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SSN-4326 Quest

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Thread replies: 142
Thread images: 14

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Discord where I can be reached:
https://discord.gg/qswRcqd
Google Doc containing relevant information:
https://docs.google.com/document/d/1ACsvfnMxbXimEnonZ7XjhAnH39wtPdshNxEUtojwKCA/pub

Welcome to SSN-4326 Quest, a sci-fi quest based on submarine-like combat in the distant future!

Please read the google doc if it's your first time posting in this quest, it will explain the basics. While people read I will be accepting the first 3 (if there are no more than 4 players) or the first 5 (if there are 5 or more players) character description. Give me your ship Captain's name, gender (if you don't care I'll flip a coin), race, personality, and a short description of their life before serving. Once that's out of the way we can begin the quest proper!
>>
>>1599228
>Im in.

Captain Petrus Dermot.

Male

Disgusting White Male scum

Hot headed but a keen strategist. Prefers devastating single blows to drawn out engagements. Hit and run tactics and striking from ambush are his favorite.

A Security officer who was left the highest ranked officer aboard his ship when the bridge was hit by a enemy missile. Nevertheless he led his crew to victory despite massive casualties to the crew.

>Is this good?
>>
>>1599284
Perfect, just throw in a d100. I'll take two more tonight and the highest of your rolls will become our captain. At the conclusion of each full battle/chapter players can also chose to flesh out another bridge officer if they'd like.

While all PDUN officers are competently trained, extra and complimentary personality traits may offer advantages in combat.
>>
Rolled 59 (1d100)

>>1599284
Inb4 nat 1
>>
>Bumping for survival

This quest got a late start. Donut ignore pls
>>
>>1601170
Terrible timing on my part, shoulda started it on the weekend, oh well.
>>
>>1601369
Yeah ill do some more shilling and try to get people on this
>>
>>1599284
Seconding, cause hit and run sounds good to me.
>>
>>1602155
Want to make a character so we can get this motley crew going?
>>
>>1602632
He said we could second previous chars.
>>
If you guys want we can just get started, hopefully we'll eventually get a few more players.
>>
>>1602701
YAS. AM WANT TO DO SHIP2SHIP BATTEL PLZ COMRADE
>>
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>>1602709
Ok then, writeup on the way.
>>
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>Universal Star Date: Month 6, Day 22, Year 2317
>New Gagarin Station
https://www.youtube.com/watch?v=QBK6GB3Ygrg

Wind and snow hammer the base of the New Gagarin space elevator as Third Officer Petrus Dermot and his fellows embark on the twenty story lift pod which will transfer them to New Gagarin Shipyard and their fresh assignment. At the boarding airlock a dark grey clad Intelligence officer checks that the Captain, First mate, Second mate, and Petrus have secured their command codebooks and the special plexi cards which the four senior most bridge officers are to use in the event of capture or critical mission failure in enemy territories, when plugged into any command console they will initiate a simple mechanical system which scuttles the ship and erases all code from it's main computers. Once cleared you are all allowed to board the lift and sealed inside, packed in the claustrophobic space which smells of ozone and recycled air. The lift begins rising with a subsonic rumbling hiss.

Do something while you wait:
>Make small talk
>Watch/Observe those around you
>Review your mission information
>Other/Write in

Skip:
>Close your eyes and doze while you wait.
>>
>>1602791
>>Watch/Observe those around you
>>
>>1602797
ENGAGE OBSERVATION SKILLZ
>>
>>1602797
(During this interlude/transition I will write on actions given by single players but during major events I will wait until two or three people are here)
>Watch/Observe those around you

You immediately note several things about this crew. Most of them are young, some even younger than you and probably on their very first assignment out of their academy. There are a few exceptions however, the most notable being your Captain. He's in his mid 50s, abnormally old for service outside of a desk job. Normally men of his age are either dead or acting in a role that won't bring them into combat. The man sits still as a stone, eyes closed as if he were meditating, you note that his uniform couldn't be more perfect if it had been draped on a display.

You note that the Chief Medical Officer is fidgeting uncomfortably, he seems uncomfortable and doing his best to hide it, but a constant tapping of his left foot and drumming of the fingers on his left hand give away his anxiety. He's slightly overweight, which you think is peculiar for a man who's duty is the health of the crew.

Your two intelligence officers look dead, there's a running joke at the academy that their emotions have been surgically removed but people only joke because the Intel Service makes everyone a slight bit uncomfortable. They are responsible for mission security, matters of crew loyalty, and the receiving and sending of FTL equipped courier drones which maintain the chain of communication from Command to it's various fleets.

Do something else while you wait:
>Make small talk
>Review your mission information
>Other/Write in

Skip:
>Close your eyes and doze while you wait.
>>
>>1602848
>>Review your mission information
Looks like doc is a lefty.
>>
>>1602848
>>Review your mission information
>>
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>>1602877
>Review your mission information

You reach over your head and drag the small screen each crash seat has suspended over it down to your eyes. You type in your identifying code, flip past your own dossier, and pull up the "Current Mission" page. It reads out:
-Current Mission: Investigatory Patrol, Border Security, Possible Contact Scenario-
-Ship Assignment: PDUN Friedrich Engels, Destroyer-
-Specific Data: At 8:50PM UST, 6/2/2317 a robot patrol ship detected several vessels of unknown configuration in the fringe system AD Leonis, after relaying it's data via probe the ship was reported destroyed. First Fleet and flagship PDUN Revolution will be dispatched to investigate potential violation of PDUP Sphere of Influence."-
-Environment: AD Leonis (Gliese 388) Is an M(red) type main sequence star which undergoes regular flares, expect radiation to interfere with Passive and Active sensor systems, mission stage in open space, expect no debris"-
-Mission Objectives: Identify if possible unknown vessels, retrieve black box of Patrol Vessel 3557-2A, Secure PDUP border.-

An overview of your ship is then displayed under the text. It's standard loadout consists of seven high power railguns which fire 20kg tungsten slugs and 3 mass driver torpedo launchers with various torpedo and probe payloads.
>>
>>1602929
Beautiful
>>
>>1602929
Also, Do something else while you wait:
>Make small talk
>Board the Engels
>>
>>1603141
Board the ship. We are a man of actions. Not of words.
>>
Since this marks an important transition point I will wait 30 minutes for any more votes. If there are other votes I will do my final write-up for tonight, if not I will hold off until about 7PM CST tomorrow.
>>
>>1603277
Waiting with bated breath
>>
>>1603141
>>Board the Engels
>>
Once I have completed drawing up your first mission zone, SSNQuest will continue. ETA 30-40min.
>>
>>1605381
EXCITEMENT
>>
https://www.youtube.com/watch?v=CIGHCoVzqtk

>Boarding the Engels

You are offloaded directly onto a fast tram which ferries you through several kilometers of tunnels and waystations. At least five hundred men and women are packed aboard the pressurized tram, and the bridge crew are in the very first car. You and your fellow officers are the first to catch a clean view of the newly minted ship, surrounded by a ribcage of scaffolds and loops of fuel and gas hoses plugged into ports on either side of her twin over/under Schmidt und Muller 6400D Fusion Drives. Even now maintenance robots crawl over her skin, tuning components, affixing communications antennae, plugging in telescopic cameras and sensor packages, and even fusion welding clean grey/white hull plates to her spaceframe.

The Engels balloons rapidly in the windows, until it towers above you and to both sides, she's about the size of two ancient Nimitz class carriers set end to end, the majority of her stern taken up my a massive apartment building sized Schaad Effect Drive, vaulted 50 Gigawatt fusion reactor, and massive thrusters. Her keel and spine bristle with seven building sized Hyperdyne DX-4 Chemical/Electrical hybrid railguns, their slender barrels retracted into the turret mounts while not in use.

The ship disappears from view as your train plunges into the disembarkation station clinging to her side, and with a clank of engaging bolts and a hiss of pressurized air the train plugs directly into her side via a flexible boarding tube. The doors ratchet open, and you exit the train car.

The Engels even smells new, crisp air filters purring almost silently, power conduits practically vibrating with barely contained energy. You'll all be entering cryonic stasis for the nearly month long trip to the edge of well mapped space, but it is customary for the fourth officer (you) and higher to be present on the bridge for a jump. The turbo-elevator is whisper silent, the only noise comes from air recycling vents and the anticipatory shifting of your comrades.

The bridge is cramped, but still significantly larger than that of your previous ship, consoles hum and click over with their sturdy heavy duty circuits, data scrolling as the ship's dumb AI automatically breaks free of the docking tube and prepares for maneuvering. That's when you see the rest of Home Fleet 1 laid out before you, at least five other destroyers, scores of corvettes, three mighty battleships, a heavy carrier, and the mighty PDUN Revolution.

As if eager to join, the Engels breaks free of the dock, throwing away fuel hoses, the heat from her drives partially melting the scaffolding as it falls away from her pristine hull as she assumes her designated position with the rest of Home Fleet 1.
>>
>>1605620
>Continued

A dull buzz begins in the deck as the navigation console flashes up a 30 second countdown. The Schaad Effect drive begins to spool up with a sibilant howl that shakes the ship to her very core, and you can feel the hair on your hands and neck begin to stand straight up while heavy blast shutters roll down over the small metaliglass windows. The howling of the drive becomes nearly deafening and static practically crackles over your body, and the lights dim as all primary power is diverted to the drive and aux power kicks in. There is a sudden lurch in the deck and your stomach does a cartweel as you simultaneously feel like you've just plunged down a pit and leaped into the sky, the drive's howl cuts off abruptly, signalling that the jump is under way.

You and the rest of the bridge crew take the lift back down to medical where you are quickly and efficiently stripped and given a sedative before being loaded into cryonic stasis capsules.
>>
>>1605658
>Interlude
>1 month later
>AD Leonis Star System
>Universal Standard Date: Month 7, Day 23, Year 2317
>PDUN Friedrich Engels

Your entire body feels numb and boneless, but your consciousness flickers back to life like an ember in the breeze. Faint but muted sound presses against your ears, a familiar acrid smell tickles your nose, light pulses against your eyes.

Give me a perception roll to see how well Petrus gets his bearings. Feel free to try and take action as well.

>Call out for someone
>Try to open your eyes and move
>Flail around for something familiar
>Other/Write in
>>
Rolled 68 (1d100)

>>1605702
Focus
>Try to open your eyes and move
>>
>>1605872
>68, standard success

You struggle to open your eyes, and while your eyelids feel as though they were made of lead you do manage to get them open. Your vision is still a blurr of blacks, whites, and a dim red-orange pulsing light. The sounds and smells clarify somewhat, although your ears don't seem to have fully reconnected to your brain you can smell a distinct tang of smoke and a heavy stink of ozone and burnt plastic. You try to move and your limbs flop like rubber tubes, disturbingly you can only feel them dully, like when you lay on an arm and it goes to sleep but it's your entire body.

You notice that there is no thrust gravity and your limbs have been strapped down to keep you from floating off the bed...where? The medbay most likely. Your stomach is turning end over end but not from cryosickness, the ship feels like it's turning keel over stern.
>>
>>1605903
Oh shit nigga. Ship is hit
>>
>>1606033
Starship waifu abuse will be a probably be common in chapters to come.
>>
>>1606075
DO NOT ABUSE SHIP-FU
>>
Anything else you guys want to do while you're still in the medbay? Or would you prefer we get this train rolling?
>>
>>1606197
Get the pain train rolling. Lets kick ass and chew bubblegum
>>
>>1606197
First, escape the straps
Then get some smelling salts or a stimulation pack. Something to help us reawaken faster.
Then get to battle stations pronto.
>>
>Get the story moving, you hack!
https://www.youtube.com/watch?v=t-K8qP1m_s4
https://www.youtube.com/watch?v=JgQaDHgHYJI

As you fumble for the straps with your half-numbed fingers, the fidgeting Chief Medical Officer's blurry face drifts into your line of sight. He reaches down and jabs your arm with something, and immediately the dullness in your shoulder is replaced by a pinprick of pain where the needle stuck you. As a cocktail of Synthadreneline, medigel, and metabolic accelerants flood your veins feeling returns to your limbs in a wave of painful pins and needles, your heart races and your face flushes as the chemicals burn away all remaining fog. Sound, smell, sight, and touch all slam back to full sensitivity. The emergency klaxon is wailing at ear-pounding volumes, the air circulation system is making a noise that you really REALLY don't like, the hull and support struts deep within the ship creak audibly with heat stress.
>CMO: "We have to get you to the secondary bridge immediately Mr. Dermot, the situation is rather severe!"
He throws your uniform into your arms and starts to pile standard emergency medical kits into a large heavy canvas bag with velcro strips and a heavy duty carabiner latch at one end for use in zero gravity.
>CMO: "Home Fleet came under attack almost the second we closed in on the Patrol Vessel's wreck, t-they were like nothing we've ever encountered before, we were struck with some kind of energy weapon that cut through our shroud like it wasn't even there. We lost half of the railguns and one of our drives is only 25% functional."
The man's voice is edged with panic, but his breathing is calm and his pupils are massive, he's evidently shot himself up with combat stimulants to stave off shock and remain effective.

>Demand answers/Question him further
>Make your way to the bridge
>Other/Write in
>>
>>1606322
>>Make your way to the bridge
And inform him to that he should be ready for a flood of injured and causalities.
>>
Dis Gon B Gud
>>
I'll give it half an hour more and if nobody else posts and you guys are unanimous we'll move on.
>>
>>1606341
>TO THE BRIDGE
>>
>Make your way to the bridge

You slip into the combat uniform quickly, pin your rank strips to it, grab your emergency destruct card and codebook, and place them in the secure pocket at your hip. As you prepare to leave, you turn to the CMO and say "Casualties will be rolling in-"
He cuts you off with a stony look that freezes the words in your throat.
>CMO: "Not many of them will be needing my help, most of them are already dead."

The gravity of his statement hits you when you drift out into the corridor, pulling yourself along with handholds welded into the ship just beneath the thick crash padding of the wall. Corpses have been haphazardly glued to the walls and floor with rapid setting sealant spray to keep them out of the way. There are only two predominant forms of injury, unspeakable burns which have completely erased sections of crewmen's bodies, and crush injuries from being hurled into equipment, walls, down long corridors, etc. You hurry past the human carnage to the emergency elevator leading to the secondary bridge or battle bridge, punching your ident code into the panel beside the door. It snaps open and you ride it up to the battle bridge, wondering why you weren't instructed to report to the primary bridge.

The Captain, first mate, second mate, and third mate are all absent. The comms officer, gunnery officer, navigator, and two intelligence officers are all slightly puffy in the face as if they've been sunburned or vacuum burned. The female intel officer is missing her right arm and most of the hair on the right side of her head, her right eye is hidden under a rapid sealing medical patch and she looks completely numb, barely able to stand even with her feet clamped to the deck with magnetic boots.

>Question the officers (who?)
>Step onto the bridge, you're in charge here.
>Check the readouts on the captain's consoles.
>Write in/Other
>>
>>1606648
>>Check the readouts on the captain's consoles.
While asking for a rundown.
>>
>>1606705
This. Were in charge now bitches
>>
>>1606728
Assume command untill a higher ranking officer appears.
>>
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>Get the rundown, Check the consoles, I'm the Captain now.

"Fourth officer Dermot reporting to the battle bridge!" You announce as you step into the dimly lit miniature version of the primary bridge. "Somebody give me the quick rundown on our situation." The male intel officer, acting Captain when none of the three officers in direct chain of succession are available speaks up.
>IO: "The captain, his first, second, and third are dead, the bridge was struck by an unknown directed energy weapon and all four were instantly vaporized. Those of us who survived managed to evacuate to the Battle bridge. Our three belly upper railguns have been cut open and are inoperative, our upper fusion drive is operative but only at 25% capacity, the primary bridge is destroyed, and the lift leading to it has been opened to space. Our shroud was overloaded but is now half charged and stable."
He pulls a set of chrome Captain's bars from his uniform and offers them out to you.
>IO: "You're the captain now."

While he's been talking, you've also been reading the displays, they corroborate his summary. Two of the fleet's transponders are pinging away, the rest are silent, including that of the Revolution. You then check the very simplified area map to try and determine where you are. The computer indicates you are in a massive debris field, holding relative position in a denser portion of the cloud.
>>
>>1606805
We are green correct?
And do we have eyes on the enemy?
>>
>>1606805
Also, what do obviously.

>Consult with other bridge officers
>Designate teams to attempt bringing your damaged fusion drive back online. (D100)
>Begin moving on maneuvering thrusters only (Maximum of 1 block of movement, stealth)
>Turn on Active Sensors (Will alert any enemies to your existence, but not your precise location) (D100, success will give a general location for the enemy, crit success will give the exact location of enemies)
>Other/Suggestions/Write in
>>1606820
Yes to the first, no to the second so far.
>>
>>1606843
>>Consult with other bridge officers
And have passive censors try to listen to any broadcast or signal.
>>
>>1606843
>>Begin moving on maneuvering thrusters only (Maximum of 1 block of movement, stealth)
Into the light debris field, but not into the open.
>>
Rolled 73 (1d100)

>>1606843
>Consult other bridge officers
>Have Repair teams work on our engines
>>
Ok, we'll have you consult bridge officers since you both voted for it, and I'll flip a coin for the action. Satisfactory?
>>
>>1606902
Repairs are ok.
Just as long as they are silent.
>>
>>1606916
A'ight just give me your repair roll too.
>>
Rolled 74 (1d100)

>>1606920
>>
>>1606895
>>1606925

Engines are good then eh
>>
>Consult your bridge officers, Repair the Fusion Drive (74, Standard success)
Your gunnery officer indicates that all of your torpedo launchers are still full and functional, but that you cannot attack ships flying directly overhead, due to all of the upper railguns being slagged. His suggestion is straightforeward, fire all three of your torpedo tubes into the debris field and hope one or more of them latches onto something (D100)

Your navigator suggests that you sneeki beeki to the last known location of the Patrol Vessel's wreck, hunt for and find it's black box, and bitch out of this massive clusterfuck as soon as humanly possible.

Your comms officer suggests you launch one of your decoy torpedos on a delayed trigger (5 squares till it activates, 10 till it's drive is spent) and wait to see if a hostile ship pings on active to hunt it down.

The CMO isn't present so he has nothing to suggest.

The one physically sound intel officer suggests you dispatch a comm probe carrying a copy of your ship's log back to Earth, and then hunt down any enemy ships left in the area (he informs you that the majority of the enemy fleet went to FTL soon after the battle) to ensure that no fleet ship's computer core falls into enemy hands. Priority should be the security of classified information on fleet locations, movements, tactics, and compositions stored in the Strong AI of the now dead Revolution, which has been shorn cleanly in two and is drifting in the densest portion of the debris cloud.
>>
>>1606974
Also, you restore 50% of your drive's functionality, bringing it up to 75% capacity. At flank speed you can move 3 full blocks.
>>
>>1606974
>aunch one of your decoy torpedos on a delayed trigger Use all the drive, momentum should keep it moving.
And
>dispatch a comm probe carrying a copy of your ship's log back to Earth
>>
>>1607004
>Your comms officer suggests you launch one of your decoy torpedos on a delayed trigger (5 squares till it activates, 10 till it's drive is spent) and wait to see if a hostile ship pings on active to hunt it down.

THIS
>>
OK gents, where do you want to shoot it?
>>
>>1607031
To our lower right on the map. A diagonal shot through the debris field. That's probably where the enemy is hiding
>>
>>1607004
Oh poop, use half fuel to move it and the other half to stop it.
They can use it's trajectory to find us.
>>
Ok, I'll flip a coin.
>>
>>1607082
That's the point. We move a bit to the side and go quiet, spooling up our railguns for a fullpower shot into their side
>>
>>1607193
But we aren't moving, are we?
>>
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>Fire a decoy

You instruct the gunnery officer to load Tube-1 with a Sparrow class decoy device and hurl it towards the fringes of the debris field so it covers as much space as possible.

>GO: Loaded, Tube-1, no target, maximum burn, firing Tube one!
With a clank and hiss of pressurized gas the hatch of Tube-1 snaps open and a simplistic cylinder is ejected from the tube. It pulses tiny maneuvering jets to push off from your hull and then ignites it's drive on maximum power. The decoy races past the grainy camera feed so quickly that the only way you can track it's progress is by the light of it's drive. About a minute later, a screetch of synthetic radio chatter, unfiltered drive noise, and active pinging lights up your sensors as the decoy activates itself.

At the same time you dump a message probe out the back of the ship, and it drifts away on jets of chilled gas before activating it's tiny Schaad Effect drive and vanishing.

You wait for another tense thirty seconds, and then registering from just port and aft, a wailing "FWEEEEEP" of active sensors passes over your hull so close that it nearly overloads several of your passive detectors, the sound cue is so loud everyone on the bridge nearly leaps out of their skin.
https://www.youtube.com/watch?v=F0VNqK7252o&t=0s

The camera view falls into shadow for a moment, and the active sensor alarm wails a second time as an ivory hulled vessel rockets past you so close that it's drive plum heats your armor plating and melts away a few passive antenna arrays completely. It's like nothing PDUN designers ever created, sharp and smooth and almost organic with a hull that could be bone, metal, or ceramic. It's surface is broken up by huge ribbed conduits that glow cherry red with heat and several burnished coppery-gold domes protrude from the hull, they could be shield projectors, weapons, or something else entirely. It sports two large bore torpedo tubes in it's nose and they've definitely seen recent use. Overall it appears to be corvette sized, when compared which the chunks of identifiable ships it passes by.

At this point the hostile ship has not registered your presence, while your ship is still hot, it's visibly damaged, not moving, and there's enough debris clutter and radiation noise that it did not detect your launch however it is now pinging away on active and if you begin moving or fire again it will most definitely detect you.
>>
>>1607211
Just drifting a bit after we launch our missile
>>
>>1607239
SHOOT IT IN THE ASS. FIRE EVERYTHING.
>>
>>1607252
Do you want us to die?
>Continue repairs.
>>
>>1607258
A Surprise shot to the ass is a hell of a hit
>>
>>1607258
But changing my decision to this. Fix the engines and weapons
>>
Here's an updated battlemap.
Note that when the unknown enemy reaches the decoy and discovers its bullshit, they will begin sweeping the debris field for you.
>>
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>>1607327
FUCC.
>>
>>1607335
Prepare torpedoes.
Calculate trajectory of enemy ship.
And wait.
>>
>>1607335
Nvm. Rechanging my vote. Once they reach the midpoint between our missile and us we fire a pair of missiles as fast as we can and open up with as many railguns as we have operational directly into the rear of the enemy ship
>>
>>1607357
Shit
As long as we also fire a decoy elsewhere to look we shot and then ran.
>>
>>1607349
>>1607357
I'm going to take these as your final calls.
Normally I'd say that firing without a sensor lock would be a -10, but your ship's dumb AI can definitely pad that out with a trajectory calculation. So roll me a D100 for each of your two remaining tubes, and each of your four surviving railguns.
>>
Rolled 58 (1d100)

>>1607383
Woot, got a bonus for smarting stuff.
>>
>>1607392
Gunna need five more D100 my dude, like this.
>>
Rolled 35, 62, 12, 96, 37 = 242 (5d100)

>>1607405
FIRE
>>
Rolled 60, 18, 56, 54, 64 = 252 (5d100)

>>1607405
Give em hell!
>>
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>Weapons rolls (I take the highest of each) 60, 62, 56, 96, 64
>Two successful torpedo hits disable: Primary Weapons, Torpedo tubes
>Four successful railgun hits, all shells absorbed by enemy Shroud, Enemy shroud reduced from 250 to 205

Your two torpedoes obtain hard locks on the enemy ship, and thanks to your suggestion slip through the enemy shroud and perfectly bracket the hostile, one of them pounds into it's upper nose and the other into the largest dome. The dome sprays neon red ichor into the void, your sensors register it as some form of energy dense and highly radioactive plasma.

The Hostile ship, wounded and with all of it's heavy hitting weapons crippled comes about and cuts straight left in a high G maneuver that would slaughter a human crew and races for the edge of the debris field at Flank Speed (5 spaces per turn)
>>
>>1607472
I included Intrepid's 58 as a successful weapon roll. For your Destroyer (with all of it's weapons active) you'll make 10d100 rolls. As of now you have four functional and reloaded railguns, and three empty torpedo tubes. You've got 9 spare torpedoes.
>>
>>1607472
Reload and give chase!
Can we somehow detonate the plasma.
>>
If we can pick up one more vote I'll run one more turn, if not then we'll leave off here and start up again anywhere from 10AM-CST to 1PM-CST.
>>
>>1607540
RELOAD AND FIRE AGAIN!!!!

Get target lock on their engines. They already know we are here
>>
>>1607575
Ok, you active ping and pin down the unique drive signature as the hostile ship completes it's bone-shattering turn and begins moving for the fringe of the debris field. It will take one turn for you to reload your tubes, by that point the enemy ship will have cleared the field and it will be able to jump. You've got one shot, gimme 3D100 for your torpedoes.
>>
Rolled 8, 37, 39 = 84 (3d100)

>>1607596
We couldn't attach a tiny Schaad Effect drive onto a normal torpedo and get it enroute?
>>
>>1607607
I /might/ accept that as a very high tier upgrade in the late game. Even your message drones are much larger than a torpedo right now and they don't even have a fusion drive.
>>
>>1607615
Understood.
>>
Since your QM is essentially in a near catatonic state, I'm going to end the first proper session of SSNQuest here for tonight.

Thank you guys so much for running with me tonight, and here's to more players in the future. Comments, suggestions, and criticism are all welcome. That's all folks.
>>
Rolled 100, 36, 7 = 143 (3d100)

>>1607596
FIRE
>>
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>>1607725
Fucking hell QM. Your spectacular crit has brought me back from the grave.
>Three targeted torpedo shots: 100, 37, 39

Three torpedoes are ejected into the void, one of them collides with debris less than a second out of the tube, smeared into a cloud of metal dust before it can even arm it's warhead. The second torpedo races ahead, directly for the enemy ship's drive cones, but at a poor angle. It's thermal sensor package was jarred loose in combat thus it doesn't change course at all when it flies into the corvette's drive plume, and barrels on ahead as it's casing armor turns from cherry red to bright candleflame yellow, to incandescent white, and then it's warhead cooks off and detonates prematurely. The final warhead must have been splashed with holy water, it laces it's way expertly through chunks of ship, a last minute calculation placing a piece of debris between it and a spray of point defense fire from the hostile ship, and it arcs around from bellow and drives directly into the enemy's belly, tearing her ventral hull wide open and venting her fuel into space. Her drives misfire and sputter, pummeled into submission the enemy ship begins to drift, pouring trace radiation and it's glowing orange ichor into space in a growing trail behind it.
>>
>>1607786
Woohoooooo giblets!!!
>>
>>1607786
Lets investigate the damaged ship.
Record our findings and then send another message probe back to earth.
>>
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You're bridge collectively exhales in relief and after a few moments of respite you instruct your helmsman to take you in close to the defeated enemy vessel. The wreck is leaking highly radioactive fuel so you'll only have time to examine some of it's features, your intelligence officer suggests that you try and discover it's computer core or whatever the equivalent is so you can learn more about who you're fighting (I will write up a full set of stats for the Kaeson Corvette class of ships and add it to the google doc so you fully know it's capabilities). Your chief Engineer suggests that you try and salvage structural components from the enemy ship, if you succeed then you may be able to fully remove a single system to take back with you. Your communications officer also points out that now that the field is clear of hostile vessels, they have noted several areas of the debris cloud which are denser and higher albedo than they should be, indicating that they may also be wrecked ships. They also inform you that they have determined that the two halves of the Revolution are located in the densest part of the debris field and would likely be well worth investigating.

How much time you guys spend in the debris field is up to you, your ship is (mostly) sound and feel free to salvage and investigate.
>>
Rolled 40, 46 = 86 (2d100)

>>1612236
Investigate the white ship and retrieve samples of everything.
Check the high density debris areas for salvageable materials and survives.
Rolling for survivors and salvage.

Maby I should roll for the post to go through too.
>>
Rolled 35, 23 = 58 (2d100)

>>1613144
SUPPORTAN
>>
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>Survivors 40
>Salvage 46

You find no survivors, nor even corpses of any kind, just chunks of plasma-welded wreckage. You scrounge up some chunks of the more intact plastic/metal/ceramic/bone material that makes up the unknown vessel's hull, but it's leaking fuel is blisteringly radioactive and your salvage team can't stand the exposure for very long. They return disappointed and a few of them might glow in the dark for a while.

You store the hull material in your cargo bay. (I'll make sure to add an inventory to the google doc by the end of tonight/tomorrow)

What do?
>>
Rolled 66, 93 = 159 (2d100)

>>1617316
Now we look at the wreckage of our fellow navy to find salvage and survivors.
>>
Rolled 56, 13 = 69 (2d100)

>>1617472
ALSO SUPPORTAN
>>
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You instruct your navigator to take you to the next nearest dense spot in the debris field, a high albedo splotch that has a small dense cloud of particles and gas surrounding it. It's likely another ship, drifting in a cloud of it's own vented water, air, and coolant.

Arriving at the spot your telescopes finally recognize the distinct shape of another Destroyer class vessel, it is also emitting a strong transponder signal and as you approach begins tightbeaming you a distress call.

You close in on the dead ship and note that it's sides sport mirrored pairs of blackened cuts, it seems that it was struck by an energy weapon similar to the one which just brushed your own, the beam has cut completely through her reactor vessel and vented all of it's coolant into space, the frozen coolant chemicals swirl in the wake of your maneuvering thrusters like moderately radioactive snow. You also note several of the house sized escape capsules that come standard with all ships drifting about in this miniature debris field. While you haven't the space to bring them onboard, your EVA crews manage to weld the pods into a floating ring and link them to their ships still mostly functional life support systems, they'll be fine until a proper search and rescue ship arrives to pick them up.

You also salvage a fully functional drive combustion system, fuel supply, and propulsion bell from the destroyed ship, and in about a day your ship's damaged drive has been yanked out and replaced. While the new drive has no armor to speak of (you were forced to cut away the mangled and melted sections of plating) you can now burn at flank speed without worrying about blowing your drives up. You also salvage a pair of her still fully functional railguns, which are relatively simple to unplug and strap down in your cargo bay.

>300 persons rescued (for taking time to search for survivors the People's Council will commend you, and this may lead to you being rewarded when you return to Earth)
>Drive fully repaired
>Inventory consists of two standard PDUN Hyperyne DX-4 C/E Railguns, and one sample of Unknown Hull Alloy

What do? Where to?
>>
Rolled 77, 48 = 125 (2d100)

>>1617629
>Head to the Revolutions wreck
>Scan the debris field around it (the densest area) for useful salvage
>>
Rolled 1, 63 = 64 (2d100)

>>1617642
Supportin.
>>
The Revolution's debris cloud is a veritable miniature nebula of spilled coolant and water from the ship's reactor vessel. The rear half of the Revolution is blooming white hot on your thermal imaging scopes, her reactor has begun melting through it's shielding. You dive into the cloud, pinging for escape craft, firing towing cables onto several active escape capsules and then burning at flank speed to escape the cloud, however just as you reach the fringes of it the Revolution's reactor bottle drops and the ship's entire engineering section, drive array, and reactor containment structure boil away into metal vapor in a fraction of a second.

Superheated water transforms directly into plasma in an expanding ring, dispersing the cloud of coolant and hammering against the Engels' shroud. The ship rocks violently, a few redundant circuits in the ceiling short out in pops of sparks, and your shroud contracts, flares with multicolored aurora lights and collapses, overloading your Schaad Effect drive and forcing it to reset. Redundant systems across all decks sputter and burn out as power surges race through the Engels, including all three redundant circuits controlling the launching sequence for torpedo tube 2. Alarms wail to life on the bridge signaling a misfire in Tube 2, but before anyone can jettison the entire mass driving array into space, it accelerates a torpedo down it's track at 2km/s into the heavy and still sealed release door.

The Engels rocks a second time as torpedo tube 2 welds itself into a homogeneous cylinder of radioactive slag. The ship's Christmas Tree marks the tube in blinking red, indicating that it has been completely destroyed.
>>
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>>1617728
At least you saved more crewmen.
>>
>>1617728
Fugg
Lets repair what we can.
And send a message torpedo to earth to apprise them of the situation.
>>
Rolled 57, 7 = 64 (2d100)

>>1617750
Well lets get tech on seeing what just got fucked and get the hell out of here before we die
>>
>>1617762
Disregard my 7. Use my first roll to actively ping the area.
>>
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>>1617762
You guys are fine, the destroyed tube doesn't pose any immediate danger to you. As for observation you don't need to roll at this point. You send out an active sensors pulse and get clear reads on the remaining objects in the system. The closest large debris cloud is the wreck of a Fast Battleship, it's dark and quiet, there are no more active transponders and no heat or radiation coming from it's reactor. The ship is a tomb, but it may yield treasure yet.

The other dense debris cloud is a crippled Heavy Carrier, interestingly it shows multifarious small power spikes indicating that it's robot fightercraft are still idling. They never even escaped the ship's cavernous hangar before it was struck down.

The three remaining debris concentrations are corvettes, tiny fast attack ships which carry capital ship sized torpedo tubes which allow them to punch above their size, optimized for sneak attack, wolf pack tactics, and pirate hunting. Like the other remaining ships they are cold and dead, their atmosphere vented into space by gaping cuts or torpedo wounds.

>>1617777
If you don't crit fail at the next wreck I might just give you something special for those lovely sevens.
>>
Rolled 72 (1d100)

>>1617788
Lets check that damn carrier. I like the sound of robotic attack drones

>HOLY QUADS GUIDE MY DICE
>>
Rolled 82 (1d100)

>>1617826
supportin
>>
>Salvage the Carrier: 89, Excellent Success

The carrier is surprisingly intact, the residual radiation readings indicate that it's reactor was directly holed, blasting the unfortunate crew with ionizing radiation and saturating the air recycling system of the ship with flash irradiated coolant. Every person aboard is dead from acute radiation poisoning, and it's delicate dumb AI has been cooked, rendering it incapable of maneuvering without a tug. The entire compliment of 200 robotic drones, essentially fat torpedoes with a specialist dumb AI piloting system, two fighter sized torpedoes for anti-capital attack and what are essentially a pair of PDC guns on 180 degree mounts. The torpedoes are essentially useless against more than one layer of homogeneous armor plate, but they're great for forming a swarming sphere of anti-torpedo defense. You don't have the flight control AI necessary to use them, but they're yours. You pack your cargo hold with fighters, and you retrieve the ships hardened Black Box which contains all of the combat data it gathered before death.

I'll draw you a cute fighter for those sevens tomorrow.
>>
>>1617858
Can we repair the damage to the hull and life support?
>>
>>1617858
Do we have the cargo room to search that fast battleship? That seems like it would have some heavy hitting railguns on it.
>>
>>1619010
There is essentially very little hull damage, the life support systems would have to be scrubbed completely of irradiated coolant residue, and the reactor is essentially a cinder after that direct hit. I'll make you a deal and say that if you roll a 75+ I'll let you at least restore battery power and life support, and if you roll a 100 it will be able to move ponderously with it's fine maneuvering thrusters.
>>
>>1619042
Sure, for now I'm not going to impose a hard limit on how much shit you can have in your inventory, I'll draw the line at not allowing you to fit an entire corvette in there.

Since no other Captains have survived the battle, you are essentially in command of the entire PDUN fleet in this system, even if it only consists of a bunch of welded together life pods and your own ship. Everything you gather here is your materiel.
>>
Rolled 39 (1d100)

>>1619052
ROLLAN TO INVESTIGATE THAT SWEETASS BATTLESHIP
>>
Will anyone else salvage this man?
>>
>>1619044
So you're saying we could replace the damaged life support system and the power supply and it should be in working order?
>>
Rolled 62 (1d100)

>>1619318
>>1619571
Can we find a relative unscathed life support system and install it on that one?
>>
>>1619579
You might on one of the other wrecks, there are still 4 to investigate. You might be able to link several Corvette life support systems together, then plug them into the Heavy Carrier and use them to flush it's air recycling system of radioactive coolant. The HC's main reactor is completely demolished though and there's nothing much you can do about that, without the main reactor it's drives are dead, the best you could get (with a 100 roll) is to get it's batteries back online and power on it's tiny maneuvering thrusters.
>>
Rolled 67, 62, 85, 22 = 236 (4d100)

>>1619602
Lets investigate the other wrecks and try to find the systems we need, we can move the life pods here and have a small base of operations to monitor the area.
Rolling for investigations.
>>
>>1619618
All of the other ships are dead, cold tombs floating in space. Two of the corvettes and the battleship have still-functional life support systems which you spend a few days yanking out. Oxygen tanks, filters, ducting, coolant, etc are all removed, linked together in a bulbous mess, and linked by knot of umbilical cables to the corrupted life support systems of the Heavy Cruiser. After another day you manage to fully flush all of the irradiated coolant from it's metal veins, and the ship is now mostly livable. Your crew works grimly to clean more than three thousand corpses out of the ship, and give them all proper burials, jettisoning the bodies from the gaping hangars and into space. Once this is done you retrieve the clutch of emergency life pods and have them linked by a few welded on girders and a flexible umbilical docking tube.

You also salvage something very interesting from the hold of the Fast Battleship, a huge sealed set of crates marked "Experimental Weapon Module CBT-481-M4". The crates are sealed tight but with some work you will eventually be able to cut them open.
>>
>>1619658
Lets wait here for reinforcements and repair ships. But till they get here, we need to prep the ship to get repairs. And we need to clear some of the debris from the remaining salvageable ships so they can be accessed easier.


POST YOU STUPID THING
>>
>>1619658
CUT OPEN THE THING
>>
Roll a D100, whoever rolls highest wins decides what we do tomorrow. For now I have to get five hours of sleep so I can do ten hours of work.
>>
Rolled 7 (1d100)

>>1619788
Prep for repairs.
Then we can try to determine where we can install the "experimental weapon".
>>
Rolled 97 (1d100)

>>1619788
GOOD SLEEPS SPOOKY
>>
>>1619909
Cut open and install the experimental weapon
>>
>>1619909
>97 for good slep
No matter how much I try I can't write a plausible scenario where I get a 97's worth of sleep, on the up side your engineers use backpack plasma torches to cut expertly through the huge sealed crates, bypassing their security features with great skill, they've had a lot of practice recently. Within the day several different pieces of equipment lay strapped down in the cargo bay, they all resemble a dramatically oversized torpedo launch system, along with standardized power relays, an independent guidance suite meant to replace the standard torpedo guidance system, and six snap-together torpedo systems consisting of three large components, the drive system, a tiny reactor, and a yuge warhead the instantly recognizable triple wedge symbol indicating that the weapon is a nuclear device.

Within another day your work crews have assembled the torpedoes and made all of the proper connections and assembled the launch system too, however it's too large to be plugged directly into one of your existing torpedo tube slots, so instead the chief engineer uses spare material carried for quick repair to rig together a simple and utilitarian cradle on the outside skin of the ship. The torpedo launch system is installed and the six oversized torpedoes are loaded into a premade magazine salvaged from torpedo tube 2. While functional this reloading system isn't optimized for weapons this large, so you'll only get off one shot with it every 5 turns of combat, but it works.

That's all for now, SSNQuest will be live again at around 7-8PM CST.
>>
>>1620662
Try and investigate the alien bioship. Perhaps there is a way to take a sample of the red radioactive material that won't put your people in danger.
>>
>>1621676
Dis. We needa do Dis.
>>
I'll give it to you guys, roll that shit. Sorry for being late, I needed to cook dinner.
>>
Rolled 36 (1d100)

>>1621819
>>
Rolled 47 (1d100)

>>1621819
DO NOT BE SHIT DICE
>>
You fail to extract any of the radioactive fuel from the alien vessel, you succeed in giving several of your EVA crew between 10Sv and 15Sv doses of radiation requiring them to be placed in emergency medical stasis for extensive treatment, bone marrow regeneration therapy, and a blitz of various cancer preventing drugs.

Luckily there are no fatalities, however the dead hostile still defies your every attempt at analysis. You wonder how a crew living within the vessel could possibly survive such close proximity to it's volatile fuel.
>>
>>1622430
That's the secret....

There is no crew
Thread posts: 142
Thread images: 14


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