if you want to plant explosives on the shield generators along the way? Blowing the shields would be expensive compared to simply lowering them from Ops. Nobody here is enough of a tech wizard to sabotage the shields.

The other question is if Silvar should range ahead to find sensor relay junctions that will black out a wider area, or stick closer to the team to help disable local sensors?

>1) Plant explosives on shields?
Y/N?

>2) Stealth Recon
2A) Range ahead, find junctions
2B) Stick with the team
2C) Write-in
>>
>>6472164

>1) Plant explosives on shields?
Y/N?
N
>2) Stealth Recon
2A) Range ahead, find junctions
>>
>>6472164
>no
does leave a bad gut feeling, but hopefully Mik sees our intention to not fuck his future shit up
>stealth recon
ranger out ahead, lets see how good we are at disabling electronics ourselves
>>
>>6472299
>>6472171
Roll 2d20
>>
Rolled 19, 12 = 31 (2d20)

>>6472318
all your smuggling are belong to us
>>
Rolled 2, 19 = 21 (2d20)

>>6472318
>>
Rolled 10, 5 = 15 (2d20)

>>6472318
>>
Silvar will range ahead with his superior camouflage and look for sensor relay junctions. That will let him hack entire blocks of the station interior at a time. This is a possibility he's been planning for and spent the last few days going over plans to this station type. They're all mostly built along similar lines to make it easier to set up production. There are variations sure but they all fall into just a few major subtypes. By this day and age they're fairly well known.

You give Silar a few minutes to go ahead and find the nearest junction and deal with it. Meanwhile the troops get assembled for movement through the interior. Alar and the power cell troops will stay in the center with most of the hard plate equipped marines starting off at the front. With their quieter movement they can get into place at intersections to provide cover for the rest of the column.

You are encouraged to stick with the power cell teams and to keep your jump jets offline. It takes a few seconds for them to spool up to full power and they make plenty of noise.

Talaat will be at the front. The phase armor is relatively quiet all things considered and he has one added advantage.
"Check it out. Silvar isn't the only one who grabbed a few of those Arnach stealth systems."
His armor, which looked like black glass, fades into an indistinct shadow that is hard to notice in the poor lighting of this section. He still shows up solidly on your IFF thankfully.

"I feel like we should have studied if there are any side effects to this tech," Alar says, voicing some concern. "Especially after what their hyperdrive does to people."

Talaat makes a note to undergo a medical check when this is over but for now his suit sensors don't reveal any unusual readings or dangerous radiation. It's the same suit the Alliance had you use to investigate the infection so the sensors are good quality. If he starts acting weird you and Alar will till him to quit using it.

When Silvar reports back that the first junction is disabled the unit begins its advance. It's just a few sections to get through an outer storage layer with the occasional maintenance corridor. Then you're into engineering spaces. Fuel tanks, reactor systems, shield generators, capacitor banks. Everything a ship or station needs in abundance but the space is always at a premium.

The station core has a lot of volume to work with and the various components have just enough space between them to make it possible to remove entire modules for replacement. For instance if you blew up the shield generators it's relatively straight forward to detach an entire hull section to slot in a replacement. Still expensive so you're going to skip that step if you can. No explosives on the shields. This place will need to go back online as soon as it's captured.

>Cont
>>
Marine tech specialists manage to get into the station systems and dial down the gravity in the engineering spaces. It's a risk but it will allow you to cut through those gaps needed for those big equipment modules. Engineering crews do this all the time though it gives health and safety personnel fits.

Silvar can only stay so far ahead through this region. The marines need to literally be on the bounce, constantly on the lookout for engineers while jumping from point to point. Smart grapples are in use by nearly everyone. It's a good thing none of the infantry or mercenaries are here.

A few engineers need to be stunned here and there. Marines, Talaat or Silvar get the drop on them. You almost need to contribute, the repulsors on your suit making low gravity maneuvers easier. A marine manages to stun a surprised technician before you can get the drop on them.

"Good shooting Marine."
"Thank you sir."

Through luck and skill the unit has made it across and are in position to go for the operations center. It's just a matter of quickly descending a few decks and getting inside.

The security sensor junction for this section is actually inside the armored citadel that contains Ops. There won't be any easy disabling for the sensors in this section. You can get in there and do it manually but this area is likely to be more heavily trafficked. You might be further ahead to just make a run for it and go loud.

Silvar could get into Ops and cause a distraction. Potentially even disabling a key system or two before the crew figure out what's happening.

>1) On final approach
1A) Rush Ops with available forces
1B) Silvar goes in first to disrupt Ops
1C) Write-in

>2) What system(s) would you have Silvar disrupt?
[ ] Shields
[ ] Weapons
[ ] Communication
[ ] Sensors
[ ] Internal sensors
[ ] Write-in
>>
Burned out for the evening so not sure I put the best options out there.
>>
>>6472494
>1B) Silvar goes in first to disrupt Ops
[ ] Weapons
[ ] Communication
>>
>>6472494
>1B) Silvar goes in first to disrupt Ops
>internal sensors
>comms
we can disable the rest ourselves once we take ops, right now all we need is to get into it. lets just hope these guy dont just start blasting cuz comms is down, again? :P
>>
>>6472494
>1) On final approach
1B) Silvar goes in first to disrupt Ops

>2) What system(s) would you have Silvar disrupt?
[x] Communication
[x] Power Distribution
In that order if possible, hopefully that'll fuck everything up temporarily until we can stun everything and everyone.
>>
Silvar will focus on communications first and then whatever else he can when all hell breaks loose. The moment he starts messing with a system whoever is manning that station is going to notice quickly. A medic provides him with a set of hypo injectors with sedatives for a variety of species. It should help buy him time.

Time is something you don't have in abundance. Eventually someone will notice those missing workers that have been stunned. You need to get to ops quickly. With that in mind Silvar locks open an armored bulkhead along the way so that it can't be closed to block your advance.

"Silvar to team one, stand by. I'm in Ops. Big open room without much cover besides rings of consoles."

He approaches the coms section which is manned by three people. It's right next to traffic control. The first coms tech is knocked out but one of the others notices something isn't right. Silvar doesn't say how he pulls it off but he manages to take out the other two without causing a commotion.

"Locking down primary communications. I think traffic control will be the first to notice."

They're not. The Chief of operations sees the coms officers with their heads down.
"Why is communications taking a nap? Are you all trying to hide a mobile game on your personal coms? Somebody wake them up!"

"We need to go. Now!" says Talaat. Activating his stealth system he rushes through the hatch and down towards Ops.
You don't have time to object as Silvar reports he's going loud. That's the go signal. The Marines are quick to move and you do you best to follow, powering up your jump jets.

https://www.youtube.com/watch?v=dWz2BWGxqMI [Gundam Wing]

You split off from the main group as the jump jets reach full power, taking a longer route around to the far side of Ops, but one you can reach more quickly without any marines in the way. Phase rifle is out and firing the moment you see anyone. No chances for any crew to flee or call for help. You jump over or around the bodies of those you drop.

A security officer manages to pull a gun on you. Just a phase pistol. You kick his legs out from under him, slam them to the deck and put a trio of phase rifle shots into him for good measure.

Coming around the far side you have to slow as a group of techs and specialists piles out of the back door to ops. Several are already screaming as you pull up. There's no point in shooting them as they'll just jam up the doorway.

Slinging the rifle you pull them aide, yelling at people to get to the far side of the corridor and get down on the floor. Eventually you clear and path and get inside. Silvar and Talaat are busy stunning anyone seeming to offer any resistance. The three of you clean up in short order.

"Where's the station commander?" you ask.
Silvar turns visible and shakes his head. "Wasn't here. I've got weapons are offline. I'm signaling the LST for the second team to launch."

>Cont
>>
"There's a chief of operations over here," reports Talaat. "He was calling for backup on his personal com."

Main coms were out so that should delay backup from security. Checking the security station it shows that they weren't able to use their normal com systems to send an alert to the troops that are on the station. As marines rush in and begin checking various stations you call up the garrison numbers.

"There's 700 active duty defense personnel scattered through the station. Seven garrisons of about 100. One on each station arm intersection plus the core."

Team two's LST launches from the Marauder and right at this moment troops should be rushing off the ship into that arm.

Marines drag stunned or tranq'd people out of the way and secure them while specialists take control of each primary system. Mik signals you that he's calling for the Bertrand. Lukka promises to have the shields down shortly.

Things are going smoothly for the moment though that could change. Especially as people see massed numbers of troops marching through the station. Those garrisons are probably going to respond shortly and once that happens a lot of people might get caught in the crossfire.

Alar seemingly having a similar idea speaks up from the communications post.
"I'm still working on my public speaking skills. What should we broadcast to the populace of the station?"

"We're under Martial Law return to your ships?" Ram ventures.

Alar doesn't seem to think that's a good idea.
"What about people that are on the wrong side of the station? That could send them towards our forces!"

>What will you broadcast? Or will you just maintain a coms blackout?
>>
>>6472630
>what to broadcast
"Hello and good Morning, Day or Night. This is Crazy for Red Jane and you just won a lifetime supply of Red Wings™, or did you? Head on over to the closest Service Checkpoint and find out if You ,yes You, are one of our One Hundred Lucky Winners of Today! And even if you are not Dont Worry Red Wings™ will still flow down your Tongue Throat or Whatever You Have on this fine liquid day! TermsAndConditionsApplyPleaseCheckWithYourLocalServiceTerminalForEligibility. Head on over now to claim Your Lifetime Supply of Red Wings™ before its gone down the drain!

Only transmit this on the station wings our Troops are Not on, with the goal of getting the local garrisons tangled up with the civilians. Giving us more time to entrench and claim more station systems under our control.
>>
>>6472636
I can't think of anything. Might as well go with it.
>>
An evil look crosses your face. Perhaps some antics will make the lives of the local defenders harder?

"Can we transmit map updates out to everyone on the station? I have an idea."

A specialist jumps over to coms to help out and you explain your plan. The Bertrand has jumped in system and has begun deploying starfighters by the time your distraction is ready to go. The Marines hands you the mic and you pop your helmet to talk directly into it.

"Hello and good Morning, Day or Night. This is Crazy for Red Jane and you just won a lifetime supply of Red Wings™, or did you? Head on over to the nearest of our five Service Checkpoints and find out if you, yes YOU, are one of our One Hundred Lucky Winners of Today! And even if you are not dont worry Red Wings™ will still flow down your tongue throat or whatever inlet you have on this fine liquid day! TermsAndConditionsApplyPleaseCheckWithYourLocalServiceTerminalForEligibility. Head on over now to claim Your Lifetime Supply of Red Wings™ before its gone down the drain!"

You close the channel, looking rather proud of yourself for pulling that off. The five arms of the station you don't have troops in will have to deal with a horde of people wanting free drinks. The coordinates sent out were for the garrisons of each station arm.

"Was that really a good idea?" Alar sends to you on a private channel.

Lukka reports that the shields are down as promised and friendly fighters are on approach.

"We've got enemy starfighters!" warns traffic control. "They're launching from the upper arm of the station. One of the modules there has to be some kind of fighter launch bay."

Looking at the bid readout of the station you see the module that had been ripped apart for construction work. Stafighters are launching two or three at a time and pulling back into cover behind the arm waiting until they have enough numbers to take on your forces.

"How many fighters are still docked?" Talaat asks.
"No idea there's nothing on the traffic control records sir."

That's not good.

"Bertrand to station, do you read?"
"Go ahead Bertrand," you answer.
"Are we destroying that fighter bay or capturing it?"

The bombers could hit it with torpedoes and take it out before any more fighters launch.

The LST with second team hasn't finished unloading yet. They could perform a landing assault into the bay and take out the fighters before they launch but it could be risky for the LST and the troops. It would also delay reinforcement of your position.

Your starfighters could focus most of their efforts on containing the enemy fighters, picking them off as they launch. It would save the bay from damage and you can capture it when there's time, but you'll have less fighter cover available for other threats that might emerge.

You could just leave it for the ships to deal with. Ninnik can figure something out.
>>
[ ] Destroy the Fighter Bay
[ ] Second Team performs Landing Assault
[ ] Starfighters try to pick them off
[ ] Let the ships deal with it
>>
>>6472684
>[ ] Starfighters try to pick them off
destroying it wastes potential loot, storming it risks splitting out forces too much, ships will just shoot at it... at least weve got a decent amount of aces and veteran pilots to show the greenhorns how the wingtips fold... however if the pilots say they cant contain them to give permission to just blast the launch bay to bits
>>
>>6472684
>[ ] Starfighters try to pick them off
>>
"If those hotshot merc pilots we hired want to show off this is the chance. Have our interceptors try to pick off the enemy fighters as they launch. Before they can group up and become a problem."

"We'll try it your way," the Chief replies, "but I reserve the right to nuke the shit out of that station module if the fighter presence gets out of hand."

With that taken care of all attention turns back to the situation with the boarding teams. Team two is making their way towards your position encountering no resistance yet. The main force of team three in unloading from Mik's ship with minimal resistance. Or at least less than they were worried might be the case. The worst they've had to worry about are some off duty security personnel and a few ship crews that opened fire as soon as they saw Dominion iconography.

Vayall is staying near the front trying to convince people that you're not here for the smugglers and that they're free to depart.

The techs on communications start relaying data back to the Bertrand to get the signals people to help sort out what's going on. It looks like someone in the core is rallying the local garrison and they're headed your way. Contact in less than five minutes. The other garrison forces are being delayed for the most part. One has broken through the civilian throngs and is fast marching for the core. They'll be here soon.

Word goes out to the marines that trouble with be here soon. The power cell troops head out to take up stations guarding the approaches to Ops. You and Alar join them, Silvar heads out to scout. A number of the security systems go offline blinding the approaches. They still have people with some taps into station control it would seem. With the sensors out you don't know what to expect or where.

The Marines are hit by a force similar in terms of equipment load to what your mercenaries have. A few have genuinely good gear, many have intermediate or substandard. Guns are a mix of phase, ballistic, a few repulsor and quite a few blasters. Those can be bad news if they're allowed to add up. Hanging back you get ready to commit wherever things start to look dicey. What gets your attention is when reports of power cell armor come in.

You ready the fusion rifle and move up to get closer to the action. Neither side are taking much ground. You're dug in with extra shields and power cell, the enemy are reluctant to push against such a position. Sending out the stealth drone to scout you spot one of the power cell users that were reported and warn the others.

"I've got one on my side but they're not committing," reports Alar.

Silvar's report is the more concerning.
"I have eyes on a Terran Light Jump Jet Armor."
>>
File: Station_Assault_3.gif (17 KB, 1838x900)
17 KB GIF
You copy and retransmit to all forces. They're got power armor assets. Not a welcome surprise. One of the specialists starts checking records. There are hiring records for three mercenaries, some ex-pirate, all of which were paid a lot of money. They also dig up receipts for rebuilds of a set of 5 power loaders. Those are too big to fit in these corridors thankfully but they can certainly threaten team three with heavy weapons. Additional warnings are sent along.

Did you want to deal with this enemy jump jet user before more of their reinforcements arrive? Or would you rather wait until Team Two reinforces you?

>1) Enemy Power Armor
1A) Try to get them now
1B) Wait for backup

>2) Plan of attack?
2A) Silvar try to ambush JJ user
2B) Joanna breaks out and helps Silvar
2C) Get everyone, overwhelm them
2D) Write-in
>>
>>6472744
>1) Enemy Power Armor
>1A) Try to get them now

>2) Plan of attack?
2B) Joanna breaks out and helps Silvar
>>
>>6472743
>1) Enemy Power Armor
1A) Try to get them now
for salvage and dominion!

>2) Plan of attack?
2B) Joanna breaks out and helps Silvar
>>
>>6472744
>1) Enemy Power Armor
1A) Try to get them now
thats what were here for
>2) Plan of attack?
2B) Joanna breaks out and helps Silvar
+
>write in
let someone that isnt us start transmitting that were hired mercs taking this station for new management, all guest are free to leave and hopefully they dont try to get some favours from an already disposed old management, it would pain us to have to put down customers of our customer. please come again! once this mopping is over that is.
>>
Gone to work!

>>6472977
>write in
Any support for this?
>>
>>6472977
I'd support changing to be that:
>Red Wings™ are starting a promotion that trade-ins are now available for power armour toward lifetime supplies! Thisisatimelimitedoffer and powerarmourwillbeforciblyconfiscatedinanycase, termsandconditionsapply.
>>
>>6473019
but that's also giving away the point that the power armour just became a glowing red target for Joanna.
>>
Next story post is a work in progress, not going to finish it before my meds knock me out. Off work early tomorrow so I'll post some time in the afternoon.
>>
You debate having the people manning the coms station try to send out another broadcast. Either announcing new management or another promotional stunt targeting power armor users. There isn't really time for anything complicated. You need to catch that power armor user now. Before they can link up with more allies or tilt things in their favour.

"Silvar, I'm coming to you. We're going to gang up on that guy and take him out. Can you forward me a good route to get to your position?"
"Sending it but enemy troops are in number."

You're wishing you had the holographic decoy right about now. It would be perfect for breaking up the stalled enemy assault and giving you a way out. Oh well, you'll just have to try hard with this vampire thing.

"Marines, I need to punch a hole through the enemy assault to get at their officers in the rear."
"That's going to be tough sir," says one of the Sergeants.
Ram agrees. The number of blasters being fielded by the enemy isn't ideal. Your suits are bound to take some damage in a breakthrough. Fortunately most of the enemy are firing them in burst most instead of beams but they are a threat.

You hand off two of your stun pulse grenades for use by the Marines and ready your shield plus fusion rifle. With the gun, plasma sword and the vampire system the right arm of your suit is getting crowded. You need to stow the shield in folded configuration to use the smart grapple on your left arm should the situation call for it.

Alar and Talaat are warned to watch out for an enemy counterattack when your side launches its push. Considering the options your previous tactic of wrecking ball comes to mind. No. You can't go wrecking ball like in several of the other big fights you've been in. The medium armor requires a bit more finesse.

https://www.youtube.com/watch?v=HbY1ibu58-c [Swinging Target]
You launch the attack by jetting out into the open and firing the fusion rifle down the corridor to see how much terror you can sow. Plenty of enemies duck into cover but those that dodge your shots send return fire that batters your shield. You take cover for a moment letting the shield recover.

You give the order for the stun pulse grenades and flash bangs to be thrown. A few HE grenades were added in for good measure judging by the few bodies that are sent flying. You charge into the gap like a rocket, jump jets at full power. Collision avoidance repulsors keep you skimming along just below ceiling level. A few enemies are knocked aside by the shield or legs.

The power cell user that had been lurking in the back steps out to take a shot and you hit them with the vampire at max output. A lightning bolt briefly connects their suit with yours before you deliver a flying kick. They're thrown backwards into a wall and you briefly thrust sideways getting enough distance to fire the rifle. They roll taking most of the shot on their shoulder shield and partially along the back plate.

>Cont
>>
Continuing to roll they bring their blaster to bear on you. Their shot impacts your shield and you retaliate with the vampire again. Along with the short flash of lightning this time you notice your suit capacitor banks spike. The system is taking in more power than it can deal with. As a result the suit is trying to dump energy into the engines and plasma bottle. Anywhere it can really. Who knows how much power you've sapped from the enemy but your armor can't handle that much at once. It needs an outlet.

The hostile uses their repulsors to vault to their feet, firing again and pulling out a trench knife with their free hand. You fire a shot at their right hand, hitting their rifle and after a brief delay it melts down and explodes. An entire plasma filled stasis bottle letting go at once fills the corridor with flames. You're knocked back slightly while your opponent is sent flying down the corridor.

Holstering the fusion rifle you activate the plasma sword and the ruby beam erupts from the emitter. It seems to be burning more intensely as the suit keeps trying to dump excess power.

[ ] Help Silvar, go for the Power Armor
[ ] Make sure that Power Cell user is down
>>
>>6473458
>[ ] Make sure that Power Cell user is down
A quick kill and than off to assist Silvar. Seems like a risk to leave this guy at our back.
>>
>>6473458
>[ ] Help Silvar, go for the Power Armor
quick quick, the main goal is to stop them (three PAs) from forming up with each other
still voting to send out on station comms that we dont intent to make this station dominion property, were merely hired by the new management. please come again once business returns to normal.
>more power than it can deal with
what would be a good thing to have to burn ludicrous amounts of excess energy, empty plasma bottles? a marine on standby with a capacitor bank + cable? a chest plasma emitter?
>>
>>6473463
>what would be a good thing to have to burn ludicrous amounts of excess energy, empty plasma bottles? a marine on standby with a capacitor bank + cable? a chest plasma emitter?
It's kind of a tough one because normally you want to build a suit or equipment that can operate without an opportunistic jump in energy.

My thoughts immediately go to a weapon like a beam bazooka. Or that armor I completely forgot about that bleeds heat and energy into the surrounding terrain or structures.
>>
>>6473463
Will swap to this so we can move forward.
>>
You quickly mark the general area of the damaged power cell suit and send it to the marines for them to deal with. Meanwhile you rocket down corridors towards Silvar's position. The sword is deactivated for safety sake but the jump jets are burning hot. The suit is going to need a once over from maintenance when this is over.

Along the way to your objective you run into another group of enemies. You blast through them, full speed, bisecting at least one of them with the sword. Your suit is taking minor damage but you manage to get through without much time lost.

Silvar's marker begins moving he reports in soon after.
"Be advised, target is on the move."
"This is Ram, enemy forces are retreating."

You weren't expecting that.
"Did our reinforcements from second team reach us?"
"Negative, they're five minutes out. Looks like a general retreat."
Alar and Talaat soon report seeing much the same. They're pulling back.

Rounding a corner you see your target. After only a brief glance in your direction they begin to flee at high speed. This is not a fighting retreat, they're straight up running from you, but they're not getting away that easily.

As they go airborne the suit suddenly veers into the wall leaving a tail of sparks and dented wall panels. Silvar turns visible cursing the loss of his HF-blade. Before he can do anything else you shout for him to hit the deck. He drops in time for you to go sailing past.

The enemy recovers from their crash and is soon jetting down the halls once more. A quick turn sends them off down a side corridor and you have to wrestle your suit thrusters to match the turn and keep up. You have twice the engine power on paper but they are a lot more maneuverable. Or would be if one of their arms wasn't out of commission. Silvar must have sliced them up.

Whenever you're on a straightaway they're plinking you with mass driver fire. You have to keep the shield up meaning you can't use the smart grapple. You're about to contact Ops to see if they can close some of the blast doors or emergency bulkheads when coms begin to fizz out. You're still able to raise Silvar. He reports similar difficulty.

It would seem the enemy have jammed the stations com network and are using a secondary network only they have access to. Right now it's just you and your quarry but that could change as they lead you on a chase through the station. You could use the smart grapple to help catch up, but your suit is going to take some damage from enemy fire with the shield retracted.*


1A) Maintain pursuit
1B) Turn back and link up with the others

>2) Use equipment at your disposal
[ ] Fusion Rifle
[ ] Vampire
[ ] Smart grapple to catch up *
[ ] All of the above
>>
>>6473635
>[ ] Smart grapple to catch up *
>[ ] Fusion Rifle
just to make sure they are only running, not broadcasting surrender plea's?
try to get the knees and elbows with the rifle, weve got too much punch through im scared of the armor going total boom

also what about the opposite of an lightning rod? like darth sidious style lightning into the surrounding? oh a tesla coil i guess?
>>
>>6473639
second this
>>
Work is still range banned. That is becoming annoying.

>>6473639
>just to make sure they are only running, not broadcasting surrender plea's?
No sign of surrender attempts or unencrypted open channel broadcasts. You've got a runner.

>a tesla coil i guess?
Could work. Could also be really dangerous to allied forces but that's something you'd just have to factor in.
>>
You don't want to cause this guy's suit to blow up but he's not slowing down. You'll just have to hit somewhere that will disable him like the knees or elbows. On a straight away you re-equip the fusion rifle and take aim.

The shot goes out, the superheated beam flashes down the corridor but he's not there. He's slightly to the side of where your beam went. Did he just dodge your shot?!

A second try has a similar result. They have to be using one of those predictive analysis programs that show where enemy weapons are aimed. You've heard of them but they're mostly just used by starships. This is a Terran built suit, and a light armor at that. Maybe they're a bit more worried about avoiding damage?

Fine. You'll just have to get closer. Folding down the shield you use the smart grapple to help take the next corner. Little by little you gain on them. As much as you'd like to keep blasting away as you get closer you have to save ammo. Reloading would require both hands and everything is needed just to keep pace.

Your own suit is racking up small amounts of damage from repulsor rifle hits. On their own they're minor but they have the potential to add up. Or worse hit something vital. The jump jets are big and over built enough that they're expected to take a hit and shrug them off thankfully. One bad hit transmits enough shock through the suit that it feels like you're been punched in the collarbone.

Your foe makes it to an open cargo lift and punches up through the flimsy metal making up the ceiling. You follow only to be hit by a barrage of rifle fire the moment you emerge into the lift shaft. As you dodge and jink the enemy empties a magazine into your general direction then ducks back down into the lift. Your return fire merely melts a few more holes.

It takes a moment to jet back down into the lift itself and pick up the trail. Thermal sensors give a good indication of where they went with all of the heat from their jump jets blazing a trail. They clearly know the layout of this station a bit better than you. You've trained on it sure but they might have a bit more experience.

The trail leads to a smaller lift with a forced door. They're headed down.
"Farrell to Ops, do you read?"

"Just barely. Silvar is following you putting down retransmitters."

While dropping down after you transmit the lift shaft number and have them begin locking down potential escape routes. A light ahead gives away another door being forced. Despite the risk you take the doorway at full speed skidding to a stop in the middle of a wide open concourse. Part of the civilian decks in the station core. Lots of room for people to move about and get a break from the cramped interiors of most starships.

The fleeing merc leaps several levels up, jetting across to a wall they quickly use as a springboard to push off from. They're headed toward the "east" station arm where enemy reinforcements are getting closer. There are still civilians everywhere.

>Cont
>>
"Station is under new management, seek shelter!" you broadcast before accelerating towards a patch of open floor. Once there you launch into a jump then make a controlled rebound off the same wall your opponent did.

This is going to be difficult. Using a fusion rifle where there are dozens of people that could act as an unintentional back stop for your shots. Whoever it is you're chasing just went out of their way to put a lot of people in unnecessary danger.

Roll 2d100 for collateral damage and your allies to re-establish coms.

Unless you want to break off the pursuit?
Y/N?
>>
>>6473959
well unlucky i guess but
>break off the pursuit
Y
regroup and reload and pass on that at least one of the PAs has some gizmo for predicting/dodging shots, also does our rifle have a beam mode?
>>
>>6473963
The fusion rifle primarily fires beams.

We'll still need 1d100 for coms.
>>
Rolled 79 (1d100)

>>6473967
so its more about time of connection of beam and target? or maybe i should specify that beams to me are like flashlights as in perpetual and not some short burst like a car blinker.
time to pull out the sniper 101 and just preaim where your target has to pass trough, next time then
>>
Rolled 46 (1d100)

>>6473967

Good call on breaking off, we are taking a good bit of suit damage.
>>
You charge up for another shot at the fleeing enemy then decide against it. Tossing beams of fusion plasma around the interior is too dangerous with the risks of civilians getting in the way. Best to break off now before anything bad happens. Switching your jump jets to low power mode you reduce speed and rely largely on repulsors to turn back for the lifts. The suit still makes a lot of noise and your movements are scaring the hell out of the locals.

Back at the lifts you're able to get a patchy signal through. Kalnit has just arrived in ops and is helping the techs try to fully regain system control. Station staff are trying to hijack various systems remotely, not just coms. If they're allowed to keep at it they might succeed in taking a majority of them out of your control.

The station commander is still missing but is expected to be in the core somewhere. Your people are trying to pin down where exactly. There is a lead. What look to be volunteers were sighted heading into the core security garrison complex. Security sensors around there went down not long after.

There are also the retreating troops from the core garrison your forces pushed back. You could be of help in pinning some down and forcing their surrender.

[ ] Find the station commander
[ ] Catch retreating troops
[ ] Write-in
>>
>>6473999
>[ ] Find the station commander
yeah, were not made for a good ole round of tug o war, if we cant do this quickquick well have to resort to some very dirty stuff to ah liberate the station
>>
>>6473999

[ ] Find the station commander
>>
I need to re-write this next post but I have leave to see family this afternoon.
>>
You'll see if you can deal with the station commander. If they regain control of the station systems they'll be able to closer off bulkheads, blast doors, any number of things to slow your movement and allow the separate enemy groups to link up and put up a real fight. That's not what you're here for.

Getting the data on the location you head there at best possible speed. Pulling out the phase rifle and setting it on stun you fire off a few shots into the air to give people some additional warning of your approach.

A security checkpoint outside the garrison entrance is equipped with a pair of sentry guns. People nearby scatter as the guns open up on you. A sustained fusion rifle shot to each of them proves enough to deal with them. Behind the barricade protecting the entrance a security officer in a simple ballistic vest is taking cover, trying to hide.

"You, open the door."

"W-who are you?" they ask, glancing up.
"Your new employer maybe. Now open up so I can solve this with the stun setting."

Fumbling with an access card they get it into the slot on the reader and the heavy doors open. Stepping through an officer behind the desk takes cover while a dozen people rush into the front room carrying a mix of light weapons and armor. Seeing that most won't hold up to phase rifle fire you throw your remaining stun pulse grenade right into the center of the group. Blocking the few shots they send your way with the shield is easy enough and the spherical device goes off dropping almost everyone. One that's still firing wildly is dropped with a phase rifle shot on stun.

You tap the desk with your rifle.
"You behind the desk, where's the station commander? I need someone to tell the garrison to surrender."

"Uh, second level offices?"
"Thank you. If you still want a job I'm sure there will be openings."

Collecting the grenade along the way you hop up the stairs and it doesn't take long to find what you're looking for. A bunch of security officers in various states of dress are working away at their consoles shouting status updates and requesting support with different tasks.

"Hey you!"
A far too young looking human male rushes you with a stun baton, a whole lot of guts and not much else. You drop him with a phase rifle shot to the knee.

"That was the stun setting!" you announce as most of the room turns to look at you.

It would seem you've gotten their attention if you wanted to say something to persuade them. The plasma sword can be a useful method of motivating people. Or the fact you've got enough ammo to stun the entire room. Perhaps make it a hiring opportunity? Carrot or stick it's your choice.

>What say?
>>
>>6474103
Fire up the Plasma sword and tell them to surrender, stun will not be an options for people that resist.
>>
>>6474103
>What say?
"Surrender your weapons! Step away from the consoles! This is the moment to ask yourself how much you liked old management!" Ignite Plasma Sword. "My Unit is being paid to bring this station under new Management continuing the business. You can continue your job, look for a new one or have an epitaph about stupidness on your grave! Personally id prefer if you'd continue your current job under my supervision for the next couple hours, if you dont want that kinda stress" point to the door" look for a save place and stay there till the mopping ceases. Now, who wants to start currying favour with new Managment?"
>>
>>6474174
I think this is much better than mine. I would like to go with this.
>>
>>6474103
>>6474174
good enough.
>>
"Surrender your weapons! Step away from the consoles! This is the moment to ask yourself how much you liked old management!"

You ignite the plasma sword.

"My Unit is being paid to bring this station under new Management and continuing to do business. You can continue your job, look for a new one. Or you can have an epitaph about stupidness on your grave! Personally I'd prefer if you'd continue your current job under my supervision for the next couple hours. If you don't want that kinda stress..." you turn slightly and point to the door with the plasma sword.
"Look for a safe place and stay there until the mopping up ceases. Now, who wants to start currying favour with new Management?"

There's a long silence as people trade glances, looking for anyone to take charge of an opposing force. Eventually a tall thin person in a vacuum suit speaks up.

"Where do you want the weapons?"

"Pile them over there in that corner," you point off to the left.

A few people slowly stand up and begin dropping their weapons. The majority then file out the door or line up along the far wall waiting to see what happens. They're clearly waiting to see if the offer of a job was a real one.

A bone white Trayan with a wide jaw storms in wanting to know what's happening with the system hack. Then they see you.
"Oh. That's a problem. You, you're a problem."
"I can be yes," you reply.

"I don't suppose you'll just stand there as I call in my heavy hitters to deal with you?"

"Not if you're telling them to surrender I won't. We already wounded one of them."

Before the conversation can go further the lights dim then come back online. A few seconds later Kalnit begins broadcasting over the station intercom.

"Attention station residents and visitors. This station is being commandeered by pro-Alliance forces. Commerce may face temporary interruptions during the handover process. Any ships who wish to peacefully depart will not be hindered. Anyone currently in the station core are advised to seek shelter due to ongoing fire fights with the station garrison forces."

The Trayan points at you accusingly.
"Do you know what you've done? You've ruined me! I had to sink a lot of borrowed money into this place. A few years of black market trade and I could have afforded to go legit."

If he's outright admitting to black market trade the Alliance will no doubt pay a bounty on this guy. They might be willing to turn a blind eye to grey market trading that Mik will no doubt specialize in but not the harder stuff.

You point your phase rifle in his general direction.
"I take it you're the station commander?"

He raises his hands in surrender.
"Not any more."

>Cont
>>
This guy may just hold the key to dealing with the opposition. With that in mind you ask what models of power armor the other two are using. They're newly arrived SRL mercs using Tetra medium jump jet armor. All three are veterans from the war, though he doesn't know the exact details. Two have spent a lot of time in stasis while looking for fights.

It's a question of do you really want to fight them or encourage them to find other work? The commander can contact them for you. You could give them a way out, ensure some of the ships that are leaving can provide passage to wherever they want to go. You could pay them to finish out their current contract guarding the station for what is effectively double pay. Or you could use control of the station to draw them into a battle you can stack against them.

[ ] Offer to let them go
[ ] Hire them to guard the station
[ ] Draw them into a fight
>>
>>6474217
>[ ] Offer to let them go
>[ ] Hire them to guard the station
Mix of these, mostly because I don't know what Mik's budget is .
>>
>>6474217
>[ ] Offer to let them go
>[ ] Hire them to guard the station
>[ ] offer merc contract for the House
can we even offer them station jobs? im sure we can get them in contact with Mik who actually has to pay them however. also maybe they are interested in coming to work for us once we are in in need of such. and also while getting some more PA for ourselves, ruining the station in the process and turning this into a guerilla shooting joint with probable high losses doesnt seem all that worth it
also earmark an invoice for the alliance that we are interested in ballistic prediction gizmos.
>>
Rather than shooting up the entire core of the station in a large scale fire fight it might be best to come to another solution. With station control regained you have access to coms to reach Hannah and Mik. You tell them about your proposal.

Mik hopes you've been keeping some cash in reserve because he can't afford to hire all three of those mercs. Not if large portions of the station staff are going to stay on. It's actually cheaper for him to bring in his own people combined with deals he was preparing.

The Chief agrees that it's worth spending some of the House cash reserves if it saves further fighting. Hiring on an experienced mercenary or two might be useful. If they can be convinced that is.

Money can go a long way towards convincing career mercs, but some are very much focused on completing a job they sign up for. However if even one of the mercs takes the option to get out or flips to your side that will give the rest of you an edge.

The core garrison has been cleaned up and marines are patching damage. Talaat and Silvar are moving to take up positions where they can be supported by the wave from team three that is entering the core. They'll link up before they enemy can reach them. Speaking of which Kalnit has located two of the power armor users. They're just arriving at the east entrance to the core along with 100 garrison troops. They caught a ride on small people mover carts.

Cpt Gavril reports that they're being engaged by the garrison force from the end of the west arm. Included among them is an enemy outfitted in Tetra armor. Vayall is doubling back to their position to help assist.

Time to get the station commander talking once more. At your prompting he brings up access to the secondary com network the garrison forces have switched to. Using it, it doesn't take long to get the mercenary commanders and other garrison officers on the line. Those stuck on the outer arms and delayed in mobilizing because of crowds of civilians are more of the opinion that they can take you in a fight.

Not everyone is so certain. Especially when one of them reports the presence of new experimental armor holding the line in the western station arm.

You helpfully speak up.
"That would be the new Jem Leith Power Armor. They're the latest from House Tho'ros."

"Some random mercs are going to turn up with experimental Dominion Weapons? I don't think so."

"Not so random. We're Errant Knights," you reply.

A new voice speaks up.
"Fuck this shit I'm out. They almost jumped me in the core. I'm not dealing with a bunch of crazies looking to topple nation states. I'm leaving! You all deal with it."

Kalnit confirms that the light jump jet user is leaving and headed off down the east station arm.

>Cont
>>
After that the enthusiasm is much reduced. Errant Knights with power armor. That isn't something most people want to tangle with really. The remaining power armor users switch to a private channel to talk things over. It isn't long before they start asking just what sort of payment they might expect. The exact figures can be negotiated but at least as much as a couple squads might go for a piece would seem like a good starting point.

These two are trying to get as much as they can for as little work as possible.

Hannah asks to be connected through after a couple minutes of this.
"Can we officially get a cease fire then we can work out the details? We still have shooting going on."

That gets everyone to focus. The garrison troops are allowed to break off contact in the west arm and withdraw letting them get sorted. With it becoming clear their power armor is quitting the field large portions of the defenders begin deserting.

The power cell armor and your mercenaries are split up to cover approaches to the core. Troops are sent to relieve your position then you and alar head to the east arm connection point to see the locals that are switching sides. A suit of bright red power armor with sleek lines and white racing stripes is there waiting for you. They take off their helmet to reveal a Hune woman.

"The name's Seltara. The kavarian on the other side of the station is Kreeg. You Dominion types must know how to make money if you've got your own armor."

"Meeting the right people helps," you reply.
"No doubt. Do you know how much are we actually getting paid yet?"

The answer to that is if they're finishing out their contract on the station or signing on with your House forces. If they want more money they have to sign on with your House for a time.

The Hune woman gives you a smug look before asking another question.
"What's the chances of us getting ennobled? We've got our own armor."

[ ] We're just looking for mercenaries
[ ] You're not discounting that possibility
[ ] If they're serious it can be made to happen
>>
>>6474252
>[ ] You're not discounting that possibility
just not with our house, if they want we can negotiate a clause in their contract that we introduce them to an established house, if they are capable enough to not tarnish our name by doing so.
>[ ] We're just looking for mercenaries
>>
>>6474252
[ ] You're not discounting that possibility
Not the worst way to try to convert people.
>>
You know what? You're not discounting that possibility. You're sure not making any promises either, but it's not a no. If they really want to make the big money they might be farther ahead with an established House. You've made friends with a few.

For now Seltara and Kreeg are going to sign on with the station to finish out their contract but they'll make their services available to your House. They want to establish a SRL Mercenary Guild hiring hall on the station with them as the founding members. No doubt seeing some kind of kick back for doing so.

For now the situation is relatively calm. The shooting has stopped and people are using the opportunity to get back to their ships. Plenty of which are leaving the station at the moment. Security broadcasts make sure to remind people that the commander has handed over control of the station. Remaining security forces can apply for continued employment or depart without repercussions.

As the situation stabilizes Mik calls for his frigate to jump in system with additional crew to help operate the station. This frees up more of your own people to help with the sweep. The starfighter launch facility in the upper station arm eventually quit trying to launch fighters. They've instead sabotaged the remaining vehicles and equipment before hitching a ride out on departing freighters. Four of your starfighters took damage keeping them contained, some mercs and even one of your aces.

Only a few station turrets went to manual control and needed to be blown up by the attack bombers. Securing Ops as quickly as you did prevented the weapons from being unlocked and many of the crews didn't know what was going on until it was too late. If the station Ops crew had managed to get word out early and lock down communications to their private secondary system this could have gone really badly. The commander wasn't able to fully hack enough of the other systems to wrestle control back from you.

Repelling multiple assault waves on the station core would have been costly in terms of damage to the structure as well as your troops. Things went about as well as could be hoped for.

The mercenary troops that were hired for this operation come in handy securing parts of the core for you. All of the extra manpower is certainly appreciated. There would have been enough with the infantry you think but it would have been more difficult holding on. Marines with JLA troops backing them up perform a complete sweep of the station. They're ready to respond to any crisis while things are sorted.

>Cont
>>
A few hours later the station is a ghost town. Nearly all the ships have left, not wanting to be nearby when the Alliance shows up, and they're going to show up. They need to carry out a perfunctory examination to clear you as not being a purely black market operation. This will let Mik do a lot of legitimate business. He already has plans for how to carry out grey market operations.

Hannah and Reza also have plans. Through Za'had Helios you can arrange for the Dominion Knights to establish a presence on the station. Mostly it would just be a recruiting center but one that could maintain a small garrison of their own to defend Dominion interests. Useful to keep pirates or unruly mercs from trying to take the station while you're away.

The PCCG Mercenary Guild would also doubtless benefit from a presence aboard. They're a bit more reliable about keeping track of their members than the SRL guild. PCCG mercs actually care about things like reputational damage.

With a base of operations you could even look at opening a training center for Izuan crew or mercenaries. An idea along those lines had once come to mind.

House Tho'ros, you're not sure what you could offer them. They might be able to provide an armory center to service power armor?

>Who should get an invitation to establish a presence on the station?

[ ] Dominion Knights
[ ] PCCG Mercenary Guild
[ ] SRL Mercenary Guild
[ ] Izuan training center
[ ] House Tho'ros
[ ] Write-in
>>
>>6474342
>[ ] Dominion Knights
>[ ] PCCG Mercenary Guild
>[ ] SRL Mercenary Guild

As long as its not a problem having them all. Extra protection and some friend competition etc.

[ ] House Tho'ros
We can always ask.


Seems like a big enough station that we should have room and we can work on expanding as needed.
>>
>>6474342
>[ ] Dominion Knights
>[ ] PCCG Mercenary Guild
>[ ] SRL Mercenary Guild
>[ ] Izuan training center
>[ ] House Tho'ros
ive decided that alliance station space is well and all, but having some place we take care off all on our own seem also really tempting. plus it allows us to screen through the lesser element that would never bother with alliance stations
the first three are self explanatory, the Izuan center kind of is too but id like it to also have the capacity to train Izuan fighter pilots. if that isnt already factored in.
House Tho'ros id like to advertise in the direction of having an alliance eyes off spot they could use for House business, plus on this station theyd be much more recognized as Dominion Nobles and less so as Alliance Personnel. Whatever drives, potential, homesickness into its bay. Also having a spot you can experiment without the alliance nagging about.
this is the part where id like to immediately start a vote for buying a Dominion Station Unit/Arm/Tube, with at least some Luxuries for nobles, but we havent gotten an update on our finances in a bit... and buying one more PA is a tad bit further on the priority list than luxuries for nobles.
>>
Helios is contacted about a Dominion Knights presence while the mercenaries you'd hired call up their PCCG Guild rep. They'll be sorted within a day. Seltara and Kreeg are given the go ahead for a SRL guild hiring hall. They've already scouted out a set of offices and have made the rounds patrolling for trouble makers. In the process they've been picking up former station garrison personnel that weren't able to flee the station. This will give them an out.

The Alliance sends a ship to perform an inspection and take possession or prisoners. Gemaya submits a report that no Alliance SP weapons were used in the capture of the station. As a result your House is officially taking possession of it. Temporary Administration by a third party (Mik) has already been arranged.

As is pointed out this is kind of an out of the way system. This is fine for staying out of the way of pirates that might target the main trade lanes but might result in lower traffic overall. Mik of course intends to bring in more smugglers which would provide some extra money.

There are other locations the Alliance could make arrangements for the station to be set up in. The Kunzite colony lacks a station and could benefit from the presence of one. You already have industry set up there producing hard plate armor. With a steady growing local population that aren't necessarily interested in the Alliance you could recruit there.

The colony of Tourmaline has been refounded after its destruction by pirates. You rescued a lot of their people. They could also benefit from a station though they're farther behind in expansion.

A mining colony has been established by the Alliance in the Ammolite system. They need a station to better coordinate operations. As a result there would be a revenue bonus to moving the station there. Mik is not enthusiastic about this one as the Alliance will have a larger presence.

Speaking of mining, with a small cargo array nearly assembled you could purchase mining rights for the current system. That would provide another steady revenue stream.

There was also talk of moving some spare station modules to the Alliance's main station in the region. This would cost some rent but could be done. What you wanted to do with it there would be up to you.

>1) Did you want to keep the station in this system or make a deal with the Alliance to move it?
[ ] Keep it in this system (Smuggler Revenue bonus)
[ ] Keep in this system, buy mining rights
[ ] Relocate, Kunzite colony (Existing House Industry) (Recruitment bonus)
[ ] Relocate, Tourmaline (Destroyed Colony) (Recruitment bonus)
[ ] Relocate, Ammolite (Alliance Mining site)(Revenue bonus)

>2) Move station modules to main station?
Y/N?
>>
>>6474525
[ ] Relocate, Kunzite colony (Existing House Industry) (Recruitment bonus)
>>
>>6474525
>[ ] Keep in this system, buy mining rights
tbqh im kinda at a loss what to do with a whole station when we dont even have a proper flow of crews. this station doesnt have any manufacturing or refining modules right?
>2) Move station modules to main station?
no for now
>>
>>6474528
>tbqh im kinda at a loss what to do with a whole station when we dont even have a proper flow of crews.
Mik will take care of manning the station early on but it's going to be a skeleton crew to start off.

House crew reinforcements will arrive in a little over a week. Once they're in place on the station they'll help recruit people for the House. You'll get recruits regardless of where you place the station but some will give you bonuses to the overall number. These will always start out as green recruits of low quality but it's something at least.

>this station doesnt have any manufacturing or refining modules right?
Not at the moment but it's a good location for trade to take place and has accommodations for a good number of ships to dock at any given time.
>>
>>6474525
[x] Keep in this system, buy mining rights
I don't see any actual benefit to dropping a vulnerable and rebuilding station at an active target for pirates such as Kunzite or Tourmaline. Neither Mik or us House can afford such losses, and it's clear that Alliance isn't sufficiently protecting those locations either. Also not sure why our factory is there, but whatever.

Let's mine to bedrock here instead.
>>
>>6474529
er just out of interest, are those segments we see here >>6472744 modular station sections? because if yes those are worth a pretty penny and im sure we could do with selling one or two whole station arms
>havent gotten an update on our finances in a bit
i have once more been reminded of our character sheet in the wiki having our finances
a whooping 13mill oh i guess we can start thinking about that sweet sweet 4th PA we gonna get, can i get a description of the stasis reinforced armor? wiki didnt get me much info on it
>>
>>6474538
>are those segments we see here modular station sections?
Yes.
Be advised selling station arms would reduce overall trade income of a station. It is a recourse to sell if you were tight for cash.

>finances
That's coming up. I need to make a few deductions.
>>
Mineral rights have been purchased for the system at a fairly low rate given its out of the way location. A quarter million will be easily paid back by miners either in space or on the planet. Your underworld mining contact can even make a bit of cash working in the area without running into trouble if they need to be away from busier ports.

Mik is confident that traffic will return, though he's confining anyone that may have more questionable goods to the western station arm. Out there he'll get a good grasp of what he can get away with and then make a more formal list of restrictions. People will get a slap on the wrist at first and then get properly told to shove off after that.

The Arnach gift intended for you has made its way into Alliance hands. Thanks for making the effort to save as many people as you did. Having heard you have your own station they may even make the option available for a diplomatic outpost in the future. If that's something that would be of interest to your House.

Having no need for an entirely alien starship design that would be incompatible with Faction tech it has been traded for Power Armor. Most of the others are requesting a second medium jump jet suit that can be reconfigured. Kalnit could outfit it to carry multiple drones allowing you and Vayall to trade on the other medium or heavy.

The rest of the value of the ship could be paid out in cash or in power cell armor.

>1) Power Armor (x1)
[ ] Medium Jump Jet
[ ] Heavy Jump Jet
[ ] Phase Armor
[ ] Experimental (Visit the R&D labs to collect, several available)

>2) Balancing the books
2A) Cash (4-6 million)
2B) Aries Power Cell Armor (Biowar)
2C) Stealth Power Cell Armor
2D) SRL Power Cell + upgrades (Easier maintenance)
>>
>>6474554
>1) Power Armor (x1)
[ ] Medium Jump Jet

>2) Balancing the books
2B) Aries Power Cell Armor (Biowar)

Going with the power cell armor continues out old goal of rounding out the marine into better gear. Need to keep the house personnel alive.
>>
>>6474554
>1
>[ ] Experimental (Visit the R&D labs to collect, several available)
PLASMA WINGS? PLASMA WINGS!
>2
is this a multiple choice or do we just get 2 squads worth of one powercell armor type?
>2C) Stealth Power Cell Armor
look silvar your own squad, points at the air
>>
>>6474560
ignore my not deleted question i realized a squad was 20 not 10 my bad
>>
The Medium would be useful in terms of versatility and also because it would ensure Kalnit could focus into his specialization. He's quick to point out he can wait a little bit if it meant some fancy experimental armor becomes available.

"We have the money for another suit. Let's see what the Alliance has and then we can decide."

A visit to the flagship is in order. Several suits are down for repairs. Some of the power cell armor got banged up by the marines. You can make it a day trip easily enough. Once there the team heads aboard to see what the scientists have been up to.

The staff are surprised at the idea of giving away one of their suits permanently. Normally their gear is only given out temporarily and brought back for refit to a new iteration. They would of course like it if you brought such a suit back on a regular basis for checks and possible upgrade testing.

All of you end up providing data on the suits and systems you've already been using. The Heavy has been a topic of much discussion and work. Especially your modifications. They've been doing work on their own prototype since seeing your reports on the effectiveness of the shields. It's borrowing more stasis tech from other sources.

New Dominion prototypes are also in testing now that take a similar approach to protection. It's a suit designed entirely around stasis based protective systems and is supposed to be rated for orbital drops. The Alliance hasn't tested that themselves yet, though a Dominion noble reportedly has.

The Terrans have been working on an older design recently updated for the modern battlefield. It's an energy absorber suit that is capable of soaking most forms of energy weapons fire. Phase weapons still cause a bit of damage bit it's greatly reduced.

New plasma wing prototypes are being rolled out too. A light and medium are awaiting field trials.

Alar and Talaat get into a conversation regarding phase armor modifications and upgrades. Specifically ones that wouldn't compromise its full body protection. Kalnit ends up in a discussion of JLA suits and using them as drone platforms. A means of boosting the firepower of units utilising them. Silvar is going over data on the Arnach stealth cloaks.

Vayall is looking into what isn't currently available. Upcoming suits and gear. Improved jump jets, flight options, more types of shield systems.

There could be some value in delaying for future suits to become available.
Write-in with additional ideas for upcoming prototypes and tech.

>1) Power Armor
https://fast-poll.com/poll/dea3221d

>2) Balancing the books
https://fast-poll.com/poll/d5a8c173
>>
Also, questions for the R&D staff?
>>
>>6474591
>questions for the R&D staff?
Whats the best way to bleed excess energy off? Are there energy vampire systems for Walkers? Do they also have experimental walkers around? How long until Plasma Wings on a Heavy frame? Do they have Heavy PA sized boarding stasis shields with gunports? Is there a way to fool realtime trajectory analyzers? Do they have some of those? Could those be installed on Power Cell armor?

armor thats encased in a ball of plasma emitters for boarding purposes, just walk to engineering/ the bridge/ wherever dont care about walls. thats all my brains spitting out for now, ill see if sleeping gets me some new ideas. thank you for running this joy by the by
>>
>Whats the best way to bleed excess energy off?
The Alliance has been running into that problem with the energy vampires. Recon suits have seen modification to bleed off power into deck plating. Other suits may need the same thing, though it comes at the cost of mobility. It's fine when someone invisible parks themselves out of the way and sabotages a piece of equipment with the vampire. It's not so helpful for regular armor. It is being worked on.

The absorber armor faces a similar problem which is why the designers included an old but rarely seen Neeran trick. It dumps heat into the nearest metallic structure. This isn't fool proof but it's a step in the right direction.

>Are there energy vampire systems for Walkers?
Not yet but there are for starships and stations.

>Do they also have experimental walkers around?
This section is specialised entirely on power armor and related applications. Nobody out here does R&D on walkers except for House Tho'ros. Even they mostly just test newly arrived equipment.

>How long until Plasma Wings on a Heavy frame?
It can be done in theory but it's not recommended due to safety concerns. The suit is simply too big and requires too much engine power to safely operate a plasma wing. It's dangerous to everyone nearby.

>Do they have Heavy PA sized boarding stasis shields with gunports?
Not with gunports. There are shields with gun ports -or even integrated weapons- but they're not typically equipped with stasis reinforcement. This is in part due to simpler shapes being better for the shaping of stasis fields.

>Is there a way to fool realtime trajectory analyzers?
Typically no, not unless you're invisible, obscured or concealed from sensors.

>Do they have some of those? Could those be installed on Power Cell armor?
The analysis programs are available. It typically requires a bunch of compatibility downloads to work with different systems, then additional patches, and sometimes after market hacks to get them to really work right. There's always some OS update that breaks them though.

You're given contact information for an office on the flagship that should be able to set you up with with right downloads for your armor. The power armor will be fairly straightforward. Most of it is produced by big Houses or nations and are well supported.

Depending on where your power cell armor is sourced from the various suits may require individual patching. The 13 (15?) suits of power cell armor that you've salvaged from various pirates are all from different batches. Each one is going to need custom work. This could cost money to get done.
>>
>>6474591
>Also, questions for the R&D staff?

Just a few that came to mine.

Can they figure out a better storage system for the excess power the Vampire module takes from its targets? It was used twice and put the suit under a bit of strain. Maybe larger batteries? Or an Overdrive function where if you drain enough energy from the target it boosts the suits functions (ie bullet time/ over shield or armor hardening/ other super power only as a temp boost).

If it isn’t to confidential. How far along are they in figuring out armor/ shielding from being exposed to the Arnach Hyperdrive?

Any improved energy weapons/ energy shielding that can be mounted on Light/ Medium/ Heavy suits of power armor? Starship grade energy shields but on a small platform. Thinking Spartan II’s MJOLNIR.

How about improvements to stasis modules or stasis kits?
>>
>>6474630
>Maybe larger batteries?
That's being seriously considered. It may require customization for different suits.

>Or an Overdrive function where if you drain enough energy from the target it boosts the suits functions
This is to an extent what a newer suit like yours was trying to do. Putting the extra power into the jump jets and plasma sword. An update patch for your suit is being prepared that should allow it to balance it a bit better.

>Arnach Hyperdrive?
The techs down here haven't seen much on the hyperdrive. There are some instructional videos up on the fleets information net on what to do if encountering red fog coming off the walls.
The R&D techs think it is fake at first but checking with intel causes a small panic. They want to know why they haven't been released test data yet. Apparently hyperspace tests are being done by a different division to keep the people here focused on current programs.

A few technicians are not handling news about the problems with hyperdrive very well.

>Starship grade energy shields but on a small platform.
That's something of a holy grail of protection that has been long sought. Starfighter sized shield generators are still prohibitively expensive and so bulky that they need a dedicated design. Stasis shields have been revolutionary because of their smaller size, though even they have limits to how small they can go. Continuing to Increase their damage resistance remains an active goal.

The prototype CCD starfighter you captured and handed over to R&D has given the local teams some ideas. They're hoping to get working examples fielded this year.

>How about improvements to stasis modules or stasis kits?
Updates are being rolled out to help deal with Izuan and Arnach for medical units. There seems to be a minor change made every other week in the hopes that they can produce a better fit.
There have been requests to increase the hardening of medical units to resist small arms fire more easily. This would require physical changes and completely replacement of the units. It could happen. Better units will no doubt have a slight markup and be advertised differently. The ones that are already in circulation are likely to remain in use for some time.
>>
>>6474591
I'm trying to remember if power armours have their own auto-doc and injector combat stimms for the user of the armour only. Can they come with Kythera nanites?

Can the energy converted from a vampire system be fed into nearby drones? Maybe forming a shield array?
>>
>>6474680
>I'm trying to remember if power armours have their own auto-doc and injector combat stimms for the user of the armour only.
They do but though the stims are not full blown combat drugs.

>Can they come with Kythera nanites?
That is a big no. Use of Kythera nanites is strictly controlled.

Suits do use some nanotech in their medical and recycling systems because it's a contained environment safe from phase particle scattering.

>Can the energy converted from a vampire system be fed into nearby drones? Maybe forming a shield array?
Might be worth looking into.
>>
With the holiday today I'm working tomorrow so no updates until tomorrow evening.
>>
You have a proposal for the ultimate in armor. The last word in boarding options. Plasma weapon emitters everywhere so that you're effectively a walking ball of plasma. If that starfighter grade plasma shield idea can't be scaled down then it's just a case of using plasma swords.

With gear like that a person could just walk through walls to reach key areas of a ship.

One of the younger technicians is quick to point out that this could cause catastrophic damage to a ship that might otherwise be salvageable.
"Yes true, but can it be done?" That's what you really want to know.

"In theory? Yes. In practice you're going to need to operate inside of an atmosphere to provide enough reactionable matter to sustain it. Taking on gas to be superheated in quantity to generate the excessive amounts of plasma. A person sized suit can't carry enough fuel. All an enemy would need to do is vent the ship. You'd need large external fuel tanks and those would be a big target."

You could make the tanks out of high density armor but that is going to cause the costs to balloon rapidly.
"So expensive but possible is what you're saying?"

"I'm not sure we could get support for such a project... but we could do something with the plasma emitters. A way to do the same job. A way to punch through a ship."

The tech begins typing away at their pad for a moment and then without warning sprints out of the room. Okay then. Clearly the Alliance is going to pursue some avenues of research that they hadn't been considering before.

S04 unlocked
>>
Testing of the Arnach stealth systems has shown that they shouldn't be harmful. There have been no harmful side effects shown. All the same it is advised that they only be used when wearing full body protection. There may be some minor effects of direct exposure that haven't manifested yet.

Refitting of the armor for the various suits used in the assault on the station is well underway. The power cell gear used by the marines will take another two or three days to get it all done. They were the most heavily engaged. Two newly captured suits will take a bit longer to get back into service.

One of the JLA units saw some combat in the western station arm collecting valuable data. It's all being sent back to House Tho'ros for study. Overall the majority of the newly outfitted units didn't see combat. On the one hand that's good but more data is badly needed.

While what power armor you're getting from the Alliance isn't decided, the remainder of the money will be paid out in Stealth Power Cell Armor. These have a sensor absorbing coating and their motive systems are silent. Their repulsors systems are rigged to further reduce noise emissions, though they're not nearly as effective as Recon Armor. These are a slightly newer version of the model Reza uses.

Your armory techs have requested -begged really- for additional maintenance systems to go with the new suits. Their gear just isn't capable of repairs to the systems or coatings the new suits are built with. House Aries and AMC both make sure to sell the maintenance gear quite sperately from the suits. Fortunately the Alliance comes through for you.

Your forces now make use of 3 very different models of power cell armor. Four if counting the JLA suits. It may be necessary at some point in the future to look at streamlining and standardization of your equipment. That could be an expensive undertaking.

Aside from suits there is some salvage from the station. The defenders were planning to roll out 5 specially rebuilt power loaders once the other garrisons arrived to drive you out. Obviously that didn't happen and nobody tried to make a break for it with what are essentially mini-mechs.

The station crew are wondering if they should be added to the new station garrison forces or picked up for use by the Bertrand? They're easy enough to maintain and are small enough they wouldn't need a dedicated walker bay. They could be kept around and traded to mercenaries in place of payment.

[ ] Station Defense
[ ] Add to ground vehicles
[ ] Trade to mercenaries
>>
>>6474933
>[ ] Trade to mercenaries
>>
>>6474933
>[ ] Trade to mercenaries
>>
>>6474933
[x] Trade to mercenaries
OR
[x] Leave them with Mik in lieu of something else
seems like cargo loading equipment is something he will want, unless it's specifically for combat loadouts.
>>
>>6474933
>[ ] Station Defense
we dont really have the means to split our forces meaningfully so something that can alleviate our needs for defenses is really nice
also our powercell problem is mostly cuz the Bertrand is too small to have maintenance bays/rooms for all types right? so maybe installing dedicated bays on the station could be worthwhile



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