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File: Federation Fleet.jpg (211 KB, 1127x1600)
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It is the year 0079 of the Universal Century. A half-century has passed since Earth began moving its burgeoning population into gigantic orbiting space colonies. A new home for mankind, where people are born and raised. And die. 12 days ago, the cluster of colonies furthest from the Earth, called Side 3, proclaimed itself the Principality of Zeon and launched a war of independence against the Earth Federation. Initial fighting is ongoing, and has already seen billions dead. People are horrified by the indescribable atrocities that have already been committed in the name of independence.


A decisive battle was fought at Loum, where the Greatest possible fleet formed up under General Revil, ready to end this revolution, and was resoundingly defeated. Your own force was part of Admiral Tianem’s fleet, who has sent you forwards to act as rear guard for retreating allies. You have yet to spot the retreating forces, but from what you;ve heard, the losses aren’t pretty. It’s your job to make sure they don’t get worse.

Standing up from your desk in your Quarters, you double check your uniform in the mirror, before making your way to the bridge. Your vessel is up to the task ahead of you, as you command from a Magellan-Class Battleship, fresh off the Slipways of Luna II. Manning the vessel alongside you is your own unblooded crew, and escorting your flagship is the Aurora, a Salamis Cruiser, and the Pinto, a Columbus Carrier providing an air group for your formation. Exiting your room, you take a look at your graduation photo, remembering your classes and how you…

>Aced all the marksmanship tests, from rifles, to Main Batteries.(Expert Gunnery)
>Always won every space Yacht race in the Academy (Expert Helmsmanship)

Also, Write ins requested for
>Character Name
>Flagship Name
>>
>>6484726
>Always won every space Yacht race in the Academy (Expert Helmsmanship)

>Geoff Sullivan
>Implacable
>>
>>6484726
>Always won every space Yacht race in the Academy (Expert Helmsmanship

>Matthew Torres
>Ajax
>>
>>6484726
>Aced all the marksmanship tests, from rifles, to Main Batteries.(Expert Gunnery)

>Pokan E. Stiffs
>Impetuous
>>
File: Spoiler Image (154 KB, 391x368)
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>>6484726
>Aced all the marksmanship tests, from rifles, to Main Batteries.(Expert Gunnery), but slept through half of your tactics classes

>Edward Baron
>Nomad II
>>
>>6484726
>Always won every space Yacht race in the Academy (Expert Helmsmanship)
>Evan Zhang
>Until the Last Breath
>>
>>6484726
>Aced all the marksmanship tests, from rifles, to Main Batteries.(Expert Gunnery)
Drifting doesn't save ships from MS.

>Edward Baron
Works, I guess.
>Bayonne
EFF battleships are usually named after people or cities.
>>
>>6484726
>Aced all the marksmanship tests, from rifles, to Main Batteries.(Expert Gunnery)

The best defensive asset is one that can put on a hell of a fireworks display.

>Alexander Higgs
>Syracuse
>>
>>6484726
>Aced all the marksmanship tests, from rifles, to Main Batteries.(Expert Gunnery)

Gunnery is what matters when your decisive armament of choice is fucking space lasers and small craft. Gotta pop them battleships and swat them flies.

>Edward Baron
>Bayonne
>>
File: Generic Captain.png (36 KB, 256x256)
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>(Expert Gunnery

>Edward Baron

>Bayonne

Writing
>>
File: Task Force Bayonne.png (99 KB, 2000x1109)
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You still have the trophies from the annual competitions, as well as the photos of you and the other medallists. Fortunately, that skill has led you to personally oversee the Gunnery crews aboard your ship, and you even helped them resight the guns to get the best shot possible out of the targeting systems. You have a feeling you’ll be finding out how valuable that is today, and you’re Nervous about it.

You’ll be damned if you let anyone aboard find out, however, so you enter the bridge, stalwart as stone, and immediately taking over from your XO, who took care of the “Night Watch”, as much as a vessel in space can have a day-night cycle.

“Reports from spotting craft of Blue Arrows Squadron show no sign of hostile forces ahead, but an allied cruiser squadron will be passing us within the hour. Reports show the whole force is badly damaged.”

Photos transmitted from the fighters currently operating as your picket forces show the spotted forces, 6 Salamis, all in states of heavy damage, with turrets destroyed or heavily damaged, and 2 vessels with the primary bridge just gone. Smoke trails engulf large portions of some of the ships, so you can’t fully gauge damage, but none of them could be classed as combat capable by any officer you’d trust. Looks like it was a massacre out there.

As the vessels pass by your force, you enter comms with the Lead Cruiser, the Uelkal, and the vessel’s acting captain appears on the screen to report to you, coated in blood and bandages. The crew running behind him look no better then him.
“The enemy’s Mobile Suits tore us apart. Our fighters were cut down by the squadron, and our own batteries just weren’t able to stop them. Our captain died pushing me and some other crew off the bridge before a bazooka round…. If you see a Red Zaku, be careful. It knocked out the entire Battleship line we were escorting, while his wingmen tore us to shreds. Good luck, Commander.”

>The Picture included is your task force, including all vessels within it, and the fighters aboard the Carrier Pinto. Currently, your Force has the Toriares Squadron “Blue Arrows” On spotting duties, while the “Green Arrows” are operating as the Combat patrol near the fleet to intercept attackers. Your other 2 squadrons of Saberfish are awaiting orders within the Pinto, ready to launch at your orders. Current available missions for them are to operate as Combat Patrol, in defence of the fleet, but less able to launch long range strikes, or to place them out on Spotting duty, spreading them to find any enemy forces before they spot you.

>Continue Advancing, we must make sure no enemy forces get close to our retreating friendlies.

>Form up with the Damaged squadron, and escort them back home to Luna II

As well,

>Do you want to issue new orders to any of the fighter squadrons?
>>
>>6484967
>Continue Advancing, we must make sure no enemy forces get close to our retreating friendlies.
If we've built for guns, it'd be a shame not to fire away...
>Do you want to issue new orders to any of the fighter squadrons?
Put the Green Arrows on spotting duty with the other Arrows to expand our search radius, and launch the Dagger Squadrons to perform CAP. We want to find any enemies out there long before they find us.
>>
>>6484967
Whoa! That's a lot of stats. What do they mean Baron?!

Is there any benefit to holding squadron elements in reserve? Do they need to cycle out for rest, refueling, and rearmament? Or can they be out of position if we were to deploy them all at once?

>Continue Advancing, we must make sure no enemy forces get close to our retreating friendlies.

I'd prefer to fight away from our limping allies, so there is little to no chance of them being 'sunk' under our noses. Damaged as they are, they should be anywhere but a fight. Better to intercept.

To that end, I think the squadrons are better used on spotting duty, to find the enemy before they find us. Or our battered friendlies. I'll wait until I get some answers to my questions though.
>>
>>6484967
>Continue Advancing, we must make sure no enemy forces get close to our retreating friendlies.
If the Zeeks see us advance, they might concentrate on us instead of any ship retreating. Or they might avoid us and instead go for our limping allies. We might have a chance to see some Zakus before they see us as well. Either way, we should keep in mind that a small force of 6 Salamis was heavily damaged; they lost the entire battleship line they were escorting, and they basically lost or got too damaged in all their fighter squadrons.

As such, our own even smaller fleet shouldn't commit to any fight if it's unwinnable.

>Do you want to issue new orders to any of the fighter squadrons?
>TASK FORCE BAYONNE FIGHTERS ORDERS
- Toriares Squadron "Blue Arrows" remain on Spotting Duty
- Toriares Squadron "Green Arrows" change from Combat Patrol to Spotting Duty
- Saberfish Squadron "Black Daggers" go on Combat Patrol
- Saberfish Squadron "Golden Daggers" wait for launch of a Long-Range Strike when Edward gives the order.

I know you haven't written it, QM, but just in case and if you aren't against it:

>TASK FORCE BAYONNE SHIPS ORDERS
- Magellan-Class Battleship "Bayonne" remains on fleet lead.
- Salamis-Class Cruiser "Aurora" remains on screening "Bayonne"
- Columbus-Class Carrier "Pinto" remains in support from "Rear"
- Edward will give his good luck to the "Uelkal" and the retreating fleet. Edward will also ask, on a more private channel, the current acting captain of the "Uelkal" if he can send him a simple preliminary AAR on the battle they had with the Zeeks. Learning how the enemy fights and how it attacks would be good to know; this favor can be repaid another time...
- Edward will press his "Aurora" commander subordinate that their guns will not fire until he gives orders. If there is a fight against a force of Zeeks that dealt a defeat against a bigger Federation Navy formation, then all guns and weapons must be coordinated perfectly and used wisely. Shut down any glory hunting that our subordinates might have and put them straight in line.
>>
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>>6484974

I will go over vessels once they are important, but for now I will explain fighters

Each squadron consists of 4 fighters. This will apply to MS as well, to keep it simple, unless noted on their card otherwise. As fighters or MS get shot down, their stats go down according to the strength level chart on the bottom of the card

Air to Air is the unit's ability to fight other fighters and MS, basically dogfighting bonus besides the dice roll

Defence is their ability to dodge and weave to avoid fire

Armor mitigates damage taken after Defence fails to stop hits

MSL is the Anti ship capacity of the squadron, basically for these fighters, its the heavy rockets. They can also be used against enemy squadrons, but are slightly less effective. To explain why they are written out as x-x-x, lets look at Blue Arrows. They have 4-4-1.
The first 4 is the number of Missiles each fighter can launch in one attack
The second 4 is the number of Missiles kept aboard each fighter
the final 1 is the Damage each one does

Melee is the units ability for melee combat, as you can see, fighter planes cannot infact melee, thus the x

SPCL is for anything with a special ability, such as EW craft, Newtype stuff, etc.

____________________

As for tactics;

Units out on spotting duty are scattered and looking about for enemy forces. They are unable to launch a coordinated attack after spotting a force unless you want one plane/MS to dive in alone, and will need some time to regroup to make a real concerted effort. However, the more planes placed on spotting duty, the easier/ more likely you are to catch an enemy before they catch you

Forces on Combat Patrol are flying orbits near the fleet, making sure to be ready to intercept any hostile units making their own attacks on your fleet. They are able to launch attacks on closer targets, but for a long range strike, they'd need to land and refuel up before heading out for distant missions.

Units Awaiting orders are ready and fueled to be used for long range strikes. If an enemy force attacks you without warning, they can launch, but the enemy will only face the Combat Patrol for the first little bit of time. Consider the awaiting units essentially the loaded gun for hitting enemy forces first.
>>
>>6484974

Okay Anon I think i've found what these stat cards are derived from... it's a WW1 Naval Board game "Naval warfare WW1"

It's mostly a D6 system from what I've glanced

- MB-AP is Main battery Firepower Value (First number) and Penetration value Second
- SB-AP is Secondary battery, numbers act the same as the Main Battery
- TB-AP is tertiary batteries but I doubt those will be applicable
- AA is as it says on the Tin but it's split between AA (first Number) and Light AA (second number) - 0 is still an attack only an X indicated no value.
- MSL has replaced the TT (Torpedo's) - first number is Number of Missile mounts, followed by number of Missiles and then damage
- DEF is how hard it is to Damage
- Size is the Size rating which can add to the defence rating (Smaller ships harder to hit in the first place)
- Armour is the ships armour rating which can give modifiers to the defence roll
- The bottom bit is damage levels which lists all the above stats as they are affected by the vessels damage state.

Ship combat at least in the system this appears to be based on is 1d6+Firepower rating of the battery being fired

Defender then rolls 1d6 and adds the defence rating and Size rating to the roll then both sides apply and relevent modfiers with the attackers amount exeeding the defenders roll deterring damage ie. beating by 1 results in light damage level, beating by 4 kills it (and said damage is accumulative so 1 point of damage is light, followed by medium, heavy and then sunk).

Im sure the QM will either correct me on parts of this or just tell me I got the entire wrong game system.
>>
>>6484967
>>Continue Advancing, we must make sure no enemy forces get close to our retreating friendlies.

> Have both Toriares squadrons on Spotting whilst he Black daggers are put on CAP, have the Gold Daggers in reserve to act as our strike group if we find the enemy first.
>>
>>6485025
This is the correct game system, but Im taking it apart at certain spots to make things fit a bit more to the quest. Most of the stats will generally work the same but how the rules operate shouldn't be used for reference on how to play/interact with the quest, I mostly just wanted to have a way to have stats for everything that wasnt hell of data overload
>>
>>6485023
Okay.

>>6485025
Hmm, crunchy. Thanks for this, anon.

>>6484967
Well, I'll switch to support this >>6485000 plan of action, now that we have this new info.



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