Cosmolux: In the Noble Darkness of the Far Future, there is an indecent quantity of armed conflict

Sith Empire Strategic Turn 4 Opening


The Beast Pirates are on the move, lead by Kaido, the strongest creature alive, and headed by the Lead Performers and their Tobiroppo, and headquartered in their mobile battleworld, Onigashima, they move to bring their proclaimed Greatest War to the Sith Empire. Their members are monstrous, with those that do not have Zoan devil fruits smiling and laughing even when they should be crying out in tremendous pain, with ships that are little less intimidating: being almost as large as those found in Big Mom's Armadas and being even more numerous, focussing on boarding over conventional void combat and often acting as much as landing platforms as conventional warships; but that does not mean that staying at range is all that much better, for their cannons are massive and their FTL is shockingly swift and precise for a group that is still mostly relying on non-artificial hyperspace routes. Having been seen leaving Wano, they are making as close of a beeline to Sith Space as they can make while starting out in the 'New Galaxy' part of the Grand Line. already, the Marines have actively mostly moved out of their way, instructed to only put up a token resistance, as the Celestial Empire has apparently been notified of the Beast Pirate's intent, and are perfectly happy with said course of action.
For all that they are making their way through Celestial-Empire space seemingly without attracting any marine presence, for all that they are practically avoiding raiding as they do, for all that they are hoping to launch a surprise attack, the Beast Pirates are anything but stealthy. No force that large really can be, especially when they are crawling their way through space, avoiding major hyperspace lanes as they go. And the Beast Pirates? For all that they proclaim their intent to launch a surprise attack upon the homeland of these would-be interlopers, are anything but stealthy. Indeed, they can be tracked as much by their daily broadcasts and their constant expeditions for yet more food and booze as by the actual reporting of the locations of their ships.

Indeed, for while this is not a giant festival, and is in fact meant to be an invasion force, the Beast Pirates regularly scheduled parties and broadcasted concerts proceed almost on schedule, if even less open to outsiders, and maybe a tiny bit subdued relative to what they otherwise been; nevertheless, Queen's concerts continue to echo through the airwaves even as the Beast Pirates move forwards to invade.

"zoom, zoom, zoom, zoom…"

And so it goes, the Beast Pirates being anything but subtle even as they move forwards to launch a surprise invasion. And so, it the fact that the Sith know precisely where their chosen exit is, and have it mined and fortified to a rather extreme degree is quite frankly anything but a surprise in turn. Gravity well generators, massive fields of drifting mines, and countless long ranged weapons of assorted style and degree pointed at the one location where the Beast Pirates could emerge with any real degree of safety- a recipe for a slaughter if there ever was one. And so it was, but not as much of one as the Sith would have expected, for the Beast Pirates? While obvious in their movements, were anything but predictable.

The board was set, the actors were known. On one side, the Beast Pirates, lead by the 'Strongest Creature' on their side of the Red Wall, Kaido, howling and charging towards their doom like the pack of animals that they were.

On the other side, the forces of the Sith Empire. A large network of mines, traps and gravity wells set just out of sight through a one way door, backed up by rank after rank of ships, each armed with weapons simply perfect for taking on these larger, thicker in skin but weaker in armament, vessels. Yet more vessels of such or similar make await in the wings, ready to close the trap the moment that passes for a formation amongst the Beast Pirates falls apart; and behind all of these? Four massive octahedral vessels, backed up by yet another grouping of vessels almost identical in make and form to its farther forward compatriots. Here lies a death trap, ready to ensnare and kill the beast before mopping up the remnants.

Unfortunately, Kaido, while more than a Beast than a man, is not dumb, not truly, and the vessels under his command are all too used to bypassing blockades and fortifications to get at the more valuable loot found within; and so, with vessels built to jump far closer to a gravity well than anyone else might expect, Kaido did not emerge where he was expected, but instead immediately pounced upon the clear threat arrayed in front of him, brining the fight to the enemy in a method so direct that even the Sith didn't quite expect it. A few of the Beast Pirate's smaller ships crumpled, unable to withstand the intense gravity wells that they just jumped through and past, and others were left with slightly crumpled bulkheads and sometimes even mangled interiors, but who was kaido to care? After all, the weak had no place in Kaido's future world.

And so the Beast Pirates emerged, not where they were expected to, but amongst a rather large element of the Sith Empire's own forces. Brought to immediate battle, with Super Star Destroyers being rammed by their shockingly durable ramming oriented counterparts, and countless lesser vessels, Harrower and Terminus alike, being engaged in close combat by enemies that were all the more suited to this battlefield. Here was an expanding brawl, here was the war that Kaido dreamt of, a fight to end all fights, a conflict to end all conflicts, one in which him and his underlings could win glory everlasting. Unfortunately, Kaido was not the only one who was callous with lives.

All it took was a single word, uttered by one of the most ruthless men in this region of the galaxy, to end this conflict, along with the lives of millions of people. A single word uttered, and the universe screamed out in terror as not one Thought Bomb was unleashed, but four, four overlapping spheres of death that enveloped the vast, vast majority of the Beast Pirates' present forces, from the proud planetoid that is/was Onigashima, to their vast fleets or raiders, along with the entire battlegroup that they were engaged with. A massive zone of battle, rendered as cold and as lifeless as the grave.

A full 20% of the Sith Empire's present forces, sacrificed to take out the Beast Pirates in a single, final move, one that would cement their rule, and the horrors that they could unleash, for all to see.

It was not completely lifeless though, for amongst this ruin and devastation, three men stood, three men who were once the rulers of all that they surveyed, King, Queen, and Beastly ruler of their own petty kingdom. But the king had no subjects, the queen was an emancipated husk, and the Beast stood as alone as he always was. Queen was in no shape to fight, his bulk used up in fighting off the effects of the overlapping thought bombs; and so it came down to two men, nay, a man and a beast, to finish this fight. And two men does not a fleet equal, no matter how strong. And so, the fight had ended before it had truly begun.

But, despite having ended, the fight was not over. For Kaido was nothing if not a beast, and when you cross paths with a beast, are there ever any guarantees that you will not be mauled? The first to exit the dead planetoid was King, moving to valiantly sell his life for his lord. Moving at shockingly relativistic speeds through the void of space, cleaving his way through vessel after vessel with his blackened blade and impossible fire, he was struck down between one moment and the next the moment that the Emperor's Wrath decided that he would place himself in his projected path. Blitzing through, cleaving through another vessel, his flame drawn low by his sheer speed and the airless nature of the void, he was cut down by a single blow, striking with seemingly impossible precision in the time between eye turns. For while his path led him into the heart of the enemy fleet faster than they could get a lock onto his location, it also led him right to the one person who could end his rampage before it even truly began. (19(out of 20) on 'how well King does', then a natural one on 'where does King go')

And so Kaido was truly alone. A friendless beast, a Dragon still without true peers. And so alone he would fight, fight, fight until his dying breath, and beyond. Rage, Rage against the Dying of the light. And so he would fight. Onigashima, bereft of those who would man its engines, nevertheless starts moving again. Wreathed in impossible flame, it accelerates, and accelerates, and accelerates some more towards the heart of the Sith's formation. The Sith Fleet opens fire, Onigashima's shields break, then its surface is swiftly turned into a molten wreck, then is reduced to rubble as several fully charged Desolators open fire upon it. But that rubble does not disperse, and it does not slow down. Held together by the Will of a beast of a Dragon, by the Will of Kaido, by the will of a man using the core of all that he has built as a shield to get into just one more fight, one more chance to win glory before death.

But this is not to last, for he is but one man, one beastly man facing down one of the worst monsters that the Force has ever produced. And this man? This bonfire of Haki and Rage? Is a beacon in of himself; and so the guns of the fleet reorient, most switching from the semi-intact remains of a planetoid, to Kaido himself. But still he forges onwards. Silencers bathe him in light, but Kaido forges onwards, his newly polished scales shining under their otherwise deadly light. A fully charged Devastator fires, and yes he still forges onwards, shrugging off the shockingly small wound even as it swiftly heals and scars over. Eventually he reaches his target, and onigashima is thrown semi-whole into the prototype Midwan class worldship. It finally detonates, as the sheer amount of energy unleashed into its innards overcomes Kaido's will. It is a mutual kill, as the Worldship fails to escape the shockingly huge shockwave.

But for this, this final act? Kaido pays dearly, for several other fully charged Desolator shots land home even as Darth Nox reaches out across the void of space, and works to crush Kaido's spirit, will, and Soul. what precisely kills him, it is not known, for bereft of his will his body is rapidly vaporized by the remaining energies of the barrage that hit home mere moments earlier.

Total losses: the three present Sith Fleets take ~20% losses each, mainly from the manpower losses to the unleashed Thought Bombs; the prototype Midwan class worldship is damaged enough that what remains is only good for scrap
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Situation Report:

The Floundering of the Celestials:

The Celestial Empire is crumbling from the outside inwards. Already, entire swaths of the Blues are abandoned by the rule of its law, those marines not lost to the collective madness ordered to withdraw just as they had forced the Pirates to flee a year earlier. As for those that were lost… they were no longer Marines, and were instead labeled as pirates just as those that they previously hunted were. In their place comes regiment after regiment, legion after legion, of robotic soldiers and highly isolated ships of the sort previously rarely ever seen outside of the Grand Line in previous months, years, and decades. They were here to restore peace and order at whatever cost necessary. They were here to exterminate the populace of entire worlds in the name of ending this madness.

But their actions, their forceful restoration of order through the most brutal means available, had consequences, as previously flagging support for the Revolutionary Army surges to an all time high as world after world, system after system within the Grand Line, declare their independence and throw their support behind the Revolutionary Army. this revolutionary movement reaches such a point where even Mariegeose itself gets hit with several 'terrorist' attacks, up to and including the destruction of several massive food production facilities and the freeing of hundreds of thousands of slaves.

Elsewhere, the realm of the Fishmen comes under attack, its king's daughter kidnapped and held for ransom… a situation resolved not by the intervention of the Royal Guard under the leadership of Jinbe, but by the brute intervention of several particularly massive Sea Kings, leaving only said daughter alive of all of those involved in the hostage situation.

Elsewhere, the Giants of Elbaf are seen leaving their ancestral homeland in actual numbers for the first time in almost a century, with repeated reports coming in of them scouring the second half of the Grand Line, searching for something, or someone, someone that they call Nika, a figure that shows up in myths and legends all throughout the region behind the Red Wall, and one that these Giants think has returned. Already, several of the worlds that they have visited have been destroyed, for whatever Nika is, the higher ups within the Celestial Empire do not want it to continue to exist, let alone be found.

In this tumultuous time, the sudden 'disappearance' and subsequent death of the vast, vast majority of the Beast Pirates, including Kaido himself, goes seemingly unnoticed.
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The Secrets of an Empire:

The Galactic Empire is visibly preparing for war. Not necessarily directly with the Sith Empire, for the buildup in their galactic south(relatively north in this new, even larger galaxy) is at most around equal with that seen on the relative opposite side of the empire; instead though, the largest portion of the military buildup appears to be in the relative middle- in their galactic east, with the center of the overconcentration of forces being located somewhere near the cluster of black holes known as the Maw.

Naturally, this overconcentration of forces manages to draw the eye of Sith Intelligence, with agents being slowly moved into position to monitor the situation and figure out what is there. As for what they found… and active portal, to somewhere else in this massive galaxy, if not outright to another galaxy altogether. While none of the agents managed to get into position to covertly make their way through said portal, what they did manage to do is monitor the return of an expedition to the far side of it… or at least the remains of one.

The returning fleet is scarred, with large elements carrying clear battle damage, mainly from what is likely a mixture of plasma and kinetic weaponry. The fact that this Empire managed to find new foes on the other side is news in of itself, but what is even more important is the news about what, other than evidence of new enemies and the almost inevitable battle reports,battle reports that none of your agents were in position to intercept, was the relatively sparse news about the 'samples that they managed to recover from the other side. Whatever it is, it is held in extremely well isolated, well insulated and insanely durable, cargo containers, cargo containers emptied of atmosphere and heavy in the power usage. Eventually, the power usage was found to be going to several shockingly strong repulsorlift generators, as if they don't want whatever said containers are carrying to interact with any outside matter.

Further proving this is a number of traced and intercepted hyperspace communications, indicating how dangerous whatever material being transported is, with excuses ranging from extreme radioactivity, to it being some new, if currently unstable, form of hypermatter. Whatever it is, it covertly moves from hand to hand, from miliary-adjacent transportation company to military-adjacent transportation company, before covertly disappearing, departing on unmarked ships that could only be going into the Deep Core, at which point the agents lose track of the cargo. Whatever this stuff is, it is dangerous, and the Empire does not want to be experimenting with it in eyesight of anything remotely resembling the general public.

But outside of this odd news, and the still ongoing military buildup, the worst of their ire directed towards you appears to be in the form of a few propaganda videos, not of the sort that could swiftly lead into an excuse to go to war, but merely of the sort that cement in the eyes of the public that you are not to be trusted.
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Other reports come in, some more favorable, like the Federation finally managing to fully recover from the blow that the Covenant dealt it and building up their own military at an appreciable rate and the Unghoy's home world finally recovering from the ecological damage that was dealt to it before they even joined the Covenant; others, more negative in their connotations, as the Imperium increases its local tariffs and further increases its 'recruitment' efforts in response to the conflict to its east continuing to turn against them.

Most of the news is more mixed though, as the Sputnik confederation continues expand to your relative north-west and as the local races that you saved from pirates all those years ago, and have since inadvertently repeatedly inundated with your own military forces, send an expedition your way to declare themselves your vassal despite no real direct effort being put towards that end on the part of the Sith Empire.

Nevertheless, time passes onwards, and as the Sith ready themselves for the conflicts to come, they wonder what might actually come to threaten them in the future…

Total RP: 239
 
Fleet Communes turn 4 Opening

There is never really a quiet moment in the warring brother galaxies. Someone somewhere is dying as systems clash nearly constantly, looking for every scrap of available resource to become the one and only swarm within this nightmare hall. The demise of Stavorious has however, granted the Krork accolades and lauding, such a feat is rare and surely a sign of providence. To defeat the undefeatable and to, even if only for a moment, make the endless nightmare a little more bearable.

The Altran solicit the Krork for help in repairing the northern section of the wall to protect the refugees they collect like lost puppies in these galaxies as the annihilation of the prior protectors of northern front, the Jjaro, had mysteriously disappeared for reasons unknown but likely involving their efforts to close Lovecraft's Nightmare by understanding the power of Shaydari; leader of the Monochromites in this part of space from the satellites galaxy of Eksyr. The Jjaro had been immensely helpful in the defence of the Northern regions of space and their untold billions of refugee nations with their immensely powerful technologies, and their absence was keenly felt.

The keepers of Mandos lacked such a responsibility, but their own shell of allies gave them less buffer space in the face of being right between enormous numbers of Kroatanga and Sutaitazu. Buffer space that, following the brief reprieve brought about by Stavorious death, has once again descended into the usual pandemonium.

...

The Kroatanga, riled up by the imminent arrival of Kultzer the Slaughterking, are rising in greater numbers than before, with their Warfiends letting out bellowing calls for battle to their brute hordes. Their fleet hordes are moving with the intent to kill, drawn by the siren call of Kultzer's Battle-Aura and their sympathetic link to the Overkroat which swells with the anticipation of violence in the near future and enormous broad front invasions of many regions.

Something about the Krork in particular sets them off as the nearby Blitzkill Kroatangan Warhell attacks both the Vykondians and the Krork Fleet Communes as well as the nearby Sutaitazu, the Scrin, the Sum of All Fears, and Earth Custodianship. Under the "Joint Chiefs of Mass Murder", the Blitzkill Kroats are on a Kroatbash and are out to kill everything and everyone in proximity. Even Orks are not quite so insanely aggressive and more importantly, cruel. Whereas the Orks mean no malice, the Kroats in fact, do and relish in it; feeding off the suffering they cause to further bolster the Overkroat.

Their melee weapon shaped ships emerge from the Overkroat's Kroatfold drives that move the Kroat ships designed by the Blitzkill in the way they deem the Kroatmost; simply beating Space itself into a more convenient means of travel with the collective desire to kill of the Kroatanga. Their vessels emerge in numbers to be new fields of stars, always accompanied by the bulk of plentiful Kroatangan supercapitals such as the flanged axe shaped "Peacekiller" class Juggernauts that stretch slightly over a hundred kilometres.

Obnoxiously loud and almost ludicrously crunchy heavy metal broadcasts across all fronts as the initial Kroatangan probing Blitz starts opening fire on the first line of Krork citadel systems, many of their vessels sprouting legs and other landing strut systems to descend upon the worlds themselves and ram into their surfaces to disgorge the elements of Kroatangan bases and armies.

Wherever enough space had been cleared by the initial landers, the Kroatanga set up their cruel looking factories and static defences, power generators thrumming to life while harvesters immediately got to work with gathering raw materials. Kroatangan spores sought to creep forwards, fed on sheer violence and sadism as much as actual biomass or raw materials while they formed their fungal moss, much of it biometallic to better bind it with machinery that would start to roll out of the war factories or the troops that stomped out of the barracks to replace the ones killed in the initial assaults.

Tusked brutes and Lichenlike despoilers battled across the Northern sectors with savage violence, the Kroatanga seeming to sense that the Krork were once more like them and finding this...displeasing. To abandon war for its own sake, to regain the choice to not engage in war, to reclaim the ability to desire peace, all of these things were utterly obscene to the Kroatanga. Genocide, torture, war crimes, and sheer, unhinged violence were the game for the Kroatanga, and not wanting to play it anymore struck them as...disgusting. They had to be made like them once more, they had to get their heads in the game again, they had to become killers once more.

"You may have rejected war, but war will never reject you, maggot. Let's teach you the right way to kill again."

Nearby, the Sum of All fears that had easted upon the terror of a servile populace of mortals, deriving shape from what mortals feared went bump in the night behind their closed doors had been rolled over and replaced with new threat. Time itself had been detected freezing repeatedly, contorting at the will of the Scrin, but the advances of the Hive and the Technocyte Infestation also demanded attention. Crushing their way through large chunks of Sum of All Fears territories as they were focused on an invasion of the satellite galaxy of Seryk, these three brought themselves into general contact and awareness of the Krork as they ran into the Grand Hate and into Krork territory proper.

The Hive carries with it the mystical powers of the darkness and a corruptive, twisting influence surrounding them that defies much of what is understood to be causality, and their fanaticism brings them to war upon all things in the service of that darkness without pause or relenting. The Scrin have incredible technology and nearly matchless industry born of their mastery of Tiberium, and the Technocyte is an incredibly aggressive infectious agent that brings both flesh and metal into itself in terrifying new shape, with even small boils that manage to land upon new worlds needing to be purged to contain their incredibly aggressive spread.

The Technocyte at the very least, seems to fear extreme heat and corrosive gas, which acts upon the tiny techno-organisms that make up their body with great effectiveness, but their virulence means that similar protocols to dealing with the Devourer are put into place. Anything not specially immune is to be purged, though Orkoid biology resists being turned as surely as it does with similar plagues; the Technocyte shifts towards simply trying to devour the Krork and render them down into slurry with which they can infest more. Assets with personal shields and sealed super adamantium armour are the safest from them, and slayers are brought forth to help clear out infestations where possible, but the Technocyte can throw just about anything and everything it infects into its armies, giving its legions a frightful degree of diversity.

The Hive are eerie, and the way they fight brings to mind the forces of Chaos; particularly in how they rely on twisted magic, often teleporting directly into important infrastructure while corrupting others into their service by shifting them into dark realms or exposing them to a blight carried by sterile neutrinos. Infectious memes carrying their "sword logic" are also deployed to twist people towards the viewpoint of the Hive's endless legions, as the worm creatures feed of the violence that they enact in the darwinian contest to see who will be the last civilisation standing. There are key differences though, the Hive does not really seem to have daemons per se, nothing quite so unphysical. They have a magic yes, but it is not of the Warp.

The Hive definitely have titanic numbers though, often backed by their almighty gods who walk the material world. And they have a fondness for truly enormous ships, many as long as small planets are wide. All to carry forth their truly enormous hosts and war machines as they tear apart the universe to drench themselves in the sheer violence of an ultrafascist ideology that only the strong deserve to survive. They are in it for the pure and simple love of violence itself, a belief that conflict will winnow out everything that does not deserve to be there until only the final shape of a master race is left in the ash heap.

The Scrin are perhaps the most enigmatic to the Krork, unlike anything they've encountered before. A cult of addiction in the guise of a species, both dependent and based on Tiberium, a green crystal that they spread across the stars to harvest on a multigalactic scale to fuel an economic engine that the Multiterra alliance's records struggled to grasp. Masters of time and space and production, the Scrin casually utilise singularities as a form of propulsion and demonstrate incredibly advanced psychic powers able to override the thought processes of nearly anything to serve their inscrutable harvesting agenda. And their territory is notably regarded as virtually impervious as their core infrastructure is partially phased out of spacetime in a way that makes it essentially invulnerable.

Worsening things is their Threshold Towers that allow for en masse and instantaneous transport of any number of assets across their space, meaning that there is essentially never any flaw in their defensive. Any incursion at all into their territory will be met with everything needed to break the attackers and they can bring in reinforcements across every single instance of territory they control to allow for virtually instant reinforcement. To challenge them is to challenge a cancer that pretends to be a civilisation, a thing of industry and production whose hunger eats entire galaxies and has the patience to wait billlions of years to advance its economic agendas. A force to potentially rival the Krork's own productivity, and they were starting to probe into Krork territory.

...

To the east, the Wayfaring Scourge is continuing its march and is dispatching its mechanical fleetswarms into refugee space and into wars with the Multiterra alliance and Refugee Space. The terrain once protected by the Jjaro lies under threat from the robotic legions as the machines move in swarms to darken every star and cloud every sky. The machines ignore all attempts to bargain with them, and their response to the technological advantages of their foes over them is to call upon the weight of sheer numbers. When they are stripping down entire solar systems, even drawing from stars that they surround with starlifters while dyson swarms draw out their power into the basis for their "colonial army", they have numbers aplenty to commit to the fray.

They battle with the Prethoryn Scourge and the Alghollthu's Abyssal Scourge for supremacy and encroach deeper and deeper into refugee space with titanic armadas that test the combined armadas of the refugees on a daily basis, devouring worlds, people, and minds in a cataclysm of many spheres. The fleets being brought to bear are so catastrophic that the Autobots have brought in reinforcements via Space Bridge to help calm the situation to something resembling manageability in the face of multiple, simultaneous, competing apocalyptic events.

Most would write this off as the price of living in hell when so many countries have their borders closed to those of this place, fearful of luring in the monsters tied to their prey or that they may carry some ailment that would follow them back home. So many here lived with smaller scale afflictions of the stuff of horror novels, of cursed liminal spaces, of frightful beasts that crawled in their midsts, of dreadful maladies and more that the Altrans devoted constant resources towards helping with. Yet surely the great powers could help as well, if they just lent a hand. Yet their efforts here were always token, bandaids on the bleeding sore of a lived nightmare.

It is perhaps this that they summon and guide champions to their cause, those who can help protect the innocence of those who never asked to be part this terror. For all the suffering the Altrans have themselves suffered in the Celestial War, they refused to even countenance abandoning the people of the places cursed by the Pleromites, the Monochromites, and Strangers to experience this. Even as it was grinding their civilisation down day by day, they wouldn't back away, but that didn't mean that they would simply passively accept this fate without doing something about it.

The Altrans are, due to being busy with containing the Chronotherions, the Devils, Lovecraft's Nightmare, and the Beloved of Gold, asking you to help deal with their robot problem with a reward worth three hundred RP if you can, in tandem with the Multiterra, remove all Scourge territories in contact with refugee territories within the Cosmic Relative Year. This reward will be doubled if the Prethoryn Scourge are similarly made to either stand down or back off, as the Organic swarm probes the warring galaxies from below the galactic plane from a satellite galaxy they have infested for more expansion opportunities while a chance to triple it is offered if the Alghollthus are also dealt with and driven back to Lovecraft's nightmare.

Of course, dealing with both forces in such little time is a tall demand, even with Krork technological superiority; given the sheer numbers involved. But repairing the bastion around refugee space is the peak priority of the Altrans who wish to be able to retake the offensive but are unable to do so while such massive breaches in some of their most important territories are bleeding like vast sores.

Particularly problematic is that some of the exposed refugees are also turning towards the services of Hell and the legions of Chaos to protect them. The Nurglites are particularly active, feeding on the despair of the people of refugee space who, as they lose hope, seek to drag down this diseased, rotting universe with them. They battle with the Davothian Demons familiar to Multiterra, as well as the Devilspawn of the Hells of the Worlds Aflame in a melee in three parts that fights both themselves as well as the invading robots, organic aliens, and the crafted scions of the surreal realms of madness.

New strains of Nurglite Zombies that have taken...inspiration from some forms of plague transform the infected into in essence, daemonhosts who are bound to Nurgle and think along his lines in the great Rotthink, and these diseases often leak through wherever enough people have just given up and accepted the sevenfold whispers in the back of their minds whenever the Pentagram or the brand of Zaraniel had not reached them first.

Situation:

Magnitude Five Scrin Force is waging war in all directions near your Mandosi territories.
Magnitude Six Technocyte force is waging war in all directions near your Mandosi territories
Magnitude Six Hive Force is waging war in all directions near your Mandosi Territories
Magnitude Seven Kroatangan force is waging war in all directions near your Mandosi territories
Magnitude Five Grand Hate Force is waging war in all directions near your Mandosi territories

Magnitude 7 Wayfaring Scourge Force is battling Magnitude 6 Prethoryn Scourge Force and Magnitude 4 Alghollthu Abyssal Scourge Force near your Altran territories.

Magnitude Six Nurglite, Doom Demon, and Devil forces are attacking refugee space.

Available Allies:

Altran Theatre: Ascendancy of Altra (Magnitude 2, Ultra+), Autobot Democratic Star Republics (Magnitude 3, Ultra), Multiterra (Magnitude 4, Extremis)

Mandosi Theatre: Mektik Commonwealth (Magnitude 2, Ultra) Keepers of Mandos (Magnitude 2, Ultra+), Vykondian Wardens (Magnitude 3, Maximus)

Available RP: (Please inform me of how much you have to spend)

Available Mercenaries:

Even in the Colour War Galaxies there are those willing to sell their services to those in need of some hired muscle. Actually, a lot of people need people like these, and most people tend to be quite confident that they're definitely never going to die in this god forsaken place. You do have to have something of an inflated opinion of your odds of survival to be in this business after all. Furthermore, the Fallen Empires do have the means to summon more aid from other realities or elsewhere in the universe, it is how they've held out this long after the Celestial War, though they need resources for it.

Detachments

Tenno Grand Blade Alliance: These unusual techno-organic "warframes" and their peripheral equipment are often known as the "space ninjas" for good reason even if sometimes they are not exactly the picture of stealth. The starchildren who operate them gather in secretive relay stations and operate out of nearly undetectable orbiter craft as well as their railjack spaceships, making use of Necramechs, Archwings, and more to augment their tiny deployments of super-commandos.
Type: Warframe Clan Alliance
Specialty: Dueling/Assassination, Commando Ops, Stealth operations, Good against the Infestation, Esoterics
Weak In: Mass Combat, Open battlefields
Tier: Maximus
Cost: 5 RP

Eldar Void Raven Corsairs: Incredibly fast ships that move at speeds that would let them simply outrun the UNSC's SMAC rounds, elite warriors with reflexes to put Spartans to shame with weapons that operate at a level that you associate with the Foreruners and in much larger numbers than the Tenno, and incredible psychic and sorcerous powers can be yours, if you are willing to write and sign trade policies with the Eldar and swear to leave the worlds of the "untainted" Eldar alone as well as pay them their price.
Type: Eldar Corsairs
Specialty: Skirmish, Penetration, Exploitation, Pursuit/Withdrawal, GOTTA GO FAST, Raiding, killing people who thought they were safe, allows temporary (and strictly supervised) usage of the webway, Magic
Weaknesses: Poor at static combat, do not like being involved in clashes, casualty averse
Tier: Maximus
Cost: 5 RP

Guardians of the Light: These warriors are known for among other things, being obnoxiously hard to kill as they can be endlessly revived as long as their robotic companions are able to reach them, as well as the wide array of rather fantastical magical powers granted by what they call "the light" which seems to be a religious way of viewing the ideals of cooperation and togetherness under the bizarrely named "bomb logic". They include Humans, Robots, humans but blue, the insectoid Eliksnee, the Reptilian and powerfully built Cabal, and the rather aptly named "Psions".
Type: Destiny Guardians
Specialty: Esoterics, Raiding, Small to medium unit and swift vehicle Tactics, Good against the Hive, Looting everything not nailed down and then doing it fifty more times because the fucking gold won't drop god DAMN IT
Weaknesses: Lacking in large unit formations, struggles with very large enemies they can't board
Tier: Extremis
Cost: 3 RP

Clan Skarvald Jomsfear: Clan Skarvald are a storied clan of the United Omnist Clans under a polity known as the ODCOR. Its Jomsfear are an eclectic mix of troops, whose technology surpasses even your own or that of the Eldar. The Jomsfear specialise in killing monsters and cleansing berserker probes capable of rapid multiplication from even the smallest remnants, as well as sealing up reality distortions so that the terrain may be reclaimed.
Type: Uskarling Monster Hunters
Strong in: Anti-Monster combat, Reality restabilisation, Operational objective seizure, decapitation strikes, dealing with self replicating enemies
Weak In: Sophont combat
Tier: Ultra
Cost: 5 RP


Keluko Warriors: Also known as 'the angry coconut people', the small plantoid Keluko are known for having literally no fear mechanism and being quick to anger, particularly when injured. While this makes them somewhat poor guests, it also makes them very effective soldiers when combined with their tough woodlike carapaces and shells, despite being only half a human's height. It is perhaps unsurprising that they have found solid careers as mercenaries.
-- Focus: Shock, Clash, fighting anything fear or pain related, fighting in indoor spaces (they are quite small and have an easy time sneaking around after all), Commando and Stealth ops
--Weak in: Disengage/Extraction, overly impetuous
--Tier: Extremis
--Cost: 2 RP


The Black Company: Expert mercennaries who are committed to the long war against impossible odds, the Black Company takes in some of the cluster's finest knowing full well that they are likely to die hideously, but very often nobody else can be expected to take on this sort of dirty work, especially in do or die ops against monstrous armies or the most formidable of superweapos
Type: Hyperelite Mercenary Outfit
Strong in: Individual of Importance Assassination, Fighting in impossible odds, taking out superweapons and lynchpin units, highly diverse set of capabilities, Lords, Agents, and Heroes
Weak In: Conventional field ops
Tier: Maximus
Cost: 5 RP

Legends

The Observer: A deeply mysterious artificial intelligence that has many, many bodies that cluster around its large; sphere shaped frames. The Observer is a marvel of unknown artifice that as the name entails, can show up at random to observe and partake in the events of history with marvelous technology. Their singular craft and its parasite escorts as well as the smaller armatures it can deploy are usually enough, and its powers of analysis are backed up by out of this world firepower that works on weaponised manipulations of quantum physics.
Type: Singular formation centred around category 0 battleworld with technology surpassing the Stagnant ancients.
Specialty: Data Gathering, General Purpose Combat
Weak in: Holding territory
Cost: 15 RP, or 5 RP if you agree to allow it to observe your faction for five turns.


Spire: The Last Diamont, Spire is a progenitor warrior with a big heart of fiery lava and a great deal of empathy even for his enemies. A brilliant mind as well as a fantastic warrior with tremendous strength and an ability to assimilate the capabilities and equipment of others, Spire largely operates alone, but is very useful in many situations.
Type: Metroid Saga Progenitor Freelancer
Specialty: Individual of Importance Actions, Research, Exploration, Cannot be permanently killed
Weak In: Anything a single person would not be good at.
Cost: 2 RP, cost reduced if you are willing to take on a long term project to help him locate more diamonts, or at least verify what happened to the diamonts of his reality.

Samus Aran (Post-Dread): The Last Metroid, this is an older version of another person acting with Clan Grendakal, and a significantly more capable version of her at that. Older, wiser, stronger, better equipped, with a vampiric power to consume energy itself at huge scales matched only by her compassion.
Type: Metroid Saga Progenitor Freelancer
Specialty: Individual of Importance Actions, Research, Exploration, Cannot be permanently killed
Weak In: Anything a single person would not be good at.
Cost: 2 RP, cost waived to negligible if fighting those threatening civilians. Will not work with Kanden.

Sylux (Post-Dread) The Final Forminth, this is an older version of another person acting with Clan Grendakal, and a significantly more capable version of him at that. Older, wiser, stronger, better equipped, the reshaper and devourer of matter and the last son of Cylosis.
Type: Metroid Saga Progenitor Freelancer
Specialty: Individual of Importance Actions, Research, Exploration, Cannot be permanently killed
Weak In: Anything a single person would not be good at.
Cost: 2 RP, cost waived to negligible if fighting those threatening civilians.

Kanden: A violently unstable product of a laboratory's efforts to create its own progenitor warrior by blending together every predatory species they could get to work together upon the Enoema template, Kanden might be a bloodthirsty lunatic who leaves a trail of destruction wherever he goes, but he is very, very good at what he does and is an electric terror to machines in particular. Fitted with his gunship and some groupies who are awed by the Stormbringer's raw power and killing intent, he has come to kill things to demonstrate that his strength is without equal. On the other hand, as mentioned, he is a violently unstable psychopath driven mad by overactive predatory instincts and fundamentally everything reads as prey to him.
Type: Freelancer Hero and Cult
Strong in: Hero actions, if used for an assassination on a non-legend you can expect that person to mcfucking die (and everyone within a large radius to be frank, if used on the Krazal he will probably destroy the entire throne-ship and every single person on it while flying away laughing at the deaths of billions)
Weak In: Diplomacy, Anything a Single Person cannot do
Cost: 1 RP. Will not work with Spire, Sylux, or Samus.

Sixshot: You use Sixshot because you've looked at all options and decided that glassing it from orbit is too messy. Sixshot is a robotic alien mercenary and the president of a mercenary company that has already achieved a great reputation, particularly with the Terrorcrons who follow him around like embarrassing faboys who nevertheless have proven their worth many times over. Sixshot's company; Magnum Revolver; is specialised in widespread, mass scale, burn everything to the ground destruction, and Sixshot himself has armour made with mass-shifted degenerate matter which, in the extremely unlikely case it gets damaged, heals while his systems are powered by the expansion of the universe itself through dark energy. He has also has a rather eyebrow raising claim on his Social media which is even more eyebrow raisingly verified as true.


Type: Cybertronian mercenary company
Speciality: Annihilation
Weak in: Minimising collateral damage
Cost: 5

Darvageddon the Cerebromancer: A multiversal wandererer who seeks to understand both the psychic arts and magic, Darvageddon the Cerebromancer is an alien of a strange species concealed in armour, with cells that can all act as brain cells somehow without any loss in efficiency or any increase in caloric need. Their six arms weave powerful spells, while their great mind bubbles with tremendous power.
Type: Psionic Sorcerer & Acolytes
Strong in: Esoterics, Clairvoyance
Weak In: Unexpected Situations
Cost: 2 RP, cost halved if given an opportunity to study the Krork's knowledge

Erzamael, the Golden Herald: An Archangel of the Worlds aflame cosmology, Erzamael is one of the appointed Heralds of Ytaliana the Sun Goddess, and commands one of her Solar Hosts, an army of angels and solar spirits who battle with tremendous magical and narrative power. Known for being both impossibly good looking as well as immensely powerful, Erzamael has even directly challenged true knights of the Iridescent Legions on his own and has a host of fellow archangels who accompany him, as well as armies sworn solely to them.
Type: Worlds Aflame Divine Entity and Angelic Host
Specialty: Dueling, magic, narrative fuckery, healing, purifying things conceptually weak to the Sun, cannot be permanently killed
Weak In: Conceptual antithesis to sunlight, magomorphic fixed concept, anti-magic zones
Cost: 10 RP, cost reduced by half if you allow the faith of Ytanaer to be spread amidst your population, cost further reduced by half (up to just 2 RP) if your leadership accepts being converted to the faith of the Ytanaeya gods and the grace of the Solar Lady.

Tenno Grand Blade Alliance Inner Circle: These unusual techno-organic "warframes" and their peripheral equipment are often known as the "space ninjas" for good reason even if sometimes they are not exactly the picture of stealth. The starchildren who operate them gather in secretive relay stations and operate out of nearly undetectable orbiter craft as well as their railjack spaceships, making use of Necramechs, Archwings, and more to augment their tiny deployments of super-commandos. The inner circle is made of their very finest tenno, those who have demonstrated the greatest skill, have forged and mastered the best frames, equipment, weapons, and mods, and have developed their void powers the furthest.
Type: Warframe Clan Alliance
Specialty: Dueling/Assassination, Commando Ops, Stealth operations, Esoterics
Weak In: Mass Combat, Open battlefields
Cost: 2 RP


Fleethordes

Origin League Free Army: The free grineer of the Steel Meridian, the warbeasts of New Loka, the reformed Corpus of the Perrin Sequence, the Tenno cultists of the Arbiters of Hexis, the Assassins of the Red Veil, and the scholars of Cephalon Suda and more all pool their resources together to form the Origin League Free Army, perhaps not as far down the individual specialties of the Grineer, Infestation, or Corpus, but their mixed talents and the guidance of the Tenno allows for them to achieve great things all the name.
Type: Warframe Syndicate Alliance
Specialty: Rapid insertion, Boarding, Urban Warfare, Mobile Combat, Attrition
Weaknesses: Lacking in large vehicles, mediocre ground based artillery
Cost: 1.4* standard magnitude cost
Total Available: Up to half total magnitude of present forces
Tier: Extremis

Tremzarin Revolutionary Army Volunteer Corps: Soldiers of Tremzar eager to fight the good fight and put the newest weapons of the revolution to the test, these brave and perhaps foolhardy fighters are ready to put themselves in the crucible of the worst conflicts to be found in the supercluster.
Type: Tremzarin volunteer force
Specialty: Deep battle, Defence in Depth, Mechanised warfare, Capital ships, Robotics, Esoterics
Weaknesses: Only on loan from Tremzar, cannot be given commands contrary to Tremzar's interests, can be recalled if Tremzar needs them
Cost: 1.5* Standard magnitude cost
Total Available: Two Magnitude 3 Fleethordes
Tier: Maximus

The Solar Crusaders: Holy Warriors of Ytaliana and the Ytanaer, these soldiers are sworn to the causes their faith deems righteous and are relentless in their battle against the darkness enveloping these galaxies to the point of coming from another metaversal cluster entirely. Though their methods might seem somewhat retrograde, they are effective, and through magic they can punch far above their weight, especially as these are warriors from much more important worlds than Xarazanth.
Type: Fantasy crusader army
Specialty: Close combat, magic, anti-monster combat, endurance warfare, healing, resurrection
Weaknesses: Magic dependent, code of conduct, must stay in favour with their gods
Cost: 1.6* standard magnitude cost
Total Available: Up to present magnitude total, fleets may not exceed current krork largest fleethorde
Tier: Maximus

Fleethordes: Starmunch Ogor Tribe: The Ogors are huge and meaty near humans who like to eat huge and meaty things. Increasingly popular as mercenaries across this galaxy as they arrive in ever larger numbers because of their incredible fighting capability as well as their willingness to offer discounts as long as they are given food and a chance to eat the enemy dead. The Starmunch have specialised in eating energy and extremely hot things and are masters of the wind of fire, lead by the great Flamebeard the Devourer Devourer who had eaten a Stellarite Devourer himself; offering a huge selection of monsters, supremely powerful infantry and cavalry, and incredibly sturdy brick ships often nicknamed "tonkaships" in reference to some ancient name associated with toys.
Type: Ogre Mercenary Tribe
Specialty: Monster mash, War Engines, Superior Infantry, Clash, Shock, Penetration
Weak In: Skirmish, Strike Craft, Highly Confined battlefields
Cost: 1.5* standard magnitude, cost halved if you give them some territory points.
Total Available: Up to your current overall fleet magnitude.
Tier: Primus

GLA: The GLA offers plenty of mercenaries to those willing to front the bill for them, and their ability to macguyver just about anything should never be underestimated. Hit and run is the name of their game, as is stealing things from the foe and reverse engineering them to work with you.
Strong In: Skirmish, Exploitation, Salvage, Pursuit/Retreat, Sabotage, Terrorism, Stealth
Weak In: Straight up slugfest without a chance to engage in trickery, generally fragile units
Tier: Primus
Cost: 1* standard costs per magnitude
Number Available: Up to your current fleethorde magnitude total.

Psychotron Unlimited: Robotic Espers, Psychotron Unlimited is a group that primarily seeks to evolve itself in the furnace of the battlefield. With its widespread psychic powers and artful usage of debilitating methods of warfare to weaken a foe before even engaging, Psychotron Unlimited's battleframes have a surprisingly sagely and philosophical view towards war despite the rather ominous nature of their name.
Specialty: Esoteric power, Endurance, Brute Force, Adaptation
Weak in: Anti-magic environments, Getting Alpha Striked
Tier: Maximus
Cost: 1.5* standard costs per magnitude
Number available: Up to half your current fleethorde magnitude total
 
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Unbound Strategic Turn 4


Southern Front


Eternal Empire
When the vampiric fleets retreated, they did so with promises of retribution and taunts that the men, women and children of the Unbound would be slaughtered like the cattle they were, bled dry in front of the ones who had dared to strike at their betters.

These promises were empty.

The Galactic Empire and the Guardians breathed sighs of relief as neither the Eternal Empire nor the collective warlords worshipping Chaos launched any more attacks into their space.

However, they could not trust this stroke of good fortune and rest on their laurels. The Guardians, backed by the Empire, performed a number of infiltration actions and raids that revealed why the attention of their foes had turned elsewhere.

In the Eastern front of their war the Eternal Empire took dramatic losses to simply preserve their current borders, with their gargantuan industry and shipyards bent towards recreating their legions and their arms. In a somewhat expected detail, the supposed deaths of the Admiral-Counts were quite temporary. Their lives, or undeaths, were not free of consequences for their failed invasion however. They had been summoned from their Manors by the Emperor to be publicly reprimanded for incompetence - not only losing valuable material of the Empire including their flagships but on top of that losing them to rebellious commoners. They continue to hold their positions as the fleets are ultimately replaceable but are to be held in disgrace.

The task of guarding the border between the Alliance and Eternal Empire has been taken up by an order of warriors that won acclaim in the war in the East. They are known by the serfs as the Void Knights. These forces are near-exclusively composed of hardened veterans, but were terribly bloodied and in no position to attack even if their commander was gripped by that thought.

Chaos Warbands
Actions spoke louder than words when it came to understanding what the Chaotic legions were occupying themselves with. Their fleets were drawn South to harvest an exotic material of unknown origin. Only the elite of the elites have been equipped with it, but it has proven to make extremely durable armour that is able to completely absorb kinetic energy in its most common variant. It comes in rare sub variants that deteriorate metals to nothing on contact, alongside a variety of other esoteric abilities.

The Bands have been expanding voraciously to set up mining sites and ritual sites to pull in more warriors and slaves after their initial attempts at raiding had limited at best success. They are making deals with shadowy entities behind the scenes for greater power. Many of the warlords are telling their minions that an even greater prize is hidden to the South. Something that just the mere promise of has loosened the hidden purse strings of the gods.

Or so the gibbering and/or maniacal boasts claim.

Western Front


To the West the Galactic Empire has reported another space borne species that so far has remained elusive. Red-black insectoid looking vessels heavily armed with beam weapons and a sophisticated assortment of strikecraft. The Empire has not attempted to contact the vessels yet suspect hostile intent.

Northern Front

RDA
The RDA, already paranoid, has gone silent in a rather sudden and abrupt manner. They summoned our contacts and announced vocally and in a curiously exaggerated manner that they had been given a better offer and that Unbound association with 'unsavoury organisations' threatened the ideals that they stood for and expelled the Unbound diplomatic agents from their space.

The only hints for why this happened is that shortly before the breakdown of relations contacts had given them information of the joint operation with the Men of Iron to eliminate the Flood; and detection of more modern FTL signatures further to the East.

Crystal Entities
The situation in the North has become tense in the coming year. The Crystalline entities are preparing to move into the last of their former nests to contest the announced Taros expedition of unknown size and power and are hoping for the support of the Unbound.

Unfortunately, the necromantic sorcerers that form the cores of their armies have unknown capabilities but it has been predicted that the bulk of the fighting to secure the old nests will occur on the ground. Due to the alien force composition it is also uncertain how many forces will be present in this conflict with the general feeling that this battle will set the tone and approach of future dealings with what is suspected to be the target of the brewing Creon crusade.

It should also be noted that planetoid size Crystals are desperate to get the last of their homes back since they are smelling what has been termed 'yellow infection/parasites/illness'. Given that space does not have a medium to transmit smell no one has been able to explain this.

Additionally, there have been curious ghost transmissions that seem to match Vaygr and Taiidan signatures. Lord Maakan has requested that said transmissions be sent to him and those under his command only, saying that he suspects that they might be encrypted.

Internal Conflicts:
The successes of the past couple of years have allowed certain factions within the Unbound's coalition to start pushing their own priorities.

Lord Maakan of the Vaygr and several Taiidan captains have been listening to news and stories from the EDF and events of the other side of the Galaxy. Specifically, the dramatic tale of the fall of, wonder of wonders, another Taiidan empire. Although much of it is suspected to be highly distorted through the longest game of telephone, the people have petitioned that an offer of safe haven be sent to those that might make it through the violent chaos of this new Galaxy to start over again in relative safety. There are those who do not think that this will be successful but many of those of imperial descent want to make an attempt.

Lord Maakan himself seems to sense opportunity here and in the realm of the Eternal Empire. Despite the prior difficulty that his forces faced fighting them, many of those under his command have gained confidence now that they know of the capabilities of the undead. The vast populace of serfs should be easy to control if the Vampires are eliminated. Though it goes unsaid many of Maakan's critics think that he sees the Vaygr reborn in the rubble of the Ebony Throne.

On the other side of the newly acquired territory of the Unbound, the Somtaaw have been invigorated by the victories that were won the previous year. Many bits of propaganda have been created to immortalise the victory over the Flood, the cleansing of both the Gates, and the fall of the Old and New Kett. Their dreams of retaking Hiigara no longer seem impossible and for some is turning into an obsession. While they have not forgotten the threat that the Beast ultimately represents and will admit that the Unbound are not ready for such an undertaking, many have started to camp around the Gate that the Flood disabled and are working to understand it with the belief that it could be modified and used as an invasion route back home.

RP Available: 244

Unbound Controlled Space:

J4 North West, West North East, and East: The collective peoples that the Unbound represent continue to make new homes for themselves and settle themselves according to their own customs, although the majority of their newly claimed space lies empty except for war wreckage and sterilized worlds, Their chief subsector continues to grow now looking like a miniature version of their home galaxy, although with greater cross cultural enclaves that continue to grow as the refugee populations continue to start to breathe easier. In the West of J4 lies the Connectionless Gate that has become the centre of scientific attention.

Crystalline Nests:

J4 North, J3 South West: These regions of space are mostly empty of sapient life, save for the odd resource operation or monitoring post. That's because the top dog in this sector is some form of immense crystalline lifeform, shaped almost like three-dimensional snowflakes with varying proportions and sizes. They evidently grow out of 'seeded' asteroids and moons, and feed on energy and matter from solar flares and ejections from stars, as well as the magnetic fields and emissions of gas giants. Some of these crystalline entities can become as massive as planetoids in and of themselves, and they are present in the vast majority of systems in this cluster.

Galactic Imperial territory and mysterious Arcology:

J4 Center: In the J4 Center subsector, there appears to be city-sized arcology-like structures of unknown design embedded across several hundred planets and moons. Unlike the blasted ruins of prior civilizations seen up to now, these structures appear to be pristine, as if being actively maintained, but there appear to be no inhabitants or other obvious activity.

These Arcologies are now the centre of the Galactic Empire archaeological efforts amongst the ruins of the Kett.

The Galactic Empire:
J4 South West: This space is held by the Galactic Empire, another Outverser faction that is entirely human. They appear to be a constitutional empire of sorts, one with perhaps the largest and most well-organised naval force in the region. While their technology isn't as sophisticated or exotic as the Alliance of Sol, nor do they have any apparent supernatural abilities, their military discipline and tactical acumen, along with sheer quantity of line ships, makes them a formidable force. Notably, despite their imperial aesthetic, they also appear to be aiding civilian refugees, though much more cautiously than the Alliance, and are actively holding the line against Chaos and other hostiles. Slowly seeking to become one of the first new members of the Alliance.

Chaos Warbands:
J4 South: This area of space has been taken over by a self-proclaimed Warband of Chaos Undivided. They appear to be primarily human, though often with grotesque mutations or cybernetic augmentations. Their ships, vehicles and weapons appear designed to be as visually terrifying as possible, riddled with skulls and spikes and other predatory features. Put plainly, they are insane cult fanatics who worship the Gods of Chaos, avatars of human qualities taken to utterly destructive and evil extremes. Death sacrifices and ritual mutilation are incredibly common.

Worse yet, in spite of their fanaticism, their technology is quite powerful, and some of their number are capable of wielding supernatural powers like the Guardians. Perhaps the most alarming factor is that they actively summon a wide variety of demon-like entities to bolster their forces, and there appear to be many areas of abnormal space in their territory in which these beings can cross over into this reality en masse. They seek to tear down any other civilizations and either convert the survivors to their mad religion, or subjugate them to fuel their war machine.

Alliance of Sol:

J4 Southeast: Populating this region is the Alliance of Sol, a defensive confederation composed of humans and three other species, the Eliksni, the Cabal, and the Psions. In addition to sporting advanced technology, certain elite units called Guardians are capable of wielding a power they call the Light, which appears to be outright magic. They can call down lightning and solar fire, bend gravity, leap and levitate vast distances, and demonstrate physically impossible strength, among other myriad feats. The Psions also have their own separate abilities, and they are no less miraculous despite being more limited in scope. It's been confirmed that the Alliance are aiding nearby refugees and are actively at war with Chaos and the Eternal Empire and are recovering from the invasion last turn.

Abandoned Nests:

J3 South: This remaining Sub-sector is filled with worlds and other celestial objects of clearly the same make as the crystal creatures you have been interacting with. This territory is filled with minor mining elements from the Pirate Pyrotaurus and an unknown group of humans wielding powers that you cannot explain. The Crystal creatures constantly make forays into the territory to only be hunted back by one of the two groups. A coming battle will be fought here between the Crystalline Entities and the Kingdom of Taros that the Unbound are expected to assist in.

Empty Space…:

J3 Southeast: Seemingly Virgin territory that is avoided by civilization and Fauna alike. Scouts have been able to pass through unharmed, but something feels off.

The Creon Empire:

K3 South East: A nation of Steam, Metal and a tinge of hypocrisy. This is land and civilization bent on a crusade against magic at the words of The Sage. Their abilities to construct and summon warriors and machines seems to equal your own industrial capabilities, and thankfully seem to operate at the same tonnage as you do. They have a preference for strike craft and strike craft like larger ships. They will eventually turn their attention to the Unbound in due time to help fund and fuel their crusade.

Subsector of the Apes:

K4 Northwest: A series of pre-space flight Civilizations ranging from the mediaeval to modern to post apocalyptic in technology levels that are populated by Sapient Primates including Orangutans, Chimpanzees, and Gorillas. The Men of Lang have recently taken an interest in the sector trading Moon Gems in massive quantities for seemingly random products. And with that exotic energies in the region have steadily been increasing.

The Men of Leng:

K4 West: Reports of this region are confusing and nonsensical, working on dream logic than anything else, the inhabitants seem eager to trade and concerned about events happening further into the Sector as the Moon-Kings battle the Iron Hypocrites and The Machine that Keeps the Sleeper Dreaming. Recently a large gathering of the more organised entities known as the Men of Leng have been gathering in preparation for something to protect themselves from the threats to their East.

The Eternal Empire of Mankind/The Ebony Throne:

K4 Southwest: A vast empire of Human and more specifically Vampiric Supremacist Fiefdoms ruled by Magical superhumans that feed on blood in massive ships. At best they care little for welfare of the cattle that they rule and those 'lost in the wilderness' and at worst are better left unsaid. While the Emperor and many of the more Powerful Elector Admirals are concerned with unsaid events to the east those that lord over the territories in the West see this as an opportunity to expand their holdings.



Mercenaries:

Due to the vast resources and the high intensity of the conflict elsewhere in the system, the Unbound has been unable to compete for any contracts of the mercenary companies, warbands or Pirate fleets that would normally be plentiful in the region of space. In fact some of the more aggressive private investigation services have been hired and then kidnapped to serve in the Vampire's armies.

However Lord Makaan has been reached by an unusual request by something akin to the Men of Leng. During a dream the Vaygr appeared in a luscious palace of imperial design that features a primarily red colour scheme. They were addressed as Sajuuk-Khar by a being of shadow that could only be seen by the red glow of their eye. They addressed him warmly, congratulating him on his victory and thanking him for his unintended assistance in accomplishing their goal. And to continue to transform their unintentional partnership into an intentional one, an offer was made.

They offered a series of warriors specialised in 'returning those that have forestalled their reward to their proper place'. All that they would require in payment would be specific individuals either alive or dead to be handed over to them.

A small piece of strange leather with markings was handed over to the Lord and he was told that if he accepted the deal that all he would need to do would be to construct the ritual site found on the scroll. And he would be guaranteed a force loyal to him alone that would be just as effective at protecting him and his ships as the Guardians had been.

A Mysterious Contract - 10 RP

Focus: Anti-Legend, Assassination, Boarding and Duelists. Elite Infantry on the whole with Super Soldier tier units serving as Makaan's personal guard.

Weakness: Broadscale Warfare, "Faith"-empowered targets



Map of Known Space:
 
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CORE Tactical Turn One for Turn 4


Battle of the Fallen Fortress of the War Earl

Amidst the chaos of the Tohx civil war, the Core fleets find a safe passage. Safe because the Orks smashed them on their breakout voyage and the Tohx haven't bothered restoring the traps and other defenses that should be there but safe nonetheless. They arrive at a system where the competing ArchDuke and Great Baronry are attempting to reunite the Tohx under their banners through a ritualistic competition at what used to be a treasure hoard or fortress of the Tohx.

As such the battle is centered around a derelict artificial planet and a number of Deathworlds of various types, that also show signs of minor feral Ork infestations with an oddly high number of Weirdboys.

Enemy Forces have made the following adaptations:

The Thorncaster Warsire
This side has looted D-Guns and Votann Void shields. They have managed to disseminate them out quite far making even their infantry a threat to CORE armour but they have been unable to scale them up, so their forces are lopsided in favour of line infantry and snipers. Observations show that the secondhand D-Guns are weaker than authentic ones - they massively damage targets struck, but don't instantly disintegrate them.

CORE analysis and recent skirmishes have shown that these forces are relying on hit and run tactics to preserve the void shields and focusing on their alpha strike advantage, having a particularly strong Skirmish and Bombardment phase in space combat, although due to the particularities of Tohx politics much less Strikecraft and War Engines as most of the Nobility went to their competitor the House of the Alba Rose.

Of particular note on the ground a stratagem needs to be designed to protect Core resource gathering operations which have been targeted by stealth runners and particularly obsessive Tohx specimens sniping fusion reactors & key structures to prevent and delay establishing a foothold. Tactics when Core bases are built consist of lines of plinth helmeted serfs and freemen sprinting or flying in, firing volleys of D-Gun shots into the robotic lines and then retreating as their weapons recharge. This seems to be limited by the amount of power that each individual Tohx can carry, making the infantry scale weapons more in line with ancient muskets, needing about a minute or two before they can be fired again. The extra power packs carried for the D-Guns are explosive, and once the shields fall lead to the quick and violent deaths of the holders.

The House of the Alba Rose
This side has CORE armour and basic looted weapons but the Warsire has a Flux based medical device stolen from the Theocracy. This has been pushed to its limit to inflate the number of Nobles that they have due to its ability to resurrect even completely obliterated specimens. The power to defy death has become fashionable amongst the elites with the Paladins, Tohx that have grown to the scale of most CORE starships and act as elite strike fighters, using them to repeatedly bring back other flyers as they engage in close combat with CORE heavy units.

The tactical difficulties that have resulted from the proliferation of this technology are the ability to out skirmish Core space forces and to decisively win the clash now that they are using higher tier armour - with their resurrection ability allowing them to endure attritional combat with the CORE on a equal footing as long as they keep winning.

This extends to ground combat as well as the Paladin Knights and Nobles are able to face the Krogoth and beat it with the technology stolen from the CORE. However due to the nature of the unknown Theocracy device their Lowborn, while improved enough to evenly face their CORE counterparts, have not changed that much and it is expected that armoured divisions will be decisive in combat.

Both Tohx factions expect a fight with the other but will put aside their differences once the presence of an outsider is detected.

System composition - Outer to Inner Worlds
  1. Arctic world that is covered by frigid oceans filled with sea monsters, chilly tundra and flat open plains.
    1. Resources: High energy, low metal
    2. Occupied by: Thorncaster garrison
  2. Jungle world with ice-capped polar regions, swamps with threaded with lots of rivers but no open oceans
    1. Resources: Balanced resources
    2. Occupied by: Alba Rose garrison
  3. Asteroid belt, requires space focused combat
    1. Resources: High metal, low energy, insufficient energy here to contest Space Force
    2. Occupied by: Low amounts of both factions
  4. War ravaged world
    1. Resources: High energy lots of reclaim, High metal from Reclaim (faster start)
    2. Occupied by: Alba Rose garrison with Beast Ork remnants
  5. Throneworld - Artificial planet high in resources, terrain within favours hit and run tactics and stealthy surprise attacks from both up close and afar. Greatly favours the Tohx here
    1. Resources: High metal, high energy
    2. Occupied by: Bulk of hostile forces and the two targets, two draconic Tohx the size of local Battleships known as Warsires that hold the original copies of the looted tech spread through their forces.
  6. Molten World, close enough to the start that the ground will melt sporadically and solar winds will short electronics that are not highly shielded
    1. Resources: High Metal, High Energy, Highly Noticeable start,.
    2. Occupied by: Burrowing hostile wildlife and both Tohx factions
Sitrep:

Targets for decapitation strikes are both at the Throneworld and may be lured out, they are unlikely to flee while the other one is alive but may make a break for it if the other falls and the CORE has an overwhelming advantage. Defeating or otherwise removing only one target is a critical failure condition.

One Commander per fleethoard committed to the action and no reinforcements will enter the field.

Deploy more than one per fleethoard here and Tohx from both subfactions will enter the field and attack the CORE as they push inwards with more being deployed in proportion to the invading force.

Opposition:

2 Maximus mag 1 fleet hoards

The Comet's Arrival



The ARM knockoffs known as the White Comet Empire have keyed into the signal from the Reliquary and their entire fleet has attacked CORE space. They seem to be disoriented and lacking key knowledge of the local territory but have centred their strike on the Precursor site and the surrounding CORE bases.

A number of separate fleets headed by a singular vessel of about 12 km have made individual forays out of the nebula, 5 in total.

The standard ships of the WC Navy are of a similar weight class as the CORE's current designs, however their armour and offensive capabilities are weaker. The only offensive edge they have on the Core comes from a weapon system called the Flamestrike cannon that displays exotic energies when firing and has long effective range.

There are an extreme number of ships in each fleet, enough so that they are predicted to be able to maintain numerical superiority even in the face of fully developed defensive positions. At least initially.

The main problem is what intercepted transmissions are calling 'The Ark of Destruction'. This Gas planet sized ship has been confirmed to have a focus on shielding, evident by the swirling white gas bands which serve as the outer layers of the craft. It is the Core of the Gatlantians industrial sphere, growing their new ships at a slow but reasonable rate. It also acts as an enormous carrier carrying millions of combat vessels and multiple smaller worlds within. It is capable of consuming planets itself to use for construction materials. Its design is unlike that of the rest of the Empire's technology so it is suspected to be of Precursor design, with possibly more unknown capabilities.

Their ground forces have genetic enhancements for different closely related soldier variants and an inbuilt suicide bomb in every individual. They also possess powers similar to that has been observed in the Theocracy, making their armies fearsome to normal humans. However, due to the lack of heavy combat units, a focus on orbital units and slow growing units their armies might as well not exist when in contact with the CORE. The CORE is also immune to their infiltration tactics of creating a clone with a pattern taken from a living or dead prisoner due to their non biological nature.

The ARM comparisons are rife indeed, however the Gatlantians have a different ideology. Now that they are closer, the monologues of the Great Emperor Zworder are clearer, as are the motives of the Gatlantis Empire. He views love as the root of all conflict, and wishes to exterminate it from the universe by wiping out humanity through an eternal crusade across the stars. He speaks on about a journey from one hell to the next, from being trapped in a nightmarish time loop watched by a baleful red eye, to coming under constant attack from eldritch machines and their cultists, then emergences of cults out of nowhere that attacked with seemingly immortal soldiers that transformed into just as unkillable demonic centipedes when they were reduced to ashes.

The Emperor feared that they would be doomed to forever roam from one hell to the next, but now that they have found the Reliquary there is the chance for them all to continue their crusade against love. Or at least to die with honour and not be trapped in another hell after life.

"The only path to True Love, True Peace, is through human extinction."

Sitrep:


View: https://www.youtube.com/watch?v=eDIKb1tm9-k



Five prong attack all heading towards the Reliquary system as they come out of the nebula and direct themselves for the honour of capturing their protection from Love. There are about 10 systems between them and the Reliquary with overlap at certain points as they get closer.

The first five or six systems in each path are in systems with a singular rocky world or even just an asteroid field.

Then they converge into two paths along 3 systems that do not yet have CORE civilian infrastructure but do have multiple rocky planets, one or two Gas giants and outer asteroid belts.

From there there are two occupied systems of the CORE, with additional factories but non-combat patterns that need to be moved from the fighting, something that is already underway but needs time to complete.

Finally there is the Reliquary itself a fortress system with major CORE Infrastructure, while the surrounding buildup of the CORE is not yet of the Old levels of CORE PRIME the forces that are stationed or fall back here will have nigh infinite resources to fight to the death. On top of that the old defenders will come into play here as well, although the political fallout of such a deployment is unknown with many not wishing to find out.

Opposition:

5 mag 1 extremis fleets

1 unknown Cat 2 planetoid

[The Core has sufficient RP to activate the We'll Be Back trait if desired]

RP Turn 4: 163

Forces available for Both conflicts:


4 Fleet hoards

1 True Legend (Coldfire)

1 growing legend (Peacebringer)
 
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Clan Grendikal Turn 4 Opening:


A Cataclysmic Blow:

It starts with a flash of cataclysmic light, then two, then twenty, as stars within the region of space that not all that long ago were the Empire's colonies(now yours) undergo a core-collapse supernova; supernovae induced in stars that had barely started burning carbon if they were even out of their initial Hydrogen phase, and stars with too little mass to ever naturally undergo such an event. More importantly, each of these stars is host to a former colony of the Galactic Empire, each in the process of being modernized up to more modern standards of defense and quality of life.

Within hours, the source is identified, as packet after packet of impossibly high energy photons traveling within pockets/corridors of altered light-speed impact star after star, each one adding just that little bit more energy, just that little bit more mass, into the equation. Soon enough though this relatively inefficient method is partially abandoned, slowing down even as more carefully aimed shots strike the colonies more directly, each drastically increasing the mass of its targeted world even as said world erupts into a ball of plasma and vaporized rock. Here and there planetary shields interrupt the path of the shot, and it is there where the final truth of the effect is proven, as sudden moderate-mass Kugelblitz's form at the site of impact before steadily radiating away even as they tear away at anything and everything nearby that is not sufficiently protected from such an effect.

Soon, some initial expeditionary forces are gathered and sent out, as the Clan readies itself for war and as wave after wave of probes is sent out to identify where this attack came from. Fortunately, their relative point of origin is identified swiftly, as said attacks are originating from a series of still frighteningly indistinct regions within the 'Dark Forest' region of space that you did some preliminary scouting of not all that long ago.

Unfortunately, this is where the good news stops, as several forward deployed military groups suddenly go silent. When the cause is investigated, the systems in question, a half dozen of them all told, are seen to be gone, the very space that they were occupying effectively erased from existence. Fortunately, no more such system erasures seem to be coming, even as more of the Clan's relief-ships move into the area and as a whole host of other 'civilian' vessels move in to evacuate most of the local population to somewhere at least somewhat safer. Even the bombardment of hyper-energy photon packets seems to stop, as if many of their launch platforms are now needing to take an extended break to 'reload' and re-gather the sheer amount of energy required.

and yet... no follow up blow occurs, no incoming fleets, no resumed bombardment; instead, only silence. forward elements of the Clan's initial response forces are soon entering the relatively desolate region of space that this attack came from, following behind a newly launched wave of probes. what they find is mostly the same stuff as before, as such damage does not simply go away; but as they reach its deepest reaches, the areas in which the first wave of scouts were swiftly eliminated, they are instead able to travel onwards, unimpeded. there they find system after system shielded in their entirety, hidden from the wider universe behind layers of shifted time when they aren't outright very clearly compacted into several pocket dimensions. and from these bastions, from these isolated, almost completely hidden areas, comes actual communication. first contact packages abound, as the previously silent region of space slowly fills with actual efforts to communicate; both with you, and with each other. as for what they're communicating about? they are communicating about a tide of green, a machine built to bring war and all of its cruelty to all that it surveys, and of the despirate attempts of those within the easternmost area of this transported region of space to hold them back.

they speak of an army know no fear, that see the lost of well over 50% of their forces as just an invitation to press the attack. they speak of entities that they consider to be almost as bad as, and vastly more aggressive than, those that forced this 'dark forest' situation upon them in the first place, they whisper of the War-Marchers, and how they're perfectly willing to scour the stars in search of the otherwise hidden realms that these people call home.

and so they are scared; and while their first response to said fear was to hide, they found that that would not be enough to deal with this threat. and so, in their fear they did the one thing that they fear more than the hunter in the dark itself: reach out and actually talk with others. and so while some amongst them have continued to lash out at anyone and everyone, many amongst their number have decided that it is time to one again try to resolve things via actual diplomacy.

as for their diplomatic message? we're sorry. please help us.


the people of the Dark Forest are under attack by Kroatangans, and have actually asked for help in dealing with this threat, which is a drastically different thing relative to what their earlier response to your probes was.

but before switching to defend themselves, they had lashed out in your general direction and badly mauled your recently gained Colonies

what do you do?

ooc: if you don't answer their cry for help, someone else will, and you might not like the results of that

Trouble on the Horizon:
And yet, for all of the suddenness and extremeness of this new invasion, those amongst your number who can predict the future are all seemingly blinded, as all attempts to divine what is to come all only reveal a singular image: one of black, glistening oil, spreading to consume all, and be consumed in turn; for within the image of black, glistening oil, lies a tint of Gold.

Situational Report:

East: beyond its northernmost reaches, which are as devastated as almost any other region bordering the Dark Forest, here lies a region at war with itself, as robots, often disguised as other machines, are engaged in a civil war of seemingly long forgotten origins. The sides of this war have been many, and have gone through multiple name changes over the eons as their reasons for continuing to fight shift and change, but for now the combatants are called the Autobots and Decepticons, one on the side of "upholding truth and justice through the galaxy", the other wanting to fully conquer and rebuild their long since devastated home megastructure, acquiring enough 'energon' to restore its long dormant subsystems and bring back their home to the hights that it once was at, progressing technology, and destroying their enemies, not precisely in that order.
Before arriving here, their fight was mostly contained to Cybertron itself and the rest of their empire of old; but with their arrival in this new galaxy came new worlds, new systems, and new chances to turn the tide in their favor. Sadly, this has failed to alleviate the growing stalemate, for wherever one goes, the other soon follows, seeking to disrupt the plans of their hated enemy.
This ongoing civil war seems to have not abated in both intent and intensity, as while systems constantly shift and change hands, as while one side or the other wins one victory or another, the overall situation seems to still be a stalemate, one that will likely not be resolved one way or another for a very, very long time without external input.

even worse, there is mounting evidence that someone, or something, wants this civil war to continue, as whenever one side manages to get an actual advantage the other side mysteriously comes across some information that manages to tilt the path of this war back in their favor.
something is interfering with the ongoing cybertronian civil war, wishing for it to continue indefinately

there is a massive threat looming on the horizon, and having the Cybertronian civil war be resolved, or at least much closer to such a state, when it arrives would be a massive help, for despite the ongoing industrial degradation and the almost complete lack of maintenance work caused by this ongoing conflict their overall technology level is not all that much lower than your own, and their experience in warfare is all too clear.

OOC: Megatron has only relatively recently(in the grand scheme of the multi million year long civil war) forgotten why he started this civil war in the first place, and the Autobots, while no longer the enforcers of the old regime, have yet to fully become what they eventually did in the OTL, and Optimus Prime has yet to become a Prime, let alone receive the Mantle of Leadership


Yashigani Empire outpost: after losing contact with their parent empire some 30 or so years ago, these giant coconut decapod crustaceans(coconut crabs) went into full isolation mode, refusing to leave the area that they had only recently claimed while fortifying the region to an ever more ridiculous level. These five meter tall sentient coconut crabs still consider themselves the Yashigani Empire, although they have long since stopped expanding and have long since isolated themselves from the wider galaxy. They also enjoy building shells around their worlds, going well above and beyond what anyone would consider necessary out of a cultural-level fear of whatever seemingly destroyed their parent empire. This buildup has served them well in recent years, as the arrival of the Kakmorak Regnum would have otherwise long since doomed them to lives of servitude. But even this level of buildup was not enough to stop the Regnum's steady advance, for all the defenses in the universe if those controlling said defenses get controlled themselves. They have already lost half of their territory, and would have been been doomed to lose the rest if it wasn't for a recent streak of good luck, for they managed to somehow get in contact with their parent policy, and have since built a portal back to their homeland, through which additional reinforcements and resources are now flowing through.
The Yashigani outpost seems to be doing well, as despite its seeming technological and numerical inferiority it seems to be pushing back the Kakmorak Regnum, at least for now; how long this situation will last, no one knows.

The Sixth World: a still expanding and developing corporate dystopia, this realm has refused the advance of the Regnum through sheer stubbornness and magical prowess, as those from the very bottom of society to the very tops of their megacorporations have for once actually become united in purpose, for both the Dragons above and the Shadowrunners below wish to be free to do what they will. (Shadowrun in space, more information will require more scouting due to them being discovered relatively late in this action, what with them being on the other side of some hostiles)
They too are under attack by the Kakmorak Regnum, and they too seem to be holding their own; although their reason seems to be all the more obvious, as legion upon legion of positively devilish ships troops, ships and troops that they seemingly did not have less than a standard galactic year ago, are deployed to the front to do the fighting for them.

Nearing the gaping portal, spacetime is tinged with a riot of colors, of which the swirls of orangish purple and purplish orange predominate. These swirls of hostile gasses even show up in the higher and lower dimensions, holding sway even in realms where light itself should be an almost forgotten concept. Approaching even closer to the portal, ships become under attack by entities very much not native to this reality; entities that, if described more mundanely than really fit, could be described as ravens of change, toads of virulent life, beasts of excess, and horned monsters of rage. Whatever is on the other side of the portal, whatever might be causing this extra dimensional bleedthrough, is not of this reality, assuming that it ever was. Worlds that find themselves drifting too near become grotesque, living things, even as the light of the stars themselves becomes tainted and warped. On the outskirts of this region there are still worlds that are mostly as they were, worlds that have only been recently subsumed. Here it is not safe, here is a problem that must be dealt with before it expands further than it is. (that portal used to lead to an area with some Chaos Raiders in Eklamarid; now it leads into the Maw of Horror)
Whatever is occurring within the chaotic mass beyond the portal, nothing more serious than the 'usual' purplish energy seems to be coming though this portal to your side of things, at least for now. (your side of the portal seems reasonably quiet, for all that there is an open Warp Rift on the other side of it)

Avoiding that rift, the second portal leads to another galaxy, one very similar to this one. Soon after arrival, the local Extranet is picked up on, describing the galaxy that your probes have arrived in as Eklamarid, with this portal, and the much smaller region of twisted space around it, as being in its easternmost reaches, technically beyond the galactic rim but before the stars become rare enough for said galaxy to have been left in its entirety. Further scouting reveals a whole slew of other recent arrivals, rich in magic, culture and life, but poor in technology that is not simply magic pretending to act as such.

The first such culture that you run into here is a group of powerful almost-human humanoids, piloting winged boats and wielding insanely heavily enchanted melee weapons when they aren't simply flying through space unaided. They introduce themselves as Asgardians, and ask the probes to 'please not intrude further on our realms, for it might spook those not used to such things' while kindly asking for those behind the probes to "come here yourself, either to face us in battle, or join us for a feast, a drink, and some stories."
Their offer still stands, although for how much longer it will last before they withdraw the offer of shared drinks and stories one does not know.

Farther afield, your next point of contact are some extremely mystical monkeys of all things, piloting chariots through space at FTL speeds when they aren't simply treating the intervening distance as if it were a mere step or two instead of astronomical units or even light years. These forces are but scouts, but once again they ask for 'whomever made these seeing eyes of metal, come see us in person so that we might be friends or foes'.
Their offer also still stands, although once again for how long one does not know.


The third group of the three seems the least mundane, if such a thing could be said about such unusual factions, with ships hidden by prismatic barriers of hard light. But Upon meeting your probes, their small scouting ship suddenly disappears, only to reappear over a galaxy away, almost right next to the ones who caused the first probe of this particular wave to be built. From there, they quickly apologize, and send over a fairly nice scroll(that seems to be holding allot more paper than should ever fit in it) containing first contact package before flashing away again. After being scanned to prove that it is not hostile in nature(as one never really knows with mostly unknown magic) The first thing in that scroll is an a an apology, in script that seems to shift to match the native language of the reader, as they thought that you might be a servant of their great enemy, who also made the journey with them to this new reality, and offer both safe passage for your scouts(for they understand the importance of information), and an easy way to schedule a vastly more formal meeting between actual diplomats.
Whatever is going on with them back in their home region, they have yet to make another foray into your region of space.


The third and final of these stable portals is only discovered towards the closing of this galactic year, and beyond its exit being in the far galactic east of Veronodasik, and its immediate surroundings being relatively empty, nothing else can be discerned before the new galactic year begins.
As the new galactic year begins, the Clan's probes continue to multiply, spread out, and send back information about what they find. And what they find here is a tale almost as old as time, a tale of petty facism, of a Super Earth ignorant of the wider threats found in this new universe.

Transported over in something resembling its entirety, the home galaxy of this 'Super Earth' is one ruled by humans. Primitive, brainwashed humans under the thumb of a tyrannical government that hides its nature behind blaring walls of propaganda and an ever resounding message of 'Managed Democracy', reinforced by the presence of two rather convenient self-made enemies: the widespread yet seemingly FTL-less Terminids, and the 'Communist' Automatons.

Super Earth, or at least those areas not under 'constant attack' by these enemies, is a message in contradictions, as perfectly managed, if highly 'suburbanized' communities border some of the worst examples of industrial excess found on a still habited, still technically habitable, world, with what remains of their economy not shackled to the military-industrial process under the dominion of still expanding megacorporations. Its most well-respected job is soldiery, and its most profitable is heading the businesses that power and make money off of its ever growing war machine. As for its war machine? Tanks and other forms of Armor are a seemingly forgotten concept, neglected for the creation of more of its incredibly numerous corvette-class 'destroyers', and the deployment of evermore strikecraft, aircraft, artillery, and Helldivers, which are the most elite of its soldiers.

Speaking of soldiery, even the most elite of its ground forces have a lifespan measured in minutes, and act more as targeting beacons for its aircraft, artillery, ortillery, and other assorted forms of orbital support, with the provided heavy weapons being seldom enough without said support and the provided armor being second rate at best in terms of everything save for its ability to protect its wearer from generally hostile environments, and even that is limited by their rather primitive technology level.

Speaking of their enemies, the Terminids are a classic insectoid hive mind, favoring the use of their own rather basic warforms over the use of any technology. Having infested a rather large number of worlds despite currently lacking FTL of their own, the culling of their numbers and the cleansing of their hives is a constant problem that Super Earth has to deal with. The fact that their corpses decompose into an energy rich hydrocarbon slurry that would otherwise take some rather specific conditions over geologic periods of time to be created surely has nothing to do with it. (yes, it has everything to do with it)

As for the Automatons, most of them are actually what Super Earth propaganda makes them out to be: semi-mindless machines set out with the sole purpose of destroying 'Managed Democracy' and everything it stands for. The fact that at the core of the territory now claimed by the Automatons lies an actual society of cyborg humans who split away from Super Earth and formed their own society, both free of its specific brand of facism and with something at least much closer to a truly socialist economy, has been long since left out by the constant propaganda. The fact that said society lashes out with massive armies of rather brutal looking killer robots does not help their cause, but given the fact that they were whipped out almost a century ago the fact that they are reaching out with a fist of violence instead of a hand of peace is perhaps not all that surprising.

To the south, at least temporarily separating this recently arrived galaxy from the horrors of the wider universe, lies some rather old, rather prolific ruins, complete with still active defense drones. At the core of these ruins lies a massive art instillation, made up of black holes and pulsars, one that weaves light itself into a web that is as beautiful as it is deadly to the unshielded.


Farther out, the remains of the most recent inclusion can be found, defeated not by the Serine Realm, but by the one other civilization that calls this region their home: the Imperial Trust, a faction of fairly advanced, if still relatively primitive by your own standards, humans who were transported here by the same inter-universal event that ripped open the portal that you used to arrive here. While mostly shockingly near baseline, if with decent power armor and shockingly good weaponry, amongst their number there are billions of veteran soldiers, each one wielding the same level of fate manipulation that was once considered limited to the Lost Scions of Cylosis. What sets these soldiers apart isn't some mythical power granted to them, or some legendary victory attributed to them, but simply their system of origin: the one system in this region that your probes were unable to enter even the outermost reaches of: the Deathworld of Avernus, and the entire solar system that it has recently spread its anomalous properties to. From this world, almost countless other species have technically joined the Imperial Trust, from Lizard people of frightening skill and magical prowess, to some surprisingly nice and social rat men, to termites whose mastery of technology has consistently rivaled your own for millions of years(as they repeatedly blow up and then rebuild their own civilization), to some of the most frightening warriors of all: penguins.
Whatever their intentions, the Imperial Trust, and Avernus in particular, seem to be too busy preparing for what seems to be the same thing that appeared in your own future-sight to send even a token delegation in your direction


To their east lies the remnants of the most recent incursion: green skinned, fungoid entities of multiple varieties, from the Kroats, who were easily identified based on information from the Extranet, to Orks, who have received multiple entire forums dedicated to the study of their Kulture and Teknologie. These entities appear to have been recently blasted back to the relative stone age, their remaining populations on isolated, partially destroyed, worlds, surrounded by the wreckage of what was once their armadas and armies. Sadly, they appear to be using this wreckage to rapidly rebuild, and will likely be returning the stars in less than a galactic year; although there is a vast difference between that and actually being a threat.

Beyond these, beyond the devastation and the Imperial Trust, lies the full blown edge of the galaxy, where stars fade away into intergalactic void. Here though also lies a portal, from which Monsters and Eidolons regularilly emerge.
Your scouting efforts continue onwards through the portal, and there what they find is a Galaxy at War. there is no peace amongst the stars here, as each and every found planet is naught but layer upon layer of blasted, shattered, and re-consolidated ruins, with some planets even lacking anything resembling a standard structure, with their would-have-been-molten interiors replaced with the echoing hallways of long since dead ships. Further analysis shows even the stars to be non-standard, as even the stars themselves seem to be surprisingly rich in heavier elements, no doubt from debris that fell into its gravitational embrace so long ago if said debris wasn't outright incorporated into its very creation. Here lies the remnants of thousands upon thousands of battles, here lies the death bed of civilizations. And yet, as rich in ghostly remnants as the region is, it too has found no peace, as war never changes and is waged ever onwards.

The first faction to be found is green of skin and fungoid of form, as their living, fighting ecosystem spreads over world after world. Soon, this backdrop of twisted life is joined by sound, as the marching chant of Kroat-Anga echoes through each and every means of communication known. Here the void itself crackles with the promise of warfare unending, and the certainty that can only come with cruel destruction. Soon enough, the warships of these Kroatanga, for that is most certainly what they are, can be seen. Brutish, rough yet purposeful things, they are ax heads when they are not rams and are massive cannons when they are not either. Flying together in incredibly massive formation, they are going to war, not against the portal, not against what is on the other side(although nigh-countless of your probes are taken out, as targets of opportunity are still targets of opportunity), but against another, drastically closer, much more immediate foe.

And what a foe it is. Here, to the galactic east of the portal, lies massive, twisted fleets of corrupted machinery, with no uniformity to be found save in its lack, anchored by massive world ships and even the occasional somewhat weaponized dyson sphere. Here lies a realm of meaningless mechanization, as factories consume factories to build more factories that consume factories to build massive, twisting spires of industry that pump out twisted machine-weapons in the millions, twisted machine-weapons that are used to build factories out of the remains of other factories even as they use each other as parts in the creation of even greater weapons of war, weapons that occasionally make it to the front lines of their ongoing war with the Kroatanga before being taken apart for more parts to build more weapons. There is no order here, no pattern to the importance and arrangement of worlds, some dominated by Dyson Spheres and Daemon-moons, while others seethe with great masses of mechanical forests and tangled, spiraling staircases. There is no front to this war, as the ever consuming, wormlike ouroboros finds its own tail as, if not more, often than it finds its supposed external enemies.
Here lies the realm of the Engine of Extinction and its twisted followers, born from Men of Iron and other, lesser machine races, it is a realm born of and dedicated to the art of taking twenty steps when one will do, of production for the sake of production, and meaningless labor for the sake of itself. Here lies an ongoing battlefield between a Kroatangan Warhell and the forces Engine, and between the forces of the Engine against their own kind, as the worm's many maws inevitably find their way to their own tails.

Farther to the south, beyond this seemingly never ending battleground, lies a realm made silent, ruled by the Rangdan. The Rangdan, as later information gathering efforts reveal, are a weapon-species of the K'nib, created during the Enslaver Plague to eliminate the warrior-races of the Old Ones before their combined psyches upended reality. Parasitic, sporulating, colonial organisms, the Rangdan are blanks that absorb and blot out psychic energies in their vicinity. Regions occupied by them are drained of thought and soul, where the Immaterium and the Flux alike is a blinding white-out and where Daemons and gods alike fear to tread. Feeding off of the psychic static, bound souls, and psychically rich bodies provided to them by the ongoing War to their north, they have grown powerful indeed, able to last in these galaxies at war despite the seemingly fragile nature of many of their ships; indeed, if they so wished, then the war to their north would likely swiftly come to a rather silent end.

But if that went away, where would they feed from? After all, to their east lies an area of twisted gold, where none of the biomass is truly worth devouring, and to their south and west lies an area infested by an all too familiar crystal.



Farther beyond, where the galaxy starts to thin out, lurks a much greater threat. Worlds infested with a corrupted green rock, studded with giant spires, surrounded by fleets that seemingly obliterate your probes within a moment of their discovery of said probes. Here lies a foe whose mastery of space and time is unsettling. Here lies a steadily growing outpost of what are later identified as the Skrin. Thankfully, their growth has been stymied, both by the rarity of stars, and thus worlds, in this region, and by the presence of foes who can actually successfully fight them to their south.
West: here lie the Allies, a somewhat lower a-chronic(with the time part being very much relevant) tech faction of humanity. Formed in the aftermath of their alternate version of World War two, and several instances of paradox causing time travel, this alliance of their world's Germany, France, the United Kingdom, and (the united States of) America, their technology and military has since gone in a drastically different way than what is ancient history to you. While the wars that led to the formation of this alliance are also in their not-so-recent past, the societal norms of its founding members and the technology developed during those early wars has come to define this nation. Capitalistic, neo-imperialist, and neoliberal, it is precisely a showcase of what a successful, equal civilization isn't. Democratic, diplomatic, open minded, scientifically progressive, and as egalitarian as a capitalist society can be, it is as close to being such a civilization as a society born out of the victory of the West in the Cold War that hasn't socially progressed all that far beyond the late 20th and early 21st century can be. Perfect allies for the Citadel, while very much imperfect ones for the Clan.

Technologically, they are for the most part not much to write home about, having for the most part not really progressed beyond what would be considered to the average for this galactic cluster(tier primus); but there are two areas in which they have progressed far beyond what would be considered average: size manipulation and time manipulation technology, with them having no true equals in the second category beyond maybe the Skrin to their north-west. Capable of stopping time for all hostiles on a large scale, moving individuals almost freely through spacetime(including back in time), and of 'time locking' their own troops for temporary practical-invulnerability; in this area they are technically beyond even you(if likely not beyond the progenitors). Recently they have finished building up their core territory, and are now sending colonization efforts to a region somewhat to their south and are supporting their neighbors, the Dawi, against the Skrin.
Speaking of neighbors, beyond the Allies lies the Karaz Ankor, home of the Dawi. the most stubborn, grudge filled entities that you have ever met that aren't fully bound by their role. Humanoid in nature and short in stature, they are master craftsmen and experts at welding 'runic magic', to the point where their own magic and technology has melded to the point where they are practically one and the same. Expert warriors, each and every bit of the weapons and armor is hand crafted to what would normally be considered nigh impossible standards(for the tools that their smiths seem to be using, anyways), as they seemingly disdain goods produced without the touch of an artisan. While this makes them unusual, what really sets them apart is their worlds, which, beyond being universally fortified to what would normally be considered a semi-impossible level, are all connected, as tunnels in their depths don't just tunnel through molten rock, but through spacetime itself, connecting their worlds into one insanely fortified whole. Their ships are almost the same, each one being a large, slow moving, fortress in space, and each one linked to each other and the worlds below through the same system of 'tunnels'. This has granted them the ability for sieging a single hold without also sieging the Dawi as a whole almost impossible, but also means that the overrunning of a single hold could leave the others all the weaker.

Fortunately, they also have a way to close these portals, be it temporarily or for good; and this ability has proved quite fortunate, for it limited the number of worlds that the Skrin could infest with their green rock before the real danger was caught and confronted. Now, all along it's northern edge, the Dawi are pushing themselves to their limits and beyond, as Dawi craftsmanship runs up against the reality warping power of the Skrin, and finds itself ever so slightly inferior. Now they are ever so slowly loosing holds and worlds to the green tide; and with each loss, another entry into their Great Book of Grudges is formed, and the Dawi? They never forgive, never forget, and are no longer fighting alone, for the Allies are living up to their name.
The ongoing war between Dawi and Skrin is a slow one, one that the Dawi are ever so slowly loosing, even with the assistance from the Allies. If nothing occurs to change this situation, it is only a matter of time before the Dawi loose these holds, and their ever expanding book of grudges receives a whole host of new entries.



Most of the rest of this area is almost empty, with only the occasional small, usually system bound, civilization, ranging from primitive natives, to civilizations ranging from as advanced as the UEG, to almost as advanced as the recently destroyed civilization discovered earlier, complete with the same technological base. Other systems merely have ruins, minor hints that an advanced civilization might have lived there once; the higher and lower dimensions aren't much better, strewn with scars and seemingly purposeless structures, one of which would have been a habitable dyson sphere if it wasn't for it being in an uninhabitable dimension. It is only when the probes reach the farthest reaches of this sector that anything else is discovered. And what is discovered is a doozy, as within the farthest reaches of this region of space lies a civilization that couldn't be called anything less than a peer to your own, in technological might if not in scale, anyways. Traveling through the galaxy at shocking speeds in ships seemingly made out of liquid silver, this 'Celestial Confederation' is the first civilization that you have met that could be called a true peer. Within moments of first contact, a massive information package is sent over; a package made not just of raw data, but of codified thought and self adapting teaching programs, meant to facilitate communication.

Perhaps not quite so surprisingly, this is yet another civilization made mostly of near humans; what is surprising though is the sheer number of other sapient species present in their fully terraformed(and it is very much terraformed, complete with many of the same species, alongside almost countless other vastly stranger ones) and heavily colonized core territory, and the even wider array of somewhat more mythical species living alongside them, ranging from unicorns and dragons, to Nudus and Storm Birds, to countless others that seemingly never made it into recorded mythology, or at least the bits of mythology that survived to the founding of the Federation.

Spacefaring and incredibly advanced, they wield a combination of extremely advanced technology and magic that seemingly puts even the Asgardians to shame in everything short of personal, melee, combat abilities; or at least, that is what can be inferred from the first contact package and what can be inferred from your probes, both in what they managed to see, and how swiftly communication ceased from each and every one of them soon after discovering one of their worlds or other claimed system; and how the vast, vast majority of those were delivered back to you, seemingly unharmed, alongside their own diplomatic team. Elsewhere, before being similarly neutralized and returned, they stumble upon silvery stars, former supergiant stars being steadily converted over into whatever that silvery, part liquid part metal, material is. Elsewhere, deeper in in other similarly uninhabitable systems, the stars themselves are practically gone, converted into spheres that are being slowly moved and reshaped into whatever the Federation of Celestia, as they call themselves, desires. (to be continued either in a mini turn or during next turn, depending on which one you would prefer)
The Celestial Federation seems to have made contact with their lesser neighbors in the UNSC, and are working to rapidly uplift their newly gained client-faction. Outside of those efforts though, they too seem to be preparing for war, as massive, highly visible acts of Creation and Mobilization can be seen all throughout even the outermost reaches of their region of space. But, unlike the Imperial Trust they do not seem to be isolationist in their preparations, as they have sent out diplomatic expeditions to both you and the Imperial Trust, partially opening up diplomatic contact, and partially inviting you to a council of war that is to convene the moment that this incoming event occurs, a council of war that is to involve the Syndicated Councils of Tremzar. Even as these more major preparations are underway with/alongside those powers that have a true chance of doing more than just losing slowly against this incoming threat, relatively short warnings of the coming danger are sent out to the Citadel Council, Allied Nations, Most Serine Realm, and beyond.

in addition to reaching out, the Celestial Federation is planning to intervene in the Karaz Ankor's ongoing war with the Skrin, hoping on shifting said war in the favor of the vastly more diplomatic races so that said factions might be able to swiftly muster a meaningful response to this incoming threat. they are notifying you of this so that you might be able to send assistance as well if you so wish.

Clan Grendikal turn 4 maps

Available RP: 467

Detachments:
Eldar Void Raven Corsairs: Incredibly fast ships that move at speeds that would let them simply outrun the UNSC's SMAC rounds, elite warriors with reflexes to put Spartans to shame with weapons that operate at a level that you associate with the Foreruners and in much larger numbers than the Tenno, and incredible psychic and sorcerous powers can be yours, if you are willing to write and sign trade policies with the Eldar and swear to leave the worlds of the "untainted" Eldar alone as well as pay them their price.
Type: Eldar Corsairs
Specialty: Skirmish, Penetration, Exploitation, Pursuit/Withdrawal, GOTTA GO FAST, Raiding, killing people who thought they were safe, allows temporary (and strictly supervised) usage of the webway, Magic
Weaknesses: Poor at static combat, do not like being involved in clashes, casualty averse
Tier: Maximus
Cost: 5 RP

Guardians of the Light: These warriors are known for among other things, being obnoxiously hard to kill as they can be endlessly revived as long as their robotic companions are able to reach them, as well as the wide array of rather fantastical magical powers granted by what they call "the light" which seems to be a religious way of viewing the ideals of cooperation and togetherness under the bizarrely named "bomb logic". They include Humans, Robots, humans but blue, the insectoid Eliksnee, the Reptilian and powerfully built Cabal, and the rather aptly named "Psions".
Type: Destiny Guardians
Specialty: Esoterics, Raiding, Small to medium unit and swift vehicle Tactics, Looting everything not nailed down and then doing it fifty more times because the fucking gold won't drop god DAMN IT
Weaknesses: Lacking in large unit formations, struggles with very large enemies they can't board
Tier: Extremis
Cost: 3 RP

Trazyn's Collectors: A Necron by the name of Trazyn is willing to cooperate with Clan Grendikal with his advanced fleet and soldierly assets for a surprisingly low price. The Necron Overlord merely desires a "shopping list" of curiosos from the field of battle and to take the first crack at a number of things that have caught the great collector's interest. He also seems to be intimately familiar with the Men of Iron.
Type: Necron Vanguard Fleet
Strong in: Theft, Pinpoint Raids, Endurance Warfare
Weak In: High agility combat
Tier: Maximus
Cost: Free if you let him take a few things…

Keluko Warriors: Also known as 'the angry coconut people', the plantoid Keluko are known for having literally no fear mechanism and being quick to anger, particularly when injured. While this makes them somewhat poor guests, it also makes them very effective soldiers when combined with their tough woodlike carapaces and shells, despite being only half a human's height. It is perhaps unsurprising that they have found solid careers as mercenaries.
-- Focus: Shock, Clash
--Weak in: Disengage/Extraction
--Tier: Extremis
--Cost: 2 RP, Multiple Available.

Tenno Star Mantis Alliance: These unusual techno-organic "warframes" and their peripheral equipment are often known as the "space ninjas" for good reason even if sometimes they are not exactly the picture of stealth. The starchildren who operate them gather in secretive relay stations and operate out of nearly undetectable orbiter craft as well as their railjack spaceships, making use of Necramechs, Archwings, and more to augment their tiny deployments of super-commandos.
Type: Warframe Clan Alliance
Specialty: Dueling/Assassination, Commando Ops, Stealth operations, Esoterics
Weak In: Mass Combat, Open battlefields
Tier: Maximus
Cost: 5 RP

The Kherach-Nakam: Named for an old Jewish term for vengeance mixed with a Yeltaen term for "Guardian", or more succinctly "the Avenging Guardians", the Nakam were born in response to the Volreapers and are represented by the symbol of an eye, a human stick figure, and a shield. The Nakam are a vigilante mercenary group that considers itself protectors of humanity, the Endyani, and to a lesser degree, other Vol. The Kherach-Nakam fight dirty to the point of often being labelled terrorists, believing that the foes of their people have obviated the protection for their populations by hunting their kind like animals, though they prefer to use terror as a surgical tool as opposed to indiscriminately. With stealth craft, cloaked units, psychic warriors, terrorism specialists, force multiplier trainers who can teach civilians how to fight, sabotuers, commandos, and ultrasubs which can lurk in ultraspace to attack the enemy from unexpected angles.
Type: Guerilla Fighters
Specialty: stealth, behind-the lines fighting(commando opps, stealth operations), enhancing-defenses, FTL-submrine warfare
Weak in: unsupported mass-combat, invasion-warfare, fighting enemies that do not feel fear
Tier: Extremis
Cost: 3 RP (discounted due to your recent fight against Vol Reapers


Legends:
The Observer: A deeply mysterious artificial intelligence that has many, many bodies that cluster around its large; sphere shaped frames. The Observer is a marvel of unknown artifice that as the name entails, can show up at random to observe and partake in the events of history with marvelous technology. Their singular craft and its parasite escorts as well as the smaller armatures it can deploy are usually enough, and its powers of analysis are backed up by out of this world firepower that works on weaponised manipulations of quantum physics.
Type: Singular formation centred around category 0 battleworld with technology surpassing the Stagnant ancients.
Specialty: Data Gathering, General Purpose Combat
Weak in: Holding territory
Cost: 15 RP, or 5 RP if you agree to allow it to observe your faction for five turns.

Tenno Star Mantis Alliance Inner Circle: These unusual techno-organic "warframes" and their peripheral equipment are often known as the "space ninjas" for good reason even if sometimes they are not exactly the picture of stealth. The starchildren who operate them gather in secretive relay stations and operate out of nearly undetectable orbiter craft as well as their railjack spaceships, making use of Necramechs, Archwings, and more to augment their tiny deployments of super-commandos. The inner circle is made of their very finest tenno, those who have demonstrated the greatest skill, have forged and mastered the best frames, equipment, weapons, and mods, and have developed their void powers the furthest.
Type: Warframe Clan Alliance
Specialty: Dueling/Assassination, Commando Ops, Stealth operations, Esoterics
Weak In: Mass Combat, Open battlefields
Cost: 8 RP

Vermillion Flight: Legendary Mecha and Fighter Pilots, Vermillion Flight is a veteran of many wars and has racked up an incredible combat record in the name of socialism, revolution, and the worker's democratic republic. The Lulundroth daredevil pretty boy Shaerath Telenir is current flight leader, and is known as much for his extremely long list of paramours as he is for his kill count.
Type: Socialist Ace Unit
Speciality: Vehicular Combat
Weak In: Non-Combat Tasks
Cost: 8 RP

The Last Star Paladin: Telzernik is the last of the long dead Precursor culture known as the Kaikrona, who went extinct at about the same time as the end permian extinction more than a quarter of a billion years ago, awakening in an unfamiliar age when recovered from the paralabyrinth. The two-and-a-half-kilometre-tall giant commands formidable power, including the ability to teleport between worlds and a mastery of both physical and esoterical combat, and immense technological prowess, as well as a personal flotilla including a gunship, a mobile base, and drone escorts while the silicoid behemoth moves with speed that nothing of its size should; swarms of mechanical courtiers fighting alongside it. It hopes to one day find another of its kind, but is prepared to join its people in extinction in the name of justice if such is needed. Perhaps most terrifying of all is that they have a mount that's even larger than they are.
Type: Precursor Behemoth Champion & effects
Specialty: Behemoth combat action, space combat, ancient mysteries and history
Weak In: Anything requiring subtlety
Cost: 8 RP

The Circle of Grand Crusaders: A set of fanatics of the Eldenian faith, the Circle is known for enormous thaumaturgical power and devastating dueling prowess. The blessed score and one, the most well known of the crusaders; twenty one of the dread holy knights, is well known for being able to essentially bring down cataclysm upon the worlds they tear their way through. While hardly stealthy and incredibly obvious, their destructive capability is worth the high price they ask, even if their religious zeal comes off as more than a little unhinged. Certainly, the destruction they leave when allowed to cease holding back tends to leave worlds in need of near total reconstruction.
Type: Eldenian Crusader Elite
Speciality: Mass Destruction, Dueling, Champion Battles
Weak In: Subtlety
Cost: 15 RP


fleethordes:
Nilakh Dynasty: Trazyn has taken enough of a liking to you to offer the fuller weight of his services for a certain price, including true Necron Phalanxes and Armadas and multiple world engines.
Type: Necron Dynastic Armies
Strong in: Superweapons, Large Units, Lords/Heroes, Subterfuge, Endurance Warfare, Psychological Warfare, Electronic Warfare, Biocide, Pursuit/Withdrawal
Weak In: High agility combat, No Magic, Range tends to be on the shorter side, Arcane Honour Code, Extreme quality gaps between low and high-grade units
Cost: Standard magnitude cost *1.5, rounded up
Size: Maximum of magnitude 4(100 RP in fleets, 20 RP in upkeep) worth of fleethordes and Battleworlds
Tier: Maximus

Origin League Free Army: The free grineer of the Steel Meridian, the warbeasts of New Loka, the reformed Corpus of the Perrin Sequence, the Tenno cultists of the Arbiters of Hexis, the Assassins of the Red Veil, and the scholars of Cephalon Suda and more all pool their resources together to form the Origin League Free Army, perhaps not as far down the individual specialties of the Grineer, Infestation, or Corpus, but their mixed talents and the guidance of the Tenno allows for them to achieve great things all the name.
Type: Warframe Syndicate Alliance
Specialty: Rapid insertion, Boarding, Urban Warfare, Mobile Combat, Attrition
Weaknesses: Lacking in large vehicles, mediocre ground based artillery
Cost: 1.4* standard magnitude cost
Total Available: Up to half total magnitude of present forces
Tier: Extremis

Slick Jaxarax's Emporium: HELLO THERE [valued customer] HAVE WE GOT A D-D-D-[vocalisation error]-DEAL FOR YOU! WE'RE OFFERING YOU A ONCE IN A [standard time cycle] OPPORTUNITY JUST FOR YOU! ALL YOU HAVE TO DO IS FORWARD A DEPOSIT OF JUST [militarily useful raw materials] AND WE WILL FIGHT FOR YOU AND SEND YOUR ENEMIES STRAIGHT TO [the dreadful pits of sheol, where the guilt of war lingers eternal...the dead stare at the living with judging eyes, woe, woe, woe.]
Type: Ekon Tradefleets
Strong in: Unpredictable jack of all trades combatant, can do a bit of everything depending on what the RNG gods favour them with, incredible strategic mobility through the paralabyrinth, power over time and space
Weak In: Deranged, unconcerned with conventional tactics, inconsistent approach to battle, vulnerable to decapitation strikes
Tier: Depends on how much you're willing to pay.
Cost: *1 for Primus, *1.2 for Extremis, *1.4 for Maximus, *1.6 for Ultra(asking for Dracons causes a chain of error messages ending with a 'you have received an order of: one extermination to the face, we hope you enjoy your impending doom)
Available: Unknown
Special Note: Ekons are deranged and eidolonic. They cannot be controlled so much as pointed at something and generally trusted to avoid friendly fire as long as the contract holds. Ekons operate under their own, entirely impenetrable and often outright nonsensical logic, they also can offer further trade deal which can range from actual trash to seemingly ridiculously favourable to you to surprisingly fair and boring. In essence, they are the gachapon of traders, you never know what they might want to buy or have on sale. Business seems to be the only thing that keeps them for lack of a better phrase, somewhat stable in that they at least; honour contract laws and exchange agreements and make no effort to swindle or cheat them, seemingly the last remnant of their prior programming before delving into the Paralabyrinth to find trade routes off the "safe" routes in the Labyrinth twisted them into what you see now.
Special Note: They are quite likely to turn on you once the business agreement runs out, as they inevitably do whenever they seek to make an offer but no buyers or sellers come forward, even if the trade request is literally impossible or completely incomprehensible or if they are attempting to make a trade with an inanimate object or even a figment of their imaginations incapable of response. If no one purchases their services or at least makes some sort of trade, they will attack of their own accord.

The Cabal Redeemed: From a world of incredibly high gravitational force comes a species built like what happens if you taught a Rhino how to walk and then blended it with a turtle. Broad, heavy set, with extremely dense tissue and hard skin, disciplined to a fault, and fond of very big guns, they are like looking in a mirror in many ways. The so called Cabal Redeemed seeks to atone for some sort of past sins, and has ended its slavery of the Psions, and includes Hominid and Eliksnee soldiers trained to fight alongside them as they are the largest providers of military muscle and space power.
Type: Destiny Good Guys
Strong In: Strike Craft, Infantry, Capital Ships, Line Ships, Individuals of Importance
Weak in: Artillery, War Engines, Relatively new to cooperating as equals
Cost: Standard magnitude cost *1.4
Size: Half present total magnitude
Tier: Extremis

Hellsworn of Lucifer: Natives of the Worlds Aflame Cosmology, the Hellsworn of Lucifer serve one of the nine great Infernarchs as both his religiously devoted and the legions of devils in service to the Infernal Deity. Though somewhat akin to the warpspawn you are familiar with, they ooze a clear professional discipline and rigidly orderliness. They are masters of divine magic and count many mages of other sorts in their ranks, and their higher ranked devils and warriors are truly individually formidable warriors. They are clearly malevolent and are looking for souls to harvest, but they will follow the contracts given to them to the letter. They are perhaps concerningly, willing to offer a huge discount if you give them the final rights to prisoners of war, and a lesser discount if you let them simply damn those enemies they themselves capture. They are willing to fight for free if you offer some of your own people to Hell's service.
Type: Diabolical Legions
Specialty: Magic, subversion, manoeuvre warfare
Weak In: Anti-Magic Zones, Religiously warded battlezones
Cost: 20 RP normally, halved if allowed to harvest their captives, quartered if allowed to handle all prisoners, Free if you offer 1 POP to them.*
Size: Magnitude 5*
Tier: Primus

*And allow the corruption of Hell through
**Terms and conditions apply

The Invincible Lance: The Drokht are gigafaunal sapients, coming in at nearly a hundred metres on average, with carapaced eight limbed bodies (two of them being wings for the males who have two grasping arms, while the larger females are landbound and have four grasping arms), and massive tails. This has always shaped the Drokht approach to interstellar warfare towards elite power and the might of armoured knights and their squires (smaller species fighting alongside them). Universally esper capable like the Imilki and Merendi, the Drokht of Lady Yarah fight as the few, the proud, and the dishonoured; expelled from the Sovereignty following Yarah's disgrace in court matters after her March opened fire on an Ecumenical Emissary Fleet for offending the honour of her human squires and her claims that they were hiring Volreapers, with the local parliament choosing to exile her as a compromise between the Ecumene that wanted her dead and her populace that wished to defend her actions. While the Invincible Lance is not a large organisation by intergalactic mercenary standards due to strict recruitment standards, Lady Yarah is a woman of honour (and colossal size) and despises the Ecumene and her throngs of elite soldiers, daring pilots, skillfully manned and lead warships, and finely lead vehicles have a sterling reputation.
Specialty: elite War-Engine scale forces, capital+ scale ships, localized mystical capabilities
Weak in: honor-bound, lack of escorts, lack of proper infantry
Cost: standard magnitude cost * 1.4(special discount due to your recent fight against Vol Reapers)
Size: up to a third(rounded up) of your total magnitude in forces
 
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Cybran Nation Turn 4 Start @Velocci

While the defensive victory against the Omni-Enlightening Swarm was a welcome morale boost, it was obvious to all involved that it was only the first step in the counteroffensive necessary to destroy the mad civilisation and restore peace to the region. This includes the Aeon Illuminate, who have come forward with a proposal for Ivan Brackman.

Namely, let the Illuminate take to the field, and let them take the territory for themselves afterwards. While the Cybran Nation was able to score an early win, that was on the defensive. A serious offensive campaign against dug-in opposition is a very different proposition, especially when operating under the restrictions of Gate travel. This is where the Aeon envoys unveil their ace in the hole: While research into the Specter portals hasn't delivered any religious revelations they might have been hoping for, it has unveiled the presence of 'nodes' across space that, with nanolathable devices, can be used as 'tunnels' to travel between star systems without the need for a Quantum Gate.

Needless to say, this gives the Aeon starfleet a significant offensive mobility advantage over their Cybran counterparts, letting them engage in battles of interstellar manoeuvre against the Omni-Swarm with much more flexibility than before. Of course, Quantum Gates will remain a key part of the Aeon war effort, as once constructed they allow for much faster travel than their new 'Node Drives', and Cybran assistance in the campaign would similarly be appreciated in order to make things go as smoothly as possible. Still, the Aeon are willing to take point.

Many Cybran Commanders have pointed out, perhaps not wrongly, that this constitutes sitting back while the fiercest fighting happens and then swooping in at the last minute to take all the credit and rewards for themselves. Still, compromises must be made for the sake of Coalition stability, and help in eliminating the Omni-Swarm can only be a good thing. Signals analysis suggests they're actively researching nanolathe and quantum link technology, and could be a resurgent threat if allowed to persist.

For the UEF's part, intelligence indicates they're incorporating the unique capabilities of the former Emerald Empire into their forces on a low-level. Notably, a new CQC program has started for the Federation Service Force focused on teaching them Imperial martial arts, with Operatives being given advanced melee weapons training alongside new plasma swords. There's even rumours of a select group of the most elite Operatives being trained in outright magic, which would give the nation a direct answer to Exorcists and Proxies.

While an increase in the capabilities of its partners in the Coalition always warrants a reasonable degree of caution, under the circumstances it couldn't have come at a better time. While the Omni-Swarm in the north is bad enough, the Super-Directorate in the south has somehow taken a turn for the even worse.

It began with Redfog acting on her own initiative, following up on her last report by delving further into the depths of the mysterious MLC. The Super-Directorate's fastest-growing and perhaps most powerful corporation had one too many secrets for her liking, and while she'd successfully infiltrated its outlying edges already there was much more to uncover. In the end, she decided that if you wanted something done right you had to do it yourself, which may very well have saved the operation as a whole.

It's only clear in hindsight what Redfog got too close to for the corporation's liking. What was clear immediately was that it had been something dreadfully important, since they'd sent an assassin after her. Previously a Messenger-associated 'influencer' of the kind typical in the Super-Directorate, the killer for hire appeared in a much sleeker form than she'd been seen with previously.

An artefact of the transition from heavily cyberised to entirely mechanical, and the first appearance of such a potent technology in the Directorate's arsenal.

The battle began without warning or preamble, Redfog barely throwing up an arm in time to block a particle beam fired by the figure who'd just materialised right in front of her. Even though Redfog towered over her foe, a former insectoid barely over a metre tall, she was immediately put on the back foot when the particle beam carved through her thick armour plating, a secondary EMP-like effect rendering her left arm useless.

Before she could hope to retaliate, the assassin vanished back into the thin air from whence she came, employing a phasing cloak much like the ones used by the Hierarchy. Needless to say, Redfog immediately understood that the first blow to be struck would be far from the last. Having just left behind a secretive MLC workshop through a disused maintenance tunnel, what followed would be a brutal game of cat and mouse, the assassin fading in and out of reality to take potshots while Redfog weaved through the catacomb-like darkness, trying to find any semblance of advantageous terrain.

The cloak did at least have one weakness, which was that it took a few moments after the beginning of the materialisation before the assassin was able to fire. A short time objectively, but long enough for her superhuman physiology to exploit.

After a few more glancing blows slicing through more armour and locking up more servos, she found a way into a narrow, cramped storage space. Downright claustrophobic for her large frame, but also tight enough that being the victim of a long-range attack was almost impossible. It was here where the fighting would reach its crescendo, and where the assassin would unveil her last trick. Materialising one final time, she discarded her particle rifle and drew a shimmering sword that looked like it was on the edge of phasing out of reality itself.

Needless to say, Redfog immediately prioritised avoiding contact with the blade at all costs, using her own superior reach and supreme swordsmanship to keep the distance right where she wanted it. The exchange of blows was faster than an unaugmented human could hope to follow, and Redfog managed to land several blows that should have been crippling. However, her opponent's mechanical body simply sealed itself back up, leaving not a trace of the damage that had been dealt each time.

Eventually, the assassin made one lunge that was slightly too desperate, and Redfog was able to split her from shoulder to hip. In exchange, the phasing sword cut clean through Redfog's own side as if it wasn't even there, but couldn't quite cut her completely open. Even this didn't immediately end the fight, but the assassin's laughter was quickly cut short when its head was separated from its body. Shortly afterwards, Redfog received a private message through the Super-Directorate comms network she was patched into: "Well played, but that was only round one."

Limping away from the scene of the fighting, successfully evading any further attacks, Redfog immediately reported her findings back to Cybran command, but she almost needn't have bothered. Shortly after her fighting, the Messenger Logistics Corporation unveiled its intentions to enact a hostile takeover of the Super-Directorate with lightning raids on rival corporate headquarters. As well as its existing mercenary units, it also showcased a new fighting force in the traditional Directorate style but upgraded with technology far in advance of what's available to the rest of the S-D, or indeed the Cybran Nation itself.

Further complicating matters is the mass deployment of upload technology, turning the MLC's soldiers and administrators into tireless killing machines. It comes with the promise of complete immortality, a promise that may well be true considering the exact assassin who fought Redfog is seen soon after her apparent demise seemingly none the worse for wear. The mysterious head of the MLC himself has come forth to extoll the technology's virtues, revealing himself as an alien entity of unknown provenance who only calls himself the Messenger, and his forces as the Taught.

Needless to say, the Taught's major technological edge over their enemies combined with the element of surprise has given them a decisive edge in the sudden civil war. However, their victory is not immediate, and rival corporations have banded together in a desperate attempt to fight them off and preserve themselves. Intelligence suggests that the Messenger had hoped to more fully secure power and control over the Super-Directorate before revealing itself, but Redfog's investigations had come too close to risking its element of surprise for comfort. Thus, it launched its attack before it could be assured of taking full control instantly.

The good news is that this has bought the Cybran Nation much-needed time to finish off the Omni-Swarm before the new threat can act externally, and that the sudden civil war has massively freed the underground railroad to take on even more refugees and expand its reach even further. The bad news is that this new threat has clearly discerned that Redfog and quite probably the Cybrans more broadly are behind the resistance movement, and that it's an extremely dangerous opponent. Redfog estimates that exceptionally few of her fellows could have survived the attempt on her life, something she at least has the good grace to not be too explicitly smug over.

Upon seeing this, the Syrabaric Defense Coalition send a diplomatic delegation explaining their own position. They remain busy containing their rivals in the Merendi Imperium and keeping a lid on things to the southeast, but they appreciate both the good work the Cybran Nation is doing and the new threat they're now under. To help in what little ways they can, they have provided both an additional understanding of the region and limited access to their forces. They say they could do more if and as the Cybran help them with their own issues or become more politically aligned with their faction, but understand that they have much more immediately pressing concerns.

More immediately, they've also plugged the Cybran into the local Mercenary Review Board. It's routed through Octarine Incorporated, a local megacorporate state that seems a bit more put-together than the Super-Directorate ever was even if the SDC has no good words to say about it, but it's apparently reliable. More importantly, two highly-rated large mercenary forces have a notable presence in the region at present, and are available for hire.

Progress, it seems, has led to even more complications. Still, the stakes are far too high for the Cybran to back down now. As ever, the only way out is through.

Strategic Turn 4 Start
Available Resources: 160 RP

-The Aeon Illuminate is preparing to eliminate the Omniswarm and take its territory for themselves, and would appreciate Cybran assistance. This could be negotiated, but preventing the Illuminate from taking the territory for themselves would entail either significant concessions or notable diplomatic consequences. The UEF seems to be focused on building up its territory and performing research.

-The Super-Directorate has been plunged into a civil war thanks to the alien known as the Messenger, who is also aware of the Cybran Nation's involvement with the anti-Directorate underground. Thanks to the element of surprise and technological supremacy, the Messenger is expected to fully eliminate organised resistance to its coup over the course of the turn.

-In light of all this, the SDC has provided maps of local astrography, expanding Cybran vision of their region, and access to additional mercenary options.

-All damaged Fleethordes auto-repair by 20%. All Fleethordes are once again at full strength.

Research Proposals

High(er) Energy Physics: Drawing from combat data and remaining salvage from the conquest of the "garden" last year Cybran scientists think that they might be able to develop a form of power generation superior to antimatter annihilation and use it to copy the unlimited energy (but not matter) generation of the Aeon's Paragon experimental reactor.

This is a Doctrinal Enhancement currently at 2/5 Research Slots.

Anti-Interdiction Gates:
This is Doctrinal Enhancement currently at 2/4 Research Slots.

Interdiction Emitter and Spikes: To go along with the work on the Gates to circumvent the Ecumene Interdiction the Cybrans will attempt to reverse engineer said device to be put on a Field emitter like the Cloak and Stealth Field and to be put on a Nanite Harpoon capital ship weapon for a later project.

This is Doctrinal Enhancement currently at 1/3 Research Slots.

Negotiating the Battlefield: While not much salvage was left of the Ironcrab (and none of the Laser Behemoth or White Death) enough in depth sensor readings and general salvage from the campaign was taken that Cybran scientists are confident that they can replicate a slower version of the miniaturised jet/rocket and energy shield systems of the Ironcrab. While these would no doubt be expensive in terms of energy, matter and time to construct with nanolathes once they are understood they would give even Evacuation Guards far greater protection and manoeuvrability on the battlefield. Indeed the flight systems might be more dangerous to the evacuation guard than the enemy if not paired with improved training.

This is Doctrinal Enhancement which will enhance the survivability and manoeuvrability of your infantry. The Evacuation Guards will not benefit much from the flight systems but your commandos and proxies will become far more deadly. It will take 1 Research Slot.

Mercenary Contracts

Detachments:
Merendi Volunteers: The SDC has offered to lend the Cybran some of their international Merendi volunteers in exchange for modest resource concessions, largely as a gesture of goodwill. Coming from the galaxy's more technologically developed regions, these Tier Maximus soldiers are universally highly powerful espers, capable of shows of psionic power that even the Illuminate's most devout would struggle to process.
-Summary: Powerful psychic infantry with a focus on special operations and counter-magic warfare. Struggles with mass combat, but otherwise ideal for all infantry-scale operations.
-Tier: Maximus
-Cost: 2 RP per turn.
-Limit: 1 at present, can be expanded in the future.

Tacitus-Raiden Ltd: Formed by a former house of Desmondu (a native human-majority state in a neighbouring galaxy that has since fallen on hard times) that has long since stopped bothering to contest the throne of the Empire and whose core territory is no longer considered legally part of Desmondu, Tacitus-Raiden offers a wide array of bounty hunters, infiltration experts, "fixers for hire" (local term denoting broadly capable special operations mercenaries. The preferred term is "Freelance Agent" or "Freelancer", but "Fixer" is a common informal term), and other wetworks operatives.
-Summary: As Merendi Volunteers, albeit notably weaker per RP invested. However, can also be hired for out-of-battle black ops.
-Tier: Extremis
-Cost: Variable based on requested services; ask GMs to learn specific prices.
-Limit: None.

Fleethordes:
Warbot-Incorporated: Primarily built around synthetics, Bloodgear's Warbot-Incorporated is known for being quite cheap* for the services it offers as long as they get salvage rights and resource extraction permits as well a chance to look at anything interesting from those they fight. Bloodgear is an A.I that is devoted entirely towards the task of getting better at war that took over an older company out of a belief that the previous stakeholders weren't good enough at the job it was made to do. This legion may lack the replicability of Cybran war machines, but they have far more durability with heavy armour and universal energy shields, making them ideal front-line fighters. However, they're not the most flexible force.

*When asked why its forces were as expensive as some rival mercenaries despite also asking for extensive salvage rights, Bloodgear electronically gestured at Warbot's capital ship armada and heavily fortified roving war-cities that dwarf even Tier 5 Experimentals. These are, needless to say, expensive for it to operate.
-Summary: Brute force and high durability army that's excellent in Clash and Shock, but relatively weak in Skirmish and Reduce. Immune to morale loss.
-Tier: Extremis
-Cost: 4 RP per Mag 1 Fleethorde per turn + Salvage Rights (no technological salvage, significantly degrades captured infrastructure).
-Limit: Magnitude 3 Fleethorde.

Tacitus-Raiden Ltd: While notable for their more discrete offerings, Tacitus-Raiden is most famous for their full-scale field armies. These consist of a wide variety of combat assets suitable to most operations, and they're known for maintaining high-quality, experienced units. Better yet, northern Vyranodasik is one of their primary areas of operation, ensuring a high supply is available. They know their worth, however.
-Summary: A mecha-focused army that's best in Skirmish and Penetrate, but is versatile and balanced enough to do well everywhere. Highly psychic.
-Tier: Extremis
-Cost: 8 RP per Mag 1 Fleethorde per turn .
-Limit: Magnitude 4 Fleethorde.

The Warband of Seti the Kinslayer: An exiled Shaltari warlord who was apparently given his name by humans he met in another universe. His forces specialise in high manoeuvrability warfare, and his ground forces use a robust and redundant teleportation system to rapidly redeploy. His space forces prioritise spinal weaponry but use their manoeuvrability to compensate for their reduced firing arcs. Due to being exiled for advocating for further war with the Alin, cannot be hired at the same time as The Emirate of Dark Glass.
-Summary: A Magnitude 1 Fleethorde that's good in Bomardment, Disengage/Pursuit, Exploit, and Reduce, but is poorly suited to pitched battles and fighting large numbers of War Engines.
-Tier: Extremis
-Cost: 4 RP per turn.
-Limit: Unique.

The Emirate of Dark Glass: The Nomadic polity of an exiled Alin djinn self-styled as Emir Nour "the Dark One", these forces defy Cybran understanding. Seeming to be a multi-species but mono-culture assemblage of extended families and warbands these "magic" users travel through the void in giant castles of glass. They try to overwhelm their enemies with superior numbers from multiple angles of attack before their enemy can strike back. Their magical spells, lasers, macron beams, sonic blasts and crystalline kinetic weapons are devastating on the offensive, and their attacks have some kind of magical corrupting effect which weakens those it infects. Gradually transforming them into "Dark Glass" hybrids under Nour's control.
-Summary: A Magnitude 2 Fleethorde with universal magic that debuffs and eventually converts its enemies, with space assets as primarily bases to enable boarding actions and planetary assaults, where it acts as a highly mobile pseudo-Autowar army with mobile Heroes that can conjure elemental armies.
-Tier: Primus
-Cost: 4 RP per turn.
-Limit: Unique.

Available Sectors
-Cybran Space (2, Southwest [Heartlands, Excessively Defended], East [Heartlands, Excessively Defended]): Now a vast heartland of Cybran people and industry, this region of space is under constant threat from many different angles, but it is well defended by both static fortifications and the Cybran armed forces. Its overall scope has doubled thanks to colonisation of the area of space previously known as the Art Project.

-The Merendi Imperium (2, Northwest, North): The Merendi are a humanoid race that is perhaps best described as "technicolor elves", as one Cybran analyst put it. Hailing from a distant galaxy, this Merendi colony left their home nation for reasons unknown. Whatever said home nation was, it was clearly wealthy and powerful, since the stated reason for the Merendi conquering their surrounding space and enslaving local aliens is so that they could maintain the lavish lifestyles they were used to, including truly obscene displays of wealth such as claiming entire star systems to be palaces for their ruling elite.

-Minor Powers (1, West): Thanks to swift and effective Cybran intervention, this space has seen a full restoration of peace and security, with many small nations blooming like a field of flowers as ruins are rebuilt into cities once more. While no overarching government exists, the polities here share a strikingly powerful independent streak, choosing to try and make their own way through the stars. Thanks to Cybran efforts, mostly undamaged from the recent assault by the Omniswarm, a debt they won't soon forget.

-Syrabaric Defense Coalition (1, Northeast): A collective term for several local nations that all share a highly democratic and collectivist means of government not that dissimilar from the Cybran Nation's own, although they take things even further, eschewing formal leadership beyond representative speakers altogether. Are supported by material and personnel aid from their ideological allies in the galaxy, apparently including a sizable quantity of Merendi who are very angry at their western neighbours.

-The Omni-Enlightening Swarm (1, Center): A scientist of a now-extinct local race decided that their brilliance was unmatched throughout the universe, and so it should be the only thing in the universe. Destroying his own civilization with legions of drones, he now sits as the immortal ruler of an empire made up exclusively of cyborg clones of himself. The Swarm seeks to exterminate all other life out of pure egoism and a solipsist belief in their own divinity. With their assault on the minor powers to their west suitably rebuffed, they have briefly turned inwards to further enhance their ability to deal death.

-Aeon Illuminate (1, South): The Aeon have secured this region of space with the blessing of the Cybran Nation, and have set to work inhabiting it with their smooth, curving architecture. They now seek to claim more space for the Illuminate, and their legions marshal for a northwards strike.

-Shaltari Tribal Confederation (1, Southeast): An alien race of "diminutive space hedgehogs", as a certain Cybran analyst beginning to gain recognition for their colloquial naming sense put it, the Shaltari keep to themselves and their various tribes. What a tribe is remains a little unclear, but it is believed to be roughly equivalent to a Cybran Node rather than a more traditional meaning, and they respond to identified scouts in varying ways. They have laid decisive claim to their region of space with a military apparatus of comparatively small but high speed units with a penchant for trickery that even the most devious Cybran Commander can approve of. Intelligence suggests that the border war they were previously engaged in has ended in failure, leading to a political shakeup within the Confederation that explains their new, more diplomatic foreign policy.

-Unknown Space (6, All Except Below): The Cybran Nation has not yet identified who or what lies within this territory.

-The Merendi Imperium (2, Southwest, South): As P-6.

-Syrabaric Defense Coalition (1, Southeast): As P-6.

-Unknown Space (6, All Except Below): The Cybran Nation has not yet identified who or what lies within this territory.

-Ravaged Space (1, Northeast): This region was yet another victim of the Hierarchy's rampage, and most likely its starting point. Never the most stable to start off with, apparently a persistent victim of raids by the Merendi Imperium and a faction known as the 'Ekons', the UEF is currently looking into entering the region in an attempt to restore order and expand their own territory.

-United Earth Federation (2, East, Southeast): The UEF have moved decisively to expand their holdings, matching the Cybran in breadth if not in depth of their control over local space. They continue to look both inwards and outwards for further expansion and improvement opportunities, and despite any former animosity between themselves and the Cybran people they're willing to lend a hand when called upon, so long as the price is right.

-Unknown Space (8, All Except Below): The Cybran Nation has not yet identified who or what lies within this territory.

-The Super-Directorate (1, Northeast): A loose, multi-species interstellar alliance of megacorps and states that are merely de-facto extensions of megacorps (some native and some outverser) called the Super-Directorate for Market Prosperity, which seems to be the main local power to your immediate south. Currently embroiled in a civil war between a coalition of conventional companies and the Messenger Logistics Corporation, headed by an alien entity of mysterious origin, significant power, and incredible technologies.

-Unknown Space (6, All Except Below): The Cybran Nation has not yet identified who or what lies within this territory.

-The Super-Directorate (3, Northwest, North, Northeast): Redfog's infiltration has revealed the entire north of this sector belongs to the Super-Directorate, with the eastern portion of the nation being solidly in the hands of the MLC, who are rapidly expanding westward. They will doubtlessly be a major problem in the future.

-Unknown Space (6, All Except Below): The Cybran Nation has not yet identified who or what lies within this territory.

-Syrabaric Defense Coalition (2, Northwest, West): The eastern portion of the SDC, the nations here are primarily a reserve for their brethren to the west, with their own concerns primarily being looking down at the Quarantine Zone below and hoping nobody tries to break it. Currently in talks with the Alin to ensure they can stop just that from occurring.

-Alin (1, Southwest): A mysterious people who utilise what seems to be generally agreed on as magic in place of conventional technology, sailing between the stars in ships of hardened glass and summoning beings of living fire to do their bidding. While lacking in certain areas compared to their peers, their unorthodox methodology gives them all the benefits a unique approach can bring. While more or less victorious against the Shaltari in a recent border war, they've elected not to push their luck, and are content developing their existing territory.

Zerg Swarm Turn 4 Start @Lord_Abaddon

With the dawn of a new cycle, the Zerg stand stronger than ever despite their enemies' attempts to unseat them. With the breathing room gained from no longer being in immediate danger (not a set of circumstances that is expected to last for very long) the Swarm may now investigate the various opportunities opened up to them. New potential allies in the north to communicate with, newly identified gene-sequences in the west to incorporate, and the same old threat to the south still in need of devouring.

As the Cerebrates ponder their options, the Altra make a reappearance, a small task force sallying from beyond the Wall of Light to check in on the Zerg. They spend most of their time present performing what seems to be a very worried look north at the Strakhul, who are dangerously close to the Ancient Evergaol, but also find the time to briefly speak with the Swarm before departing for some other crisis elsewhere.

They're pleased to see that the Zerg are still intact, and equally pleased to see that they chose to resolve their problems with as much diplomacy as was feasible under the circumstances. Apparently proud of the Zerg's civilised conduct, they're prepared to give a reward, since they expect to see further good conduct.

The reward in question is gene-sequences from an unusual extraversal species the Altra found as frozen corpses in deep space. Apparently powerful psions, this capability was unfortunately not based on genetics, but several unique factors are available for incorporation into the Swarm, with two immediately standing out as particularly noteworthy.

The first is an advanced form of individual adaptation, allowing the species to grow significantly more powerful from near-death experiences. This could easily be incorporated into highly-regenerative strains, at the moment primarily the Roach, to allow them to become more powerful over the course of a battle, both faster and stronger. So long as they can survive, at least. Theoretically, it could eventually be spread to the Swarm as a whole, but this would be more difficult and have a more marginal level of utility.

The second is an ability to grow in size and power by an order of magnitude while under a type of radiation emitted from large lunar bodies. This is mostly just confusing to analyse and seems to involve a psionic component making it difficult to replicate directly, but the genetic sequences that can be incorporated are ones that allow for rapidly growing creatures of that size at all. In other words, it can be used as a genetic base for a bipedal Titan-scale strain. As an added bonus, these genes include an advanced ability to intuitively manipulate energetic projectiles, which would allow for the easy incorporation of a bio-plasmid stream launcher in the mouth.

They also mention that they're willing to offer a great deal of resources on an ongoing basis in exchange for the Zerg restoring the "fire bastion" around the territory of the refugees they safeguard, minimising the amount of raider attacks and allowing them to free up their forces in the region for tasks elsewhere. This would entail the destruction of most of the remaining Golden Pirate forces to the Zerg's south, and securing those sectors.

They acknowledge that this will be a much harder fight than the one to take the Freeport, and that the Beloved of Gold will no doubt get involved. While the pirates are dangerous in their own right, the Beloved are a true threat, completely lost to the Gold and able to exploit its power to an enormous extent, providing numerous potent capabilities. Still, they argue, it was a fight the Zerg would probably have to take at some point regardless, and they promise the rewards will be worth the cost.

They also offer to double this bonus if the Zerg can clear out the Strakhul to their north, but stress they don't want the Swarm to overstretch itself, and that its battles should be considered carefully.

As a final gift before they depart, the task force puts the Zerg in contact with a mercenary group willing to work with them, if the price is right. While asking for an inordinate amount of funding in exchange for the services of what is ultimately just a single ship, the Altra assure the Cerebrates that this group is worth every mineral and litre of Vespene they're asking for. With the Bramble infestation previously overrunning the sector, it has relatively little in the way of mercenaries, and many sellswords are put off by the Zerg. However, the Altra promise that if the Zerg invest into putting themselves on the market, they can gain access to a wide catalogue of mercenaries to hire in order for an immediate albeit temporary boost to their combat power.

Externally, active reconnaissance efforts have suggested that the fleeing Machine Empire ended up smashing into the previously scouted Galaxy Command, which ended up being one straw too many when combined with the other threats they faced. The largely Terran force suffered a collapse of their front lines, and were then mostly eliminated by the Beloved of Gold, who sent a force to exploit their sudden weakness. Such is life in the Warring Galaxies.

However, shortly afterwards yet another new faction was deposited in the region, which has apparently been able to temporarily gain control over it and destroy the remnants of the Machine Empire. Little is known about these newcomers other than they're a multi-species federation centred around yet more Terrans. Time will tell if they're more successful than their predecessors, or if they too will fall prey to the many threats surrounding them.

Strategic Turn 4 Start
Available Resources: 157 RP

-Fleethordes heal 20%. The Swarm is once more at full strength.

-The two minor worlds previously scouted remain present and ready to be swayed to the Swarm's sides with cunning arguments… or possibly assimilated by force.

-The Altra Ascendancy have provided 'Saiyan' gene-sequences for fighting the pirates and engaging in diplomacy with Eclipse and the Smoke Jaguars. Two immediate research projects have come to mind (Roach Zenkai and Oozarlisk) covered below, but others may be possible if the Cerebrates can think of them. They're also offering an RP stipend for protecting the borders of Refugee Space if the Zerg can push back the Golden Pirates to the point they're no longer adjacent to it.

-The Strakhul, Krork Fleet Commune and Silver Millenium remain to the north and could be approached for diplomacy, or attacked to seize their novel essence for the Swarm.

-Long-range scouts have found that the Machine Empire force which fled west was destroyed by a mysterious force new to the region.

Research Proposals

Mobile Hives: The Cerebrate who proposed shifting the Swarm to Terran inspired mobile Hive Clusters has continued to pester Symbion about his idea. He has two proposals: the first is to lift the structures with lighter than air gases and psionics similar to Overlords. The Second is to allow structures to "uproot" and walk across the surface to new positions. In both cases the structures would be unable to perform other functions while moving.

Initial trials would be Doctrinal Enhancements which would produce mobile variants of the creep/sunken//spore colony for 2 Research Slots per method of locomotion. Investing in changing all buildings to either mobility type would be a Revolutionary Breakthrough and require 10 Research Slots for either mobility type.

Fragmenting Spine Launchers: The architects of the Impaler Leviathan have again suggested downsizing the acid-carrying and explosive spines of that morph for use by smaller spine-launching strains such as Hydralisks, Hunter-Killers, and Lurkers with only a minimal further investment of resources and effort

As a relatively simple adaptation providing these alternate ammunition types to these strains would only take 1 Research Slot.

Project Ziz: Symbion's personal project from before he turned his attention to the Psar. Multiple different variations of new warships were theorised, all housed on a similar base organism around twice the length of an ordinary Leviathan. The four as yet unnamed designs are as follows
  • A dedicated void combat strain for killing peer opposition using an enlarged variant of the Impaler Leviathan's spine launcher that would lack carrier capabilities
  • A planetary assault unit possessing an onboard hive cluster for orbital gestation of combat units and assault structures as well as weapons adapted for orbital bombardment and numerous orifices for drop sac deployment that would lack conventional ship-to-ship firepower
  • A dedicated carrier morph similar to the planetary assault variant but exchanging the bombardment weapons and sac deployment capabilities for additional space for constructing and deploying aerospace morphs and potentially even juvenile Leviathans (or fully-grown smaller Zerg 'vessels' should any be developed)
  • An enormous suicide morph that would use a variety of methods to turn itself into a truly massive bomb, able to kill worlds or bramble infestations with ease, albeit in a costly manner.

Prototyping and testing for final inclusion into the Swarm's arsenal may begin the moment Symbion wills it. Developing each Strain requires 1 Research Slot, but since there's some overlap between the designs it will only take 3 Research Slots invested at once to develop all 4 strains.

Well I'll be a Monkey's Uncle: Incorporate the gifted "Saiyan" essence into the Roach strain. This will result in the Roaches healing back stronger, faster and tougher than before when they regenerate from near death.

As a complicated and partially psionic process integrating this into the Roach strain will take 2 Research Slots.

Pull a Monkey's Tail: Incorporate the gifted "Saiyan" essence into a new Titan scale morph even larger than the Ultralisk. Still able to be morphed from a single larva as all Zerg ground forces are, the resulting strain would be a knuckle walking facultative biped, able to run on all fours or stand up to fight in melee with its forelimbs and bite. Additional weapons would take the form of an impaling tail based on the tentacle of a sunken colony and a relatively short ranged bioplasma beam emitted from its mouth. Unlike the Ultralisk which is adept at destroying both peer units and mass infantry this morph would be a dedicated War Engine killer, while its sheer size could kill smaller units as collateral it would not be an efficient tool for anti-infantry or vehicle operations.

As a novel morph and one incorporating psionic processes developing this new strain will take 2 Research Slots.

Mercenary Contracts

Legend:
The Xylem: A floating city that dwarfs even a Leviathan, the occupants didn't expect to survive some prior catastrophe, but after a few years wandering their new galaxy they were ready to sign on with the Altra and get back into the fight. Exteritite apparently brings back bad memories, because engaging it is listed as all but a requirement in their contract. While highly expensive considering the tiny force they bring in numerical terms, their army of largely automated combat walkers is highly capable, and the Xylem itself is both heavily armed and an asset they're apparently willing to risk in void combat. Their leader is also an engineer with a knack for outside-the-box thinking, willing and able to use the Xylem's onboard factories to create novel solutions to battlefield problems on the fly.

However, the largest single part of their asking price seems to come from one apparently legendary mech pilot, known only as C4-621.
-Type: Combined arms Legend consisting of a Macro-Capital mothership, automated Vehicle-scale mech army with both a heavy assault and rapid strike section, and a mecha ace.
-Specialties: Breakthroughs, Planetary Assaults, Vehicle Duels, Field Engineering
-Cost: 10 RP per turn, halved if hired to fight the Infesting Gold in some manner.

Available Sectors
-The Brambles (3, Northwest, West, Southwest): The seemingly mindless and definitely ominous xenoflora still controls a large amount of space, and is constantly attempting to expand its reach. However, it has since been taken over by the Swarm's Psar parasite, and stands ready for colonisation on a truly vast scale. For the Swarm must expand to meet the needs of the expanding Swarm. This territory includes the Hunter's Guild and the Sabbat.

-Zerg Swarm (3, North [Established], Center [Heartlands, Excessive Defences], South [Heartlands]): The Swarm controls a vast swathe of well-developed territory, despite being hemmed in on multiple different sides by varying threats and barriers. The northern space here contains the Ancient Evergaol.

-Light Wall (3, Northeast, East, Southeast): A wall of light projected by statues similar in construction to those seen in the Ancient Evergaol blocks access to this region of space. It turns out that the Altra are behind here, or at least the refugees they're protecting.

-Zerg Swarm (1, North [Claimed, Heavy Defences]): After a brutal assault, this area of space formerly belonging to the Golden Pirates has fallen under the control of the Swarm. Having successfully repelled a Pirate counterattack, it may now serve as the Zerg's forward base in the sector from which new offensives may be launched.

-Light Wall (2, Northeast, East): A wall of light projected by statues similar in construction to those seen in the Ancient Evergaol blocks access to this region of space. It turns out that the Altra are behind here, or at least the refugees they're protecting.

-The Brambles (1, Northwest): Seemingly the heart of the Brambles' infestation, this region is much more densely settled with the xenoflora than anywhere else yet seen. As of yet, it resists the Psar's control, but it should only be a matter of time before it too falls to the Zerg, becoming another asset in the defence against the nightmares of the Warring Galaxy. Until then, however, it should be approached with extreme caution. It has recently started spawning organisms of its own to attack the Zerg's hives, but so far these have been too weak and few in number to be concerned with.

-The Crimson Adoration (1, Southeast): Another ally of the Altra in trying to keep a handle on these, they're a psionic people of what Terrans might call faeries that rely heavily on summoned creatures to do battle. Currently staring down Beloved of Gold to their south.

-Infested Pirates (3, West, South, Center): The remaining piratical force in the region, having retreated to lick their wounds after they were soundly defeated by the Zerg Swarm. They'll be back before long if the fight isn't taken to them in one way or another.

-Beloved of Gold (1, Southwest): The pirates are only the tip of the Infesting Gold's iceberg. The Beloved are the bulk of it, a true empire rather than a group of mere reavers, and one that's lost their ability to turn away from Exteritite as a civilisation. They'll be a much more dangerous enemy than their catspaws, but avoiding a confrontation with them is no longer in the cards if it ever was.

-Suitaitazu Ravager Swarns (9, All): These incredibly widespread and even more incredibly omnivorous devourers, in some way a dark mirror of the Swarm, occupy the entirety of the space immediately west of the Zerg. Fortunately, while they're constantly attacking in every direction, their eastward attacks are not being launched with any particular ferocity, at least for the time being.

-Unknown Space (1, Northeast): Who knows what's going on up here. Something terrible, probably.

-Refugee Space (1, Southeast): The Wall of Light is no longer operable here, if it ever was, leaving the huddled masses of these star systems exposed to the metaphorical elements. Fortunate, then, that they have guardians nearby.

-Krork Fleet-Commune (5, Northwest, North, West, Center, East): A highly militarised force of technologically sophisticated giants that are fortunately allies of the Altra, helping to restore a small degree of order and security in this sector. They seem to have just emerged from fighting what could best be described as "everyone", but with the aid of other allies they were apparently victorious. They are now instead fighting what could best be described as "a different everyone".

-Strakhul (1, South): A coalition of species that both creates and feeds off of negative emotions, summoned forth from their home dimension by local cultists. While they doubtlessly have many ambitions to expand their territory and cause more suffering, they're currently being held in check by their western neighbour. It's suspected they have eyes on both the Krork to the north and Zerg to the south as well, but they have seemingly yet to act against either faction.

-Silver Millenium: (1, Southwest): A kingdom of highly psionic Terrans, what they lack in advanced technology and general combat prowess they make up for with psionics linked with positive emotions that seem to make them an ideal counter for the Strakhul to their east. However, they are struggling somewhat with a minor Bramble infestation in their territory, and they may not maintain an advantage against the Strakhul for long.

Imperium of Man Turn 4 Start @Signupname

Glory to mankind! The Imperium's reach in this new galaxy stretches further than ever before, its fleets patrol the stars without opposition, and its armies stand victorious on countless worlds. While the armadas of the Battlegroup are by no means unscarred, much like the Astartes who leads them, newly built vessels and newly recruited soldiers have brought the fleet close to its full strength once again.

Furthermore, captured starcharts from the former United Republics reveals that territory further east is also ripe for the taking, as space previously preserved as a buffer area can now be easily secured by mankind, and scouts sent out to see what else exists beyond the borders of the Imperium.

Not that east is the only direction for expansion. To the south, the Ykantras have made good on their word, and used the reprieve granted to them by the fighting around them to launch a mass exodus of their land, resuming their ancient nomadic lifestyle and leaving the territory to the Imperium in deed if not in word. As a parting gift, or more accurately a parting shot of spite against Octarine Incorporated, they also provide more star charts of the sector to their immediate south. It is, as it turns out, completely and utterly filled with the corporate-state, and is not even the full extent of their territory.

While many are dismissive of the plantlike xenos no matter the size of their empire, Gideon Harrsk is not. Not only is raw size its own merit, as the Imperium well knows, Octarine's ability to carve out such a space for itself in a galaxy full of those who would oppose it is noteworthy. Attempting to fight it head-on at this time would likely end in defeat. A further buildup of forces and, some radicals whisper, allies will be necessary before open warfare against the corporation proper may begin.

That is not to say that action cannot be taken against their puppets, however, and Outworld seems intent on doing just that. Having successfully forced the Teutes offensive against them back, in part thanks to the timely assistance of their new fortress-moons securing the orbitals. With a new line of warships, mixing Octarine biotechnology with Outworld sorcery, they've launched a counterattack against the Federation, intent on adding more planets to their domain. As per prior negotiations, they offer the Imperium a chance to fight alongside them and earn a share of the glory in exchange for assistance in return down the line, although no binding commitments have yet been made.

But while external affairs seem promising, not all is well, for as always mankind is beset by threats from within as well as without. The remnants of the VUR's spy network still plague Imperial territory, having gone to ground after their terrorism failed to stay the execution of their nation, and the Regnum's Wyrm Cults remain an active threat despite Inquisitorial and Arbites attention. The Regnum in particular will likely only expand their efforts further, necessitating additional investment into eliminating their cults, at least until such time as the foul wyrms themselves are pushed out of local space.

Furthermore, the frontiers of Imperial space have been newly placed in peril. While the eastern expanse, exemplified by the newly renamed worlds of Bloodwater and Harrsk's Glory, is safe for the time being, the western frontier originally liberated from the Kroats is not. Xenos marauders, a species of humanoids who are universal psykers, strike from another dimension into the Materium to raid human worlds, searching for slaves and plunder before departing as swiftly as they came.

While initially believed to be the work of Drukhari, an assumption not hurt by the aliens' roughly humanoid body plan and pointed ears, analysis of recovered enemy corpses suggests that these are in fact an entirely unrelated group, most likely not local to this universe, who are far more organised, and thus a potentially greater threat. While local garrison forces have been able to keep losses manageable for the time being, these raids are only intensifying, and so a response must be mounted lest control of the territory be lost altogether.

As for why these 'Githyanki' raiders have begun attacking now, refugees fleeing the west suggest it's most likely the emergence of a new dark god. While the exact circumstances of its birth remain unclear, what is known is that it has powerfully emerged onto the galactic stage and is busy attacking in every direction, aiming to seize more power and resources for the sake of seizing more power and resources.

The Emperor's Tarot seems to corroborate these tales, with foreboding readings common across Imperial space. The most common is a five-card spread of the Ragged Fool and the Monster paired, the Throne both upright and inverted, and the God-Emperor inverted. The inclusion of a card in both positions simultaneously is extremely unusual, and implies an entity unlike traditional dark gods, while the first two cards imply that this is a self-inflicted problem.

But the most significant is the inverted God-Emperor, always in the last position of any spread that includes it. It suggests that a new ruinous power is only the most visible threat; that other, even more dangerous things are lurking in the outer dark of space.

The refugees who deliver this information are themselves largely xenos, so those who lack the range to move onwards past the Imperium are either kept to the frontiers where they can be largely kept out of sight or alternatively directed to Outworld. Those who protest these arrangements are dealt with appropriately. The rest fall in line.

Opportunity to the east, danger to the south, both in equal measure to the west, and the north still to be explored. The ruling council of Battlegroup Harrsk is certainly not lacking in choices to make, especially after they receive a missive from the Black Dragon. Apparently the former criminal empire is working on several promising possibilities for local mercenary forces with few qualms about who they work for, and more immediately found a variety of other extraversal forces willing to work for the Imperium in exchange for coin, or in a handful of cases alternative concessions.

These mercenaries are almost to a man heretics and xenos, of course, but that is at this point all but expected. To a degree, victory can excuse many sins, and the conquest of the United Republics has silenced those critical of the usage of Outworld sorcerer-mercenaries for the time being. Still, it hasn't endeared Harrsk to his political opponents, even if simple survival must remain the first priority, as it always has.

On one final note, the Inquisition has reported an uptick in Nurglite cults within Imperial territory. It's simply a return to the expected norms, and so nothing that requires dedicated action taken against it, but it implies that the Archenemy has not been left behind in the Milky Way. No doubt they will lash out at those loyal to the Emperor in due time, but there are more immediate issues than Chaos at the moment, no matter what the hardline Puritans say.

Strategic Turn 4 Start
Available Resources: 25 RP

-Fleethordes heal 20%. Death Guard Fleethorde currently has 25% damage. The other fleethordes fighting at the ocean world have 15% damage. The fleethordes who fought alongside Outworld last turn currently have 20% damage.

-The new Outworld space fleet launches a counter invasion of the Vorkyli to the south. As negotiated previously, the imperium is invited to assist in this Konquest as military allies of Outworld. As well as offering honour and glory (according to Outworld at any rate), giving assistance here will result in Outworld giving a proportionate amount of assistance in return on a later campaign of the Imperium's choosing.

-The Ykantras to the south of Imperial space flee the sector and make sure to give the Imperium enough warning to take and hold their TP as promised. The Imperium must station a fleethorde there and start to develop it this turn (or offer it up in exchange for construction assistance, see mercenaries below) to prevent Octarine Inc annexing it instead.

-Githyanki marauders have begun slave raids on the Imperium's northwesternmost TP. This is prompted by the birth of a new Dark God to the west, corroborated by the Emperor's Tarot. Refugees fleeing this have given astrographical data on the relevant area.

-Wyrm Cults and VUR spy remnants both remain active internally, and could be problematic if left unchecked.

Research Proposals

Beacon Network: While the Immaterium is calmer in this new reality without the guiding light of the Astronomicon even Navigator piloted vessels must frequently translate back to realspace to take their barings. The Houses of the Navis Nobilite have come to Harrsk with a proposal to solve this problem. While it would never be as bright as the Emperor's divine light, a similar sacrifice of a thousand weak psykers a day could create a dimmer navigation light. While a single such light would not be able to replace the Holy Astronomicon; a network of such "Lighthouses" would allow Navigator piloted travel within and near the Imperium's new borders to be much quicker and more efficient. This proposal is heavily opposed by the Adeptus Astra Telepathica as overly wasteful of valuable psykers but both they and the Adeptus mechanicus begrudgingly admit that the theory is sound and within the Imperium's ability to build.

Using relatively well understood technology and techniques the main expense and challenge of this project is its industrial scale. Implementing this would take 2 Research Slots. Currently incompatible with Void Abacus below.

Void Abacus: An alternative proposal from the Adeptus Mechanicus and supported by the Adeptus Astra Telepathica. This would use advanced archeotech to improve the performance of Navigatorless warp travel. While the distance and speed of military forces would not improve the precision and efficiency of short distance FTL journeys for chartists and military ships would see a large increase. This proposal is disdained by the Navigator Houses who even go so far as to imply that it might make improper use of Abominable Intelligences.

Reverse engineering the archeotech will be challenging but once the construction process is decoded each Abacus is a relatively small and cheap cogitator which can be easily spread throughout the fleet. Implementing this would take 2 Research Slots. Currently incompatible with Beacon Network above.

Waterworld: When reviewing the combat performance of the Crusade against the VUR Imperial High Command noted the struggle the crusade fleet faced to take the newly renamed ocean world of Bloodwater. While High Command doubts that such a mix of factors that deny the imperium its void and air power will be common they also acknowledge that they no longer have as deep a pool of man power or industrial might of their home galaxy. When asked to provide a solution to the need for void transportable water power the Mechanicus and Techmarines return with two proposals.

The first is to retrofit some of the smallest civilian and military void ships, those 1km or less in length such as the Viper class Scout Sloop, as new classes of dedicated FTL planetary oceanic landers. As they can still carry their own warp drive these would be independent ships, able to travel independently of larger tender or carrier vessels. If armed with aquatic torpedoes, depth charges, las or ballistic cannons and ballistic missiles such ships could serve as surface floating hunter-killer craft able to suppress and destroy oceanic and shore planetary defences opening the way for mass landings or orbital bombardment.

Such craft could also be easily outfitted as dedicated aircraft, vehicle or troop carriers. They would have no useful void combat weapons beyond point defence las weapons against strike craft so should be kept away from the line of battle. Since their hulls would not be able to handle the pressures of underwater operations they would also be completely vulnerable to enemy void assets if orbital control is lost.

These would be relatively simple to prototype and construct and so would only take 1 Research Slot to fully implement.

The second is to create smaller pure water craft which can be carried by existing navy transports and landers. They caution that the STCs in question are extremely fragmentary, which is why they are not already within use, and so this would take longer or require more resources than the first proposal. However, these smaller and more agile designs would be better protected from orbital fire and would fit better into the manoeuvre warfare doctrine of the Imperium's more elite forces such as the Astartes or Sororitas. They would also be easier to make submersibles to help defend against orbital fire thanks to not needing to be both space and water worthy. Finally if they were to be deployed alongside the first proposal they would make effective escorts with both types coving for each other's weaknesses.

As a relatively novel development, such watercraft would take 2 Research Slots to fully implement.

Mercenary Contracts

Fleethordes:
The Duke of Valentinois: This diabolic condottiero has kept his prior offer open, and although the Ecclesiarchy won't be any happier than before about hiring them, the sheer combat power on offer for a relative pittance (although prices have gone up, apparently due to increased demand) can't be easily ignored. In particular, the Radical faction of the Inquisition suggests they may be exactly what the Imperium needs to secure itself in this hostile environment.
-Summary: Magnitude 4 Fleethorde(s) with a focus on witchery and blunt application of force in equal measure.
-Tier: Extremis
-Cost: 1 Pop per turn.
-Limit: 2 purchases.

The Lin Kuei: An army of mostly human psyker assassins. They have a minimal support corp of conquered Vorkyli forces, and are led by the Level 1 Legend Sub-Zero (Real Name: Kuai Liang). Rehiring them still won't make the Ecclesiarchy happy, but that damage has mostly been done already.
-Summary: Magnitude 1 Fleethorde with Focuses in Elite and Supersoldier Infantry, specialised in infiltration tactics. Now include vessels of the New Outworld Fleet program, making them stronger in Clash and Bombardment.
-Tier: Extremis
-Cost: 4 RP or ½ a Pop per turn.
-Limit: Unique.

The Black Dragon: A force of mostly human mercenaries, they also rely heavily on their infantry but are respectable warriors. They have a large support corp of conquered Vorkyli forces, increasingly including vehicle-equivalent bioforms for heavy support, and are led by the Level 1 Legend Kabal.
-Summary: Magnitude 2 Fleethorde with Focuses in Line and Elite Infantry, specialised in occupations and the Exploit/Reduce phase. Now include vessels of the New Outworld Fleet program, making them stronger in Clash and Bombardment.
-Tier: Primus
-Cost: 4 RP or ½ a Pop per turn.
-Limit: Unique.

Mileena is now busy with Outworld's conquest of the Teutes, but thanks to prior experience cooperation between Imperial and Outworld forces should go acceptably without her even with both forces hired.

Bowser Jr.'s Minions: A xenos army from a fair distance east, this reptilian prince has apparently been sent out by his father under the belief that large-scale mercenary operations are an appropriate 'good day out' for juveniles, showcasing the barbarity typical of the alien mind and proving once again that they are enemies of all right-thinking humans. Still, it would be foolish to dismiss a potential combat asset out of hand no matter the kind, at least in Harrsk's opinion. The fact they're witches worsens things, but at this point all but the most diehard Cardinal has given up on complaining too hard about that. Even when the witches in question constantly flaunt their status by flying about on broomsticks, of all things.

Additionally, his Koopa Kingdom is enemies with a force known as the Eggman Empire, see below.
-Summary: A Magnitude 2 fleet of smaller aerospace warships primarily specialised in broadsides and boarding actions, not unlike Outworld's new navy, combined with a large army of bulky melee xenos that possess heavy artillery and psyker support. Perform well on the front lines in both land and space, but lack heavier assets and can struggle if they can't close the range. Commanded by the dangerous Bowser Jr., who can be turned giant by his adjutant Kamek in a pinch.
-Tier: Primus
-Cost: 5 RP per turn.
-Limit: Unique.

The Sage Fleet: A mechanical army from an area to the south of the Koopa xenos empire, this human princess has apparently been sent out by her father under the belief that large-scale mercenary operations are an appropriate learning experience for juveniles, showcasing keen foresight from a man who wishes to prepare his daughter for future rulership. Apparently a fully cybernetic being, her army consists of machines controlled by biological computing substrates, making them effectively equivalent to the Legio Cybernetica. Still, unsanctified replication of such sacred technology may upset the Adeptus Mechanicus, although at least it's not Abominable Intelligence. Additionally, her Eggman Empire is enemies with the Koopa Kingdom, and this should probably be kept in mind when making mercenary hiring decisions.

Apparently, this Sage Robotnik had a passing interest in Regicide, and her father Ivo rapidly reconfigured her entire army to be themed appropriately. Such a casual display of industrial might is worth noting.
-Summary: A Magnitude 2 fleet of aerospace battlecarriers with heavy firepower and plentiful strike craft, thus focusing on Bombardment and Skirmish. On the ground, it acts as a fearless and highly mobile heavy infantry force backed with a large quantity of Heroic E-2000 battle automata and integrated air support, making them good at Exploiting breakthroughs. However, they rely heavily on air superiority for artillery and mobility. Commanded by the cyborg Sage, who pilots a war machine known only as the Egg Queen.
-Tier: Primus
-Cost: 5 RP per turn.
-Limit: Unique.

Special Offer
Labour Battalions: The Imperium is separately approached in secret by both Bowser Jr. and Sage, both claiming that their factions are highly efficient at assembling cities and fortifications from nothing in short order. With Imperial navigational assistance and security guarantees, which would cost no hard resources to give up, they could reliably settle one of the Imperium's newly acquired sectors, and in exchange lend their aid towards making the rest of Imperial territory suitably productive.
-Effect: Give up one Imperial-aligned TP or Virgin Space to the Koopa Kingdom and/or Eggman Empire in exchange for 20 RP for upgrading colonisation levels. TP upgraded with this RP get Moderate Defences for free. Both offers can be taken.

Warlords Alliance: Apparently, a force known as the Galactic Empire was pulled into this universe in numerous iterations, and most of them were shortly thereafter dashed to pieces by their opposition. Most if not all of them had those which managed to escape the fall of their former employer, and many of these remnant warlords have banded together in order to offer their services to those willing to pay for them. While their record is less than ideal, a competent enough force available in large numbers isn't to be scoffed at. They include witches, and the Mechanicus is suspicious of their automata, but at this point things like that are to be expected.
-Summary: A versatile force which broadly speaking possesses a completely full unit roster except for the largest of land vehicles, with a particular focus on Elite Infantry and Macro-Capitals. Excels in Bombardment and Clash in space and is generally competent on the ground, being best in Shock.
-Tier: Primus
-Cost: 3 RP per Magnitude 1 Fleethorde per turn.
-Limit: Magnitude 4 Fleethorde.

Legend:
Cosmo Babylonia: Shockingly, a force that is not full of xenos, psykers, and Abominable Intelligences. They are heretics, of course, but it's fairly subdued as far as heresy goes, merely not believing in the God-Emperor because He has not yet been revealed to them. According to them, their home star system was taken into this galaxy and has since largely been conquered by local xenos, and now they roam the stars raising funds for a large enough mercenary force to engage in an all-out war to take it back.

While they themselves lack in mass, their war machines, known as Mobile Suits, certainly punch above their weight, and the significant price they command for a mere flotilla is proof enough of that. Under one Princess Sherindon Ronah, the flags fly of three distinct military forces: The numerous and versatile Crossbone Vanguard, the powerful Side 3 Colonial Defense Force, and last but not least a handful of machines from the Strategic Naval Research Institute, known as Gundam F99s, around which fate seems to ever so slightly bend. These are notable for their fusion-powered reactionless drives, which the Mechanicus would no doubt love to analyse as potential technology of the ancients.

The one issue is that they're painfully naive, and their contract includes numerous pointless stipulations that would constrain standard Imperial operations for forces deployed alongside them. Still, considering the capabilities on display, compromising with them may be very much worthwhile.
-Type: Multirole mecha that are equally effective as spaceborne strike craft and ground-based high-mobility superheavies. Come with their own unremarkable carriers.
-Specialties: Space Superiority, Rapid Response, Vehicle Duels
-Cost: 7 RP per turn, have morals. RP cost waived if the Imperium commits to sending an overall Magnitude 3 military force to liberate their homeland in Turn 5.

Available Sectors
-Imperial Space (2, Center [Industrialised, Moderately Defended], Northwest [Colonised]): Once territory bitterly contested by the Republic and the Scourge, the Imperium's sudden arrival has both shattered the state of the local territory and potentially upset the balance of power of the entire region. Imperial cities and defences have been established across the entire territory, but more work needs to be done. Northwest under attack by Githyanki Marauders.

-Ykantras Orda (1, South): The Ykantras have used the sudden rather significant distraction that is humanity smashing into Octarine's other client states like a sizable meteor to recover what they could of their old ways, fleeing into the void in vast numbers on hastily assembled habitat-ships. As thanks for enabling this, and as a parting shot against their former oppressors, they have given the Imperium warning enough that they can be the first to exploit the opportunity represented by newly empty territory.

-Imperial Space: (2, East, Southeast): The VUR has been decisively crushed, and their territory stands ready for settlement by Imperial workers, once more expanding mankind's reach.

-Octarine Incorporated Mining Interests (1, North): Formerly a mixture of local Vorkyli and an up and coming local species working together to battle the Kroatanga, they were forced to take out significant Octarine loans to pay for mercenaries and maintain their national forces, and while they were successful the devastation of war on their economies prevented them from doing anything like paying those loans back. Almost as soon as they were done fighting one enemy, Octarine descended to repossess their investments, which happened to be everything. Mercenaries were given updated contracts, and the volunteers that had been present to fight the Kroats left with that threat gone.

Now they work tirelessly to extract valuable metamaterials for their masters, with their debt compounding about as fast as they can pay it off, a situation that has been carefully maintained for centuries. A Magnitude 3 warfleet of Octarine's elite Xyvus Solutions mercenaries is based here to secure their 'investment', mostly from the frequent rebellions, ranging from actual uprisings worthy of the name to constant guerilla attacks and piracy from those who can get their hands on weapons or spaceships. Recent Imperial successful defiance of Octarine has only intensified these revolts, but a material difference from the prior state of affairs has yet to emerge.

-Outworld (1, West): This altered and compressed region of space is host to the enormous singular planet of Outworld, although Outworld proper is only a small part of it. Ruled by a single, all-powerful Khan, they are likely to soon finish digesting their newly acquired territory, and are already turning their attention towards the rest of Octarine-held space for their next conquest. By having yet to show active hostility towards the Imperium, they show proper deference, making them more agreeable than most xenos for all that they will almost certainly have to be destroyed in due time. Currently attacking the Teutes Federation.

-The Teutes Federation (1, Southwest): A Vorkyli state with a sizable local military due to being the location of their former nation's high command when things came crashing down, this so-called Citizen's Republic is a military junta in all but name, and Octarine Incorporated's local enforcer in exchange for more freedom and a lowered economic burden. Under attack by Outworld's armies.

-Vorkyli Lesser Regnum (1, Northeast): The Hograthux are a species of truly enormous voidborne worms with immense psionic powers, and one of them has made their way here, where they have dominated a local Octarine colony and turned it into its nest and slave-empire. Deemed unprofitable to deal with so long as it doesn't actively expand further, this Lesser Regnum has been more or less keeping to itself, but evidence suggests they were funding the Republican Federation's revolt to destabilise the region and, presumably, eventually bring the Republic under its own control. As might be expected, they are rather annoyed with the new interlopers in their planned expansion zone.

-Octarine Incorporated (9, All): The masterminds behind the Vorkyli, Octarine Incorporated is an incredibly powerful and vast state-like corporation, concerned with profit above all else. A local hegemon, they're presently distracted with issues to their west and east, but the Imperium is doubtlessly drawing steadily more of their ire, and theirs is not a strength to dismiss out of hand.

-Unknown Space (3, Northwest, West, Southwest): Territory that has yet to bear witness to the Emperor's light.

-Intergalactic Void (2, North, Northeast): While some stars and exoplanets do exist in this region, it's decidedly out of the region generally identified as "the galaxy". While technically possible to settle in some capacity or other, the costs would be significant, and the returns negligible. Perhaps the outer dark was meant to stay that way.

-YALDABAOTH (1, South): While details remain unclear, some foolish empire called up a ruinous power to serve as their salvation, and paid the ultimate price for their sin. Once ordinary territory has succumbed to a tide of golden order, where the Warp itself is forcefully becalmed and endless marble heads sing praises to their demiurgic master, all while factory-temples churn out legions of theological war-machines. Currently attacking in every direction. Sparse Stars: Territory cannot be upgraded to Heartlands.

-Githyanki Marauders (3, Centre, East, Southeast): Witch-xenos who rely on mysticism as much as conventional technology, and marauders who scourge the star lanes. In some ways very similar to the Drukhari, albeit with more order and less ostentatious cruelty, they now attempt to split their attention between containing YALDABAOTH and finding some route of escape or expansion. Currently, that appears to be Imperial territory. Sparse Stars: Territory cannot be upgraded to Heartlands.

-Unknown Space (3, Northwest, West, South): Territory that has yet to bear witness to the Emperor's light.

-Ravaged Space (4, North, Centre, Northeast, East): Filled with pirates, refugees, warlords, and other desperate and damned, there is no central authority in this space but that doesn't mean anyone can simply walk in and take over. Interestingly, one planet in the northeastern sector appears to be a freshly arrived world of humans who nearly annihilated themselves in atomic fire, and now emerge from their underground Vaults to find themselves under a new set of stars. Northern TP pair are Sparse Stars: Cannot be upgraded to Heartlands.

-Anti-Octarine Popular Front (2, South, Southwest): Formerly Octarine slave-species now in full revolt against their former masters, they have proven fierce, dogged, and surprisingly successful, going on the offensive against Octarine territory proper to the south. It would be a commendable effort, at least if they weren't xenos spouting foolish ideals of equality and tolerance. Still, there may be wisdom in letting the enemies of man fight each other without getting involved.

-Unknown Space (7, All Except Below): Territory that has yet to bear witness to the Emperor's light.

-Virgin Space (2, West, Southwest): Only occupied by a small handful of minor xenos that could easily be removed, this space was mapped out by the VUR in expectation of taking it for themselves once they had thrown off the shackles of Octarine, with other nearby powers focused elsewhere. Would be ideal for settlement… or for offering to others, as the Imperium can claim it somewhat by default.

Reapers Turn 4 Start @Crayak

Users of the Force can, as it happens, see the future. The Imperial Knights used this to see scant seconds ahead, allowing them to block and evade the blows of their enemies with supernatural efficiency. However, it is also possible, albeit harder, for a Force user to see further into the future, although these visions become more vague and metaphorical the further out one looks.

So it is that the Reaper Knights report to Harbinger that a many-headed hydra is cresting the horizon, threatening to drown reality itself in a tidal wave of green. An all-devouring beast of infinite cruelty, this hydra will arrive in the near future, and it is by no small way the largest threat the Reapers have faced so far.

The culprit is easily identified via talk on the Hypernet as Kultzer Slaughterking, a Kroatangan mythical god-king of sorts who is returning from whatever isolation once caged him. His very presence emboldens the Kroats, and while he is not coming to this galaxy his empowering effect seems to reach as far as the Warhell of Abradax Smashmaster the Ruin-Maker, who thankfully appears to still be distracted with some eastern or northern conflict, well away from the Reapers.

But the Knights warn this is not a state of affairs that will last long. Their visions of the future are quite clear on that: In one local year from now, Abradax will attack the Reapers in full force, possibly in an attempt to have the campaign against his largest regional opponent coincide with the return of Kultzer, and even his two of the hydra's heads command a truly powerful military force, especially when bolstered by whatever preparations he will spend this year making.

To successfully oppose the organic's rampage, the Reapers will need to seize every advantage, explore every possibility, use every ounce of military force available to them, and act with all the skill countless Cycles of experience have given them. Underestimating this threat could very well be lethal.

This is perhaps best exemplified by the fact that a mere pulse of Kroatangan activity was dangerous. The force that engaged the Reapers' newly arrived fleet last year ended up attempting to launch a raid on their own initiative, seeking to finish what they started. While they don't actually find the fleets, by now on the Tau'ri front, they do proceed directly south to hit Reaper territory. The decision to fortify this region proved wise, as the battle stations and Husk swarms present entered pitched battle against a not insignificant Kroatangan force.

What makes this especially inconvenient is the prior attempts by the Kroats to establish forward colonies of their species on Reaper worlds, leading to war within as well as without as soon as the fighting begins, for all that the newly grown planetary Kroats are armed more with enthusiasm than actual weapons.

In the end, the Kroats manage to set the various fortresses across the territory alight, sundering them into shattered fragments and scattering their occupants to the winds. However, the already damaged force suffers greatly from its attempts to break Reaper territory with brute force, and decides to withdraw rather than push through at any cost, promising their return later and in far greater numbers. They failed to significantly damage local infrastructure, but the defences that broke their charge were heavily degraded in the attack, and would not survive a second strike of similar intensity, let alone greater, without heavy reinforcement.

Worst of all is the fact that the Reapers cannot immediately commit to dealing with the Ruin-Makers, as they're still engaged with the Tau'ri forces to the north. And even if they wanted to withdraw in order to focus on the main threat, they couldn't.

In a desperate attempt to salvage their very poor strategic situation, the Tau'ri have launched an encirclement manoeuvre, surrounding the Reaper spearhead into their territory on all sides before diving in. As well as forcing the Reapers to fight on all fronts at once, difficult at the best of times, it's also their attempt to ensure there's no easy route of retreat and that access to repair and supply lines are cut off. While an initial wave of reinforcements, repairs, and refits made it through to the front lines before the encirclement was in place, that's all that will be available.

Needless to say, a defeat here would be total or near enough, and potentially leave the Reapers too weak to effectively engage the Kroatangans next year. However, there is a bright side: The Tau'ri have committed effectively their entire navy to the fight, leaving little or nothing in reserve, which means that if the force presently engaged becomes combat ineffective they will have nothing left to prevent the Reapers from taking full control over their territory.

The decisive hour is almost at hand. Break the Tau'ri, break the encirclement, and there will be a chance of victory. Failure is not an option. So says Harbinger.

Turn 4 Start

-Fleethordes heal 20%. All fleethordes assigned to fight the Tau'ri last turn at 30% damage. Fleethordes facing the Scourge last turn at 20% damage.

-Kroats attack the Reaper's Centre TP, but are forced back by defences. Central Square defences downgraded to Moderately Defended from damage. But this is only a prelude of things to come…

-Initiate tactical turn: Flanking Fever. The Tau'ri have launched a pincer attack using their advanced FTL drives in an attempt to cut off the Reaper forces attacking their territory. If they succeed, then the Reapers' could lose most or even all of the committed forces. However, there is a silver lining as analysis of Tau'ri force movements suggests that they are committing their entire reserve to this operation. If the Reapers can defeat, or at least savage, the flanking force than the Tau'ri will likely crumble, as without their space fleet they cannot meaningfully resist the Reapers' advance. All Reaper forces available for this fight.

-Sensor data and indoctrinated captives have given the Reaper's a great deal of information on the specifications of the main Tau'ri warship, the BC-304 Daedalus class Battlecruiser. While mostly a competent but unexceptional example of a species's first FTL warship it has select highly advanced components scavenged, stolen and gifted to the Tau'ri by older species. Similar to the ever frustrating Protheans of the Reaper's native universe.

Sadly those advanced technologies are a match for or even exceed reaper science. The 304's energy shields and plasma beam weapons are far more powerful than anything of that size the Reapers have ever seen before, easily able to destroy even reaper capitals with only a few volleys, while their FTL drive is faster than Reapers' by an order of magnitude or more. Most terrifying frustrating is their teleporters. Able to teleport anything within their size limit across interplanetary (but intrasystem) distances instantaneously they are an unmatched boarding/anti-boarding weapon and able to beam armed explosives within reaper hulls. Thankfully reaper jamming and passive stealth prevents them from achieving such a target lock until they have already crippled a reaper due to their comparatively primitive sensors so it is not the war winning weapon it could be. However, if the 304s were not being kept occupied in space these transporters would be able to single handedly even the ground battle if allowed to support their ground forces.

Even their less powerful technologies like their STL propulsion and point defence weapons are able to match or at least prove competitive with Reaper equivalents. However detailed analysis has discovered at least one area they still fall far short of the reapers in, manoeuvring thrusters and inertial compensators. While still more agile than a reaper capital by simple consequence of size the 304 is positively sluggish compared to the reapers' usual harvest targets of equivalent mass.

-Strategic Turn will occur after the fight here is resolved.
 


Imperium of Man Turn 4 Start @Signupname

Glory to mankind! The Imperium's reach in this new galaxy stretches further than ever before, its fleets patrol the stars without opposition, and its armies stand victorious on countless worlds. While the armadas of the Battlegroup are by no means unscarred, much like the Astartes who leads them, newly built vessels and newly recruited soldiers have brought the fleet close to its full strength once again.

Furthermore, captured starcharts from the former United Republics reveals that territory further east is also ripe for the taking, as space previously preserved as a buffer area can now be easily secured by mankind, and scouts sent out to see what else exists beyond the borders of the Imperium.

Not that east is the only direction for expansion. To the south, the Ykantras have made good on their word, and used the reprieve granted to them by the fighting around them to launch a mass exodus of their land, resuming their ancient nomadic lifestyle and leaving the territory to the Imperium in deed if not in word. As a parting gift, or more accurately a parting shot of spite against Octarine Incorporated, they also provide more star charts of the sector to their immediate south. It is, as it turns out, completely and utterly filled with the corporate-state, and is not even the full extent of their territory.

While many are dismissive of the plantlike xenos no matter the size of their empire, Gideon Harrsk is not. Not only is raw size its own merit, as the Imperium well knows, Octarine's ability to carve out such a space for itself in a galaxy full of those who would oppose it is noteworthy. Attempting to fight it head-on at this time would likely end in defeat. A further buildup of forces and, some radicals whisper, allies will be necessary before open warfare against the corporation proper may begin.

That is not to say that action cannot be taken against their puppets, however, and Outworld seems intent on doing just that. Having successfully forced the Teutes offensive against them back, in part thanks to the timely assistance of their new fortress-moons securing the orbitals. With a new line of warships, mixing Octarine biotechnology with Outworld sorcery, they've launched a counterattack against the Federation, intent on adding more planets to their domain. As per prior negotiations, they offer the Imperium a chance to fight alongside them and earn a share of the glory in exchange for assistance in return down the line, although no binding commitments have yet been made.

But while external affairs seem promising, not all is well, for as always mankind is beset by threats from within as well as without. The remnants of the VUR's spy network still plague Imperial territory, having gone to ground after their terrorism failed to stay the execution of their nation, and the Regnum's Wyrm Cults remain an active threat despite Inquisitorial and Arbites attention. The Regnum in particular will likely only expand their efforts further, necessitating additional investment into eliminating their cults, at least until such time as the foul wyrms themselves are pushed out of local space.

Furthermore, the frontiers of Imperial space have been newly placed in peril. While the eastern expanse, exemplified by the newly renamed worlds of Bloodwater and Harrsk's Glory, is safe for the time being, the western frontier originally liberated from the Kroats is not. Xenos marauders, a species of humanoids who are universal psykers, strike from another dimension into the Materium to raid human worlds, searching for slaves and plunder before departing as swiftly as they came.

While initially believed to be the work of Drukhari, an assumption not hurt by the aliens' roughly humanoid body plan and pointed ears, analysis of recovered enemy corpses suggests that these are in fact an entirely unrelated group, most likely not local to this universe, who are far more organised, and thus a potentially greater threat. While local garrison forces have been able to keep losses manageable for the time being, these raids are only intensifying, and so a response must be mounted lest control of the territory be lost altogether.

As for why these 'Githyanki' raiders have begun attacking now, refugees fleeing the west suggest it's most likely the emergence of a new dark god. While the exact circumstances of its birth remain unclear, what is known is that it has powerfully emerged onto the galactic stage and is busy attacking in every direction, aiming to seize more power and resources for the sake of seizing more power and resources.

The Emperor's Tarot seems to corroborate these tales, with foreboding readings common across Imperial space. The most common is a five-card spread of the Ragged Fool and the Monster paired, the Throne both upright and inverted, and the God-Emperor inverted. The inclusion of a card in both positions simultaneously is extremely unusual, and implies an entity unlike traditional dark gods, while the first two cards imply that this is a self-inflicted problem.

But the most significant is the inverted God-Emperor, always in the last position of any spread that includes it. It suggests that a new ruinous power is only the most visible threat; that other, even more dangerous things are lurking in the outer dark of space.

The refugees who deliver this information are themselves largely xenos, so those who lack the range to move onwards past the Imperium are either kept to the frontiers where they can be largely kept out of sight or alternatively directed to Outworld. Those who protest these arrangements are dealt with appropriately. The rest fall in line.

Opportunity to the east, danger to the south, both in equal measure to the west, and the north still to be explored. The ruling council of Battlegroup Harrsk is certainly not lacking in choices to make, especially after they receive a missive from the Black Dragon. Apparently the former criminal empire is working on several promising possibilities for local mercenary forces with few qualms about who they work for, and more immediately found a variety of other extraversal forces willing to work for the Imperium in exchange for coin, or in a handful of cases alternative concessions.

These mercenaries are almost to a man heretics and xenos, of course, but that is at this point all but expected. To a degree, victory can excuse many sins, and the conquest of the United Republics has silenced those critical of the usage of Outworld sorcerer-mercenaries for the time being. Still, it hasn't endeared Harrsk to his political opponents, even if simple survival must remain the first priority, as it always has.

On one final note, the Inquisition has reported an uptick in Nurglite cults within Imperial territory. It's simply a return to the expected norms, and so nothing that requires dedicated action taken against it, but it implies that the Archenemy has not been left behind in the Milky Way. No doubt they will lash out at those loyal to the Emperor in due time, but there are more immediate issues than Chaos at the moment, no matter what the hardline Puritans say.

Strategic Turn 4 Start
Available Resources: 25 RP

-Fleethordes heal 20%. Death Guard Fleethorde currently has 25% damage. The other fleethordes fighting at the ocean world have 15% damage. The fleethordes who fought alongside Outworld last turn currently have 20% damage.

-The new Outworld space fleet launches a counter invasion of the Vorkyli to the south. As negotiated previously, the imperium is invited to assist in this Konquest as military allies of Outworld. As well as offering honour and glory (according to Outworld at any rate), giving assistance here will result in Outworld giving a proportionate amount of assistance in return on a later campaign of the Imperium's choosing.

-The Ykantras to the south of Imperial space flee the sector and make sure to give the Imperium enough warning to take and hold their TP as promised. The Imperium must station a fleethorde there and start to develop it this turn (or offer it up in exchange for construction assistance, see mercenaries below) to prevent Octarine Inc annexing it instead.

-Githyanki marauders have begun slave raids on the Imperium's northwesternmost TP. This is prompted by the birth of a new Dark God to the west, corroborated by the Emperor's Tarot. Refugees fleeing this have given astrographical data on the relevant area.

-Wyrm Cults and VUR spy remnants both remain active internally, and could be problematic if left unchecked.

Research Proposals

Beacon Network: While the Immaterium is calmer in this new reality without the guiding light of the Astronomicon even Navigator piloted vessels must frequently translate back to realspace to take their barings. The Houses of the Navis Nobilite have come to Harrsk with a proposal to solve this problem. While it would never be as bright as the Emperor's divine light, a similar sacrifice of a thousand weak psykers a day could create a dimmer navigation light. While a single such light would not be able to replace the Holy Astronomicon; a network of such "Lighthouses" would allow Navigator piloted travel within and near the Imperium's new borders to be much quicker and more efficient. This proposal is heavily opposed by the Adeptus Astra Telepathica as overly wasteful of valuable psykers but both they and the Adeptus mechanicus begrudgingly admit that the theory is sound and within the Imperium's ability to build.

Using relatively well understood technology and techniques the main expense and challenge of this project is its industrial scale. Implementing this would take 2 Research Slots. Currently incompatible with Void Abacus below.

Void Abacus: An alternative proposal from the Adeptus Mechanicus and supported by the Adeptus Astra Telepathica. This would use advanced archeotech to improve the performance of Navigatorless warp travel. While the distance and speed of military forces would not improve the precision and efficiency of short distance FTL journeys for chartists and military ships would see a large increase. This proposal is disdained by the Navigator Houses who even go so far as to imply that it might make improper use of Abominable Intelligences.

Reverse engineering the archeotech will be challenging but once the construction process is decoded each Abacus is a relatively small and cheap cogitator which can be easily spread throughout the fleet. Implementing this would take 2 Research Slots. Currently incompatible with Beacon Network above.

Waterworld: When reviewing the combat performance of the Crusade against the VUR Imperial High Command noted the struggle the crusade fleet faced to take the newly renamed ocean world of Bloodwater. While High Command doubts that such a mix of factors that deny the imperium its void and air power will be common they also acknowledge that they no longer have as deep a pool of man power or industrial might of their home galaxy. When asked to provide a solution to the need for void transportable water power the Mechanicus and Techmarines return with two proposals.

The first is to retrofit some of the smallest civilian and military void ships, those 1km or less in length such as the Viper class Scout Sloop, as new classes of dedicated FTL planetary oceanic landers. As they can still carry their own warp drive these would be independent ships, able to travel independently of larger tender or carrier vessels. If armed with aquatic torpedoes, depth charges, las or ballistic cannons and ballistic missiles such ships could serve as surface floating hunter-killer craft able to suppress and destroy oceanic and shore planetary defences opening the way for mass landings or orbital bombardment.

Such craft could also be easily outfitted as dedicated aircraft, vehicle or troop carriers. They would have no useful void combat weapons beyond point defence las weapons against strike craft so should be kept away from the line of battle. Since their hulls would not be able to handle the pressures of underwater operations they would also be completely vulnerable to enemy void assets if orbital control is lost.

These would be relatively simple to prototype and construct and so would only take 1 Research Slot to fully implement.

The second is to create smaller pure water craft which can be carried by existing navy transports and landers. They caution that the STCs in question are extremely fragmentary, which is why they are not already within use, and so this would take longer or require more resources than the first proposal. However, these smaller and more agile designs would be better protected from orbital fire and would fit better into the manoeuvre warfare doctrine of the Imperium's more elite forces such as the Astartes or Sororitas. They would also be easier to make submersibles to help defend against orbital fire thanks to not needing to be both space and water worthy. Finally if they were to be deployed alongside the first proposal they would make effective escorts with both types coving for each other's weaknesses.

As a relatively novel development, such watercraft would take 2 Research Slots to fully implement.

Mercenary Contracts

Fleethordes:
The Duke of Valentinois: This diabolic condottiero has kept his prior offer open, and although the Ecclesiarchy won't be any happier than before about hiring them, the sheer combat power on offer for a relative pittance (although prices have gone up, apparently due to increased demand) can't be easily ignored. In particular, the Radical faction of the Inquisition suggests they may be exactly what the Imperium needs to secure itself in this hostile environment.
-Summary: Magnitude 4 Fleethorde(s) with a focus on witchery and blunt application of force in equal measure.
-Tier: Extremis
-Cost: 1 Pop per turn.
-Limit: 2 purchases.

The Lin Kuei: An army of mostly human psyker assassins. They have a minimal support corp of conquered Vorkyli forces, and are led by the Level 1 Legend Sub-Zero (Real Name: Kuai Liang). Rehiring them still won't make the Ecclesiarchy happy, but that damage has mostly been done already.
-Summary: Magnitude 1 Fleethorde with Focuses in Elite and Supersoldier Infantry, specialised in infiltration tactics. Now include vessels of the New Outworld Fleet program, making them stronger in Clash and Bombardment.
-Tier: Extremis
-Cost: 4 RP or ½ a Pop per turn.
-Limit: Unique.

The Black Dragon: A force of mostly human mercenaries, they also rely heavily on their infantry but are respectable warriors. They have a large support corp of conquered Vorkyli forces, increasingly including vehicle-equivalent bioforms for heavy support, and are led by the Level 1 Legend Kabal.
-Summary: Magnitude 2 Fleethorde with Focuses in Line and Elite Infantry, specialised in occupations and the Exploit/Reduce phase. Now include vessels of the New Outworld Fleet program, making them stronger in Clash and Bombardment.
-Tier: Primus
-Cost: 4 RP or ½ a Pop per turn.
-Limit: Unique.

Mileena is now busy with Outworld's conquest of the Teutes, but thanks to prior experience cooperation between Imperial and Outworld forces should go acceptably without her even with both forces hired.

Bowser Jr.'s Minions: A xenos army from a fair distance east, this reptilian prince has apparently been sent out by his father under the belief that large-scale mercenary operations are an appropriate 'good day out' for juveniles, showcasing the barbarity typical of the alien mind and proving once again that they are enemies of all right-thinking humans. Still, it would be foolish to dismiss a potential combat asset out of hand no matter the kind, at least in Harrsk's opinion. The fact they're witches worsens things, but at this point all but the most diehard Cardinal has given up on complaining too hard about that. Even when the witches in question constantly flaunt their status by flying about on broomsticks, of all things.

Additionally, his Koopa Kingdom is enemies with a force known as the Eggman Empire, see below.
-Summary: A Magnitude 2 fleet of smaller aerospace warships primarily specialised in broadsides and boarding actions, not unlike Outworld's new navy, combined with a large army of bulky melee xenos that possess heavy artillery and psyker support. Perform well on the front lines in both land and space, but lack heavier assets and can struggle if they can't close the range. Commanded by the dangerous Bowser Jr., who can be turned giant by his adjutant Kamek in a pinch.
-Tier: Primus
-Cost: 5 RP per turn.
-Limit: Unique.

The Sage Fleet: A mechanical army from an area to the south of the Koopa xenos empire, this human princess has apparently been sent out by her father under the belief that large-scale mercenary operations are an appropriate learning experience for juveniles, showcasing keen foresight from a man who wishes to prepare his daughter for future rulership. Apparently a fully cybernetic being, her army consists of machines controlled by biological computing substrates, making them effectively equivalent to the Legio Cybernetica. Still, unsanctified replication of such sacred technology may upset the Adeptus Mechanicus, although at least it's not Abominable Intelligence. Additionally, her Eggman Empire is enemies with the Koopa Kingdom, and this should probably be kept in mind when making mercenary hiring decisions.

Apparently, this Sage Robotnik had a passing interest in Regicide, and her father Ivo rapidly reconfigured her entire army to be themed appropriately. Such a casual display of industrial might is worth noting.
-Summary: A Magnitude 2 fleet of aerospace battlecarriers with heavy firepower and plentiful strike craft, thus focusing on Bombardment and Skirmish. On the ground, it acts as a fearless and highly mobile heavy infantry force backed with a large quantity of Heroic E-2000 battle automata and integrated air support, making them good at Exploiting breakthroughs. However, they rely heavily on air superiority for artillery and mobility. Commanded by the cyborg Sage, who pilots a war machine known only as the Egg Queen.
-Tier: Primus
-Cost: 5 RP per turn.
-Limit: Unique.

Special Offer
Labour Battalions: The Imperium is separately approached in secret by both Bowser Jr. and Sage, both claiming that their factions are highly efficient at assembling cities and fortifications from nothing in short order. With Imperial navigational assistance and security guarantees, which would cost no hard resources to give up, they could reliably settle one of the Imperium's newly acquired sectors, and in exchange lend their aid towards making the rest of Imperial territory suitably productive.
-Effect: Give up one Imperial-aligned TP or Virgin Space to the Koopa Kingdom and/or Eggman Empire in exchange for 20 RP for upgrading colonisation levels. TP upgraded with this RP get Moderate Defences for free. Both offers can be taken.

Warlords Alliance: Apparently, a force known as the Galactic Empire was pulled into this universe in numerous iterations, and most of them were shortly thereafter dashed to pieces by their opposition. Most if not all of them had those which managed to escape the fall of their former employer, and many of these remnant warlords have banded together in order to offer their services to those willing to pay for them. While their record is less than ideal, a competent enough force available in large numbers isn't to be scoffed at. They include witches, and the Mechanicus is suspicious of their automata, but at this point things like that are to be expected.
-Summary: A versatile force which broadly speaking possesses a completely full unit roster except for the largest of land vehicles, with a particular focus on Elite Infantry and Macro-Capitals. Excels in Bombardment and Clash in space and is generally competent on the ground, being best in Shock.
-Tier: Primus
-Cost: 3 RP per Magnitude 1 Fleethorde per turn.
-Limit: Magnitude 4 Fleethorde.

Legend:
Cosmo Babylonia: Shockingly, a force that is not full of xenos, psykers, and Abominable Intelligences. They are heretics, of course, but it's fairly subdued as far as heresy goes, merely not believing in the God-Emperor because He has not yet been revealed to them. According to them, their home star system was taken into this galaxy and has since largely been conquered by local xenos, and now they roam the stars raising funds for a large enough mercenary force to engage in an all-out war to take it back.

While they themselves lack in mass, their war machines, known as Mobile Suits, certainly punch above their weight, and the significant price they command for a mere flotilla is proof enough of that. Under one Princess Sherindon Ronah, the flags fly of three distinct military forces: The numerous and versatile Crossbone Vanguard, the powerful Side 3 Colonial Defense Force, and last but not least a handful of machines from the Strategic Naval Research Institute, known as Gundam F99s, around which fate seems to ever so slightly bend. These are notable for their fusion-powered reactionless drives, which the Mechanicus would no doubt love to analyse as potential technology of the ancients.

The one issue is that they're painfully naive, and their contract includes numerous pointless stipulations that would constrain standard Imperial operations for forces deployed alongside them. Still, considering the capabilities on display, compromising with them may be very much worthwhile.
-Type: Multirole mecha that are equally effective as spaceborne strike craft and ground-based high-mobility superheavies. Come with their own unremarkable carriers.
-Specialties: Space Superiority, Rapid Response, Vehicle Duels
-Cost: 7 RP per turn, have morals. RP cost waived if the Imperium commits to sending an overall Magnitude 3 military force to liberate their homeland in Turn 5.

Available Sectors
-Imperial Space (2, Center [Industrialised, Moderately Defended], Northwest [Colonised]): Once territory bitterly contested by the Republic and the Scourge, the Imperium's sudden arrival has both shattered the state of the local territory and potentially upset the balance of power of the entire region. Imperial cities and defences have been established across the entire territory, but more work needs to be done. Northwest under attack by Githyanki Marauders.

-Ykantras Orda (1, South): The Ykantras have used the sudden rather significant distraction that is humanity smashing into Octarine's other client states like a sizable meteor to recover what they could of their old ways, fleeing into the void in vast numbers on hastily assembled habitat-ships. As thanks for enabling this, and as a parting shot against their former oppressors, they have given the Imperium warning enough that they can be the first to exploit the opportunity represented by newly empty territory.

-Imperial Space: (2, East, Southeast): The VUR has been decisively crushed, and their territory stands ready for settlement by Imperial workers, once more expanding mankind's reach.

-Octarine Incorporated Mining Interests (1, North): Formerly a mixture of local Vorkyli and an up and coming local species working together to battle the Kroatanga, they were forced to take out significant Octarine loans to pay for mercenaries and maintain their national forces, and while they were successful the devastation of war on their economies prevented them from doing anything like paying those loans back. Almost as soon as they were done fighting one enemy, Octarine descended to repossess their investments, which happened to be everything. Mercenaries were given updated contracts, and the volunteers that had been present to fight the Kroats left with that threat gone.

Now they work tirelessly to extract valuable metamaterials for their masters, with their debt compounding about as fast as they can pay it off, a situation that has been carefully maintained for centuries. A Magnitude 3 warfleet of Octarine's elite Xyvus Solutions mercenaries is based here to secure their 'investment', mostly from the frequent rebellions, ranging from actual uprisings worthy of the name to constant guerilla attacks and piracy from those who can get their hands on weapons or spaceships. Recent Imperial successful defiance of Octarine has only intensified these revolts, but a material difference from the prior state of affairs has yet to emerge.

-Outworld (1, West): This altered and compressed region of space is host to the enormous singular planet of Outworld, although Outworld proper is only a small part of it. Ruled by a single, all-powerful Khan, they are likely to soon finish digesting their newly acquired territory, and are already turning their attention towards the rest of Octarine-held space for their next conquest. By having yet to show active hostility towards the Imperium, they show proper deference, making them more agreeable than most xenos for all that they will almost certainly have to be destroyed in due time. Currently attacking the Teutes Federation.

-The Teutes Federation (1, Southwest): A Vorkyli state with a sizable local military due to being the location of their former nation's high command when things came crashing down, this so-called Citizen's Republic is a military junta in all but name, and Octarine Incorporated's local enforcer in exchange for more freedom and a lowered economic burden. Under attack by Outworld's armies.

-Vorkyli Lesser Regnum (1, Northeast): The Hograthux are a species of truly enormous voidborne worms with immense psionic powers, and one of them has made their way here, where they have dominated a local Octarine colony and turned it into its nest and slave-empire. Deemed unprofitable to deal with so long as it doesn't actively expand further, this Lesser Regnum has been more or less keeping to itself, but evidence suggests they were funding the Republican Federation's revolt to destabilise the region and, presumably, eventually bring the Republic under its own control. As might be expected, they are rather annoyed with the new interlopers in their planned expansion zone.

-Octarine Incorporated (9, All): The masterminds behind the Vorkyli, Octarine Incorporated is an incredibly powerful and vast state-like corporation, concerned with profit above all else. A local hegemon, they're presently distracted with issues to their west and east, but the Imperium is doubtlessly drawing steadily more of their ire, and theirs is not a strength to dismiss out of hand.

-Unknown Space (3, Northwest, West, Southwest): Territory that has yet to bear witness to the Emperor's light.

-Intergalactic Void (2, North, Northeast): While some stars and exoplanets do exist in this region, it's decidedly out of the region generally identified as "the galaxy". While technically possible to settle in some capacity or other, the costs would be significant, and the returns negligible. Perhaps the outer dark was meant to stay that way.

-YALDABAOTH (1, South): While details remain unclear, some foolish empire called up a ruinous power to serve as their salvation, and paid the ultimate price for their sin. Once ordinary territory has succumbed to a tide of golden order, where the Warp itself is forcefully becalmed and endless marble heads sing praises to their demiurgic master, all while factory-temples churn out legions of theological war-machines. Currently attacking in every direction. Sparse Stars: Territory cannot be upgraded to Heartlands.

-Githyanki Marauders (3, Centre, East, Southeast): Witch-xenos who rely on mysticism as much as conventional technology, and marauders who scourge the star lanes. In some ways very similar to the Drukhari, albeit with more order and less ostentatious cruelty, they now attempt to split their attention between containing YALDABAOTH and finding some route of escape or expansion. Currently, that appears to be Imperial territory. Sparse Stars: Territory cannot be upgraded to Heartlands.

-Unknown Space (3, Northwest, West, South): Territory that has yet to bear witness to the Emperor's light.

-Ravaged Space (4, North, Centre, Northeast, East): Filled with pirates, refugees, warlords, and other desperate and damned, there is no central authority in this space but that doesn't mean anyone can simply walk in and take over. Interestingly, one planet in the northeastern sector appears to be a freshly arrived world of humans who nearly annihilated themselves in atomic fire, and now emerge from their underground Vaults to find themselves under a new set of stars. Northern TP pair are Sparse Stars: Cannot be upgraded to Heartlands.

-Anti-Octarine Popular Front (2, South, Southwest): Formerly Octarine slave-species now in full revolt against their former masters, they have proven fierce, dogged, and surprisingly successful, going on the offensive against Octarine territory proper to the south. It would be a commendable effort, at least if they weren't xenos spouting foolish ideals of equality and tolerance. Still, there may be wisdom in letting the enemies of man fight each other without getting involved.

-Unknown Space (7, All Except Below): Territory that has yet to bear witness to the Emperor's light.

-Virgin Space (2, West, Southwest): Only occupied by a small handful of minor xenos that could easily be removed, this space was mapped out by the VUR in expectation of taking it for themselves once they had thrown off the shackles of Octarine, with other nearby powers focused elsewhere. Would be ideal for settlement… or for offering to others, as the Imperium can claim it somewhat by default.

'Only in silence might one hear the true voice of the Emperor, for He speaks to us not with words, but with stillness. For silence is the absence of rage. It is the eye of the storm, the moment of hesitation before a fall. It is the dreams of mankind made manifest and pure. Yes, silence is a soundless scream of victory in a universe that drowns in the bitter cries of the dying. Silence is the sound of a soul railing against the injustice of life itself. When the final tally is counted, silence is all we have left to give.'

– The final testament of Hieronymus Treach​

To mourn for the dead is to carry the memory of all those we have lost. It is our moral obligation, a necessity of being human. To mourn for the living… well, that is a heavier burden still, for it serves to remind us of our own mistakes.'

– Warris Hildenkhar, extracted from the treatise
On the Cost of Humanity​


Ten

Reunion




He walked , through the long halls of the Inquisitorial Fortress. Outside its windows, the thick green tree canopy cannot fully veiled the sight of the gas giant this forlorn moon orbits. Black and Burgundy armored Inquisitorial Tempestus Scions saluted as he passed, hellguns firm in arms and cablings. Heavy footsteps echoes amidst the cold ouslite walls and velvet carpet

"Mersanger Vornelles, Servant."
They stand in front of the door. Black-stained adamantium inlaid with gold. Elaborate recreation of the Martyrdom of Inquisitor-Saint Ligarius. He always found the depiction of the Drukharii torturer's expression as it flays the Saint's torso rather too gleeful for a devotional piece. Atleast one cannot claim it does not abides to realism.
" Plus one guest. Inquisitor Gerreon Axelmannn."
The whirr of engines quietly hums soon as the servant finish the confirmation. The Inquisitor looks up. Nestled between the many gargoyles lining the walls of the corridor , a pair of servitor torsos stared down at them with glassy, disinterested expressions as they disengage their arm-grafted heavy bolters that were just aimed below. He doesn't want to know what happens should Vornelles misdeclares his entry

The doors opens.
----------
Ornate servitors already brought out the appetizers as he sits down. Shellfish from the Cadian Caducades poivrade with Bloodwater sea-herbs.

"It's been a long time ."

"It is"

She dressed in elegant green , adorned simply with a small brass clasp in the form of two interlocking snakes. Dark hair, pinned up in an elaborate curls, accentuated her exceedingly pale skin. One of her eyes had been replaced with a bionic implant, which whirred as it focused. He habitually look for hidden weapons, and immediately notice about a dozens of them, not counting the rather obvious digital-laser rings on her slender fingers. All dark green to match the dress. He knows there'd be a dozens more.

He inadvertey feels his own dozens. The bolter cane lays rest over his leg

"How is the matters on Gehenna Primus ?"

"That Vorkyli cell infiltrating the capital has been put to the sword. They get craftier by the day. How's it been at the Conclave ?"

"It seems to be agreed that Mersheimer will command the operations in the East"

"A good man if lean too much towards the radical for my liking."

The sommelier servitor pours him a drink, some Hydraphur tokay. They took a sip.

She sighed.

"It is getting tense out there. New threats keep cropping up. Vorkyli spy rings are harder to keep track of after the fall of their capital. Worm cults now present in half the settle planets. In Hegrezia..."

"You mean the Lord-Procurator was..."

"Indeed, it's the Worms . They have been getting bolder to assasination of major figures. The Administratum demands blood. "

"Tell them to get in line"

They chuckled. By now, the servitors brought out a subsequent course. Seared grox tongues, on a bed of Trynian four-tusk's liver paté sauce. Paired with Menchegol ploin brandy.

He continues.
"Not as if the usual abominations are idle. Have you notice this symbol ?"

He passed a dataslate. The woman spares a glance.

"Is that..."

"The runes of the Darktide Admonitions, yes"

"But the Crusade start on the opposite side of the segmentum from the Moebian Domains, and that cult's reach has never gone past several sub-sectors"

"Indeed. It's either means their spread back in the Imperium was further than we thought or..."

"We are not the only one fromm home. But that's not the only matters. Geresk"

"Geresk. Symbols does not correspond to any of the vile four. Could this mean those..."

"All possibilities has to be account for. That's our professions. Even if that possibility revealed from panic ramblings of Xeno. But consider this, Xeno refugees ran towards our space. That..

"Has to account for something unusual indeed."

Next is the Roulade. Ventrue birds with local forest mushroom. Amasec aged...

"Shrineworld bird with frontier mushroom. Thorian vintage in Vandire furniture dining lounge. Something never changes is it."

"Something never changes".

She hums at the slight bitter aftertaste of the bird.

"Twenty years."

"Short while for our kind"

"But we still aged the same...Merovec said it at Sebaxtus IX, right ?"

"Yes. Burning of the Graevian High Council....Ah we were still interrogators then, hot-blooded and try to prove ourselves."

"I heard you got a new retinue. How are they ?"

"I like this bunch. Talented , dutiful, but got that..spark that we seek in Acolytes."

"Interrogator material ?"

"Not yet."

"Back then I envy you. You were like a son to him then"

"I assures you he is as merciless to me"

They mulls over. Sips their amasec and bask in memories of things long gone. They remains in silence for a while

"We never see eachother much after our ascension"

"We never see eachother much after Merovec's funeral."

"And now we here. It's been a long time."

"It's been a long time indeed."

They finished the dessert, ribaude nappé. Sweet, sticky. poignant. Mordian Schnapps for Digestiff.

"Do you want to scry again, for old time's sake"

"For old time's sake it is"

SHe handed out a tarot, lorelei wafers shimmering. SHe closes her eyes, a short meditation. Entrust in His glory to guide her path from the filth of the Immaterium.

5 spread. Inquisitor of Mandatio, Great Hoste , Aquilla Inverse, Lightning Tower, Shattered World. Death and Strife, unending, the fae of an Inquisitor.

And the 6th card. Silver Key. New Possibility. But to what .




Strategic Turn 4
Total: 25 RP

Industrial Orders
40 RP using the labor deal
Improved NorthWest N-3 to Established
Improve Imperial Space East and SOuthEast to Established
Improve VIrgin Space West to Established


Intelligence Orders:

Fire extinguishing (8RP) Mass deployed Inquisitors and assets in a major sweeps prioritizing Vorkyli cells, Worm pawns and Chaos cults. Utilizing the Distaff as a Trial by Fire. Also utilizing Sisters of Silence from the ( preparing ) Endurance
Root and Stems ( 2RP ): Have the Ordo Dialogus, Vanus Infocytes in support of Imperial Savants and Adeptus Mechanicus go through whatever data can be recovered in the recently fallen Vorkyli Capital in order to find any information regarding spy rings that have been sent to Imperial territories. Focus on the government archives, the headquarters of the military and in telligence services.
Exploration (1RP ) : Send Recoinnaisance to virgin space areas in M-2 and M-3
Surf the web (0RP): Assign someone from the Conclave headquarter to find any beneficial contact aand information on the Hypernet
Diplomatic Orders:


Herbicide-Compact (4RP): Contact the Anti-Octarine Popular Front through proxies of the more radical Inquisitors ( Delegation of Lord Inquisitor Mersheimer, a Xenarite ) and Rogue Traders, offering them support for linking up with anti Vorkyli rebels to the N3 North, including using Imperial ships to transport weapons and personnels.
Propaganda(0RP): Start a propaganda campaign specifically targetted at the workers and rebels of Vorkyli Mining territories up North N3 to further incite rebellions

Soft Power(4RP): Introduce Cosmo Babylonia nobility and Princess Sage Robotnik to Imperial high society, hopefully builds up some connections in relations beyond mercenary conduct , also give the opportunity to mobilised nobility to raise household force in support of Imperial military for the Cosmo Babylonia liberation expedition next turn.


Research Order:

Distaff Reborn ( 1 Slot , 1 RP ): Inquisitor Gregor Eisenhorn, a rather controversial figure used to operate an initiative called the DIstaff, a military organisations /training facilities of Psychic-nulls trained in decent quality in support of his operations against Warp foes. The organisation were wiped out by the Cognitae in early M41, but there's no reason to not revive it. Purpose is to set up a 'personnnel pool' of Tempestus Scions level Elite infantry specialised in anti-psychic, internal security and special operations made of Blanks that are not met the requirements for Sister of SIlence or Culexus standard, which doubles as training schools for Blanks recruited into various Inquisitor retinue .


Mercenary Orders:

Hires the Sage Fleet (5RP )
Hires the Labor Battalions (40RP both in exchange for territories. N3 South for Bowser - a convenient speedbump/buffer zone to prevent Octarine expansion, O3-SouthWesr for Sage Robotnik - A potential friendly neighbor )
Hires the Cosmo Babylonia ( Agreed to commit to the liberation of their territory next turn, cost waived )
Maintain hiring Lin Kuei and Black Dragon paid with 1 Vorkyli population
Hires the Duke of Valentinois with 2 population of Vorkyli
Military Orders:

Fulfill the deal: Send 2 Mag 2 Fleethordes (intact) and the Sage Fleet to invade the Tutes Federation striking N3 SouthWest, acting as the second pincer as invited by Outworld to finish them once and for all, using the excuse of their declaration of war last turn. As we attack, implanted assets earlier would inflame paranoia and nationalism to a fever pitch, try to initiates mutual purges, suicidal charges and accusations of treachery, paralyzing their military in the face of annihilation. Also attached would be Task Force Erinyes, that dreaded bombardment ship formation that fires the opening shot at the Conquest of the VUR and the 134th Siege Army
Privateering: Sent the Lin Kuei and Black Dragon fleet to start raiding Octarine shipping heading towards the Mining territories in N3 North. The specific use of Outworld forces specifically to masked the true identity of hostile actions, but nonetheless aimed to exert pressures on Octarine control up North. Prioritise taking out Octarine transport of reinforcement mercenaries to suppress local insurgencies.
Opening gambit: Send the Duke of Valentinois 2 Magnitude 4 Fleet to invade and wreck as much havoc as possible on the Lesser Regnum.
Send one Mag 3 Fleethorde and 1 Mag 2 Fleethorde (damage intact ) , and Cosmo Babylonia to the N3 NorthWest to combat alien slave raiders.

Send one Mag 3 Fleethorde (15% damage ) and 2 Mag 2 Fleethorde (15% and undamaged ) to secure Ravaged Space NorthEast M3, while also expand the front against Xeno slave raiders

Send one Mag 3 Fleethorde ( 15% damage ) to secure O3-West Virgin Space


[ Navis Imperialis report - Status of Crusade Fleet complement:

10 fleethordes total. 7 Mag 2 and 3 Mag 3. Let assign them from A to J

Of the 7 Mag 2, Two Mag 2 got 15% damage ( Assign Fleet C and D )
One Mag 2 got 25% Damage (Fleet E )
Of the Three Mag 3 Fleet, 2 of them got 15% damage ( I and J )


Special "Hero" formations includes the Endurance , the Gloriana of the Death Guards and Task Force Erinyes, consisting of a bombardment galleon and a support force of primarily Tyrant Cruisers and Viper Missile Destroyers,

Battle Order - fleetwise: Fleethorde A and B ( Mag 2, intact ) plus Sage Fleet merc invades the Teutes Federation. Attached includes Task Force Erinyes

Fleethorde H ( Mag 3, Intact ) and F ( Mag 2 , Intact ) with Cosmo Babylonia to combat the alien raiders in N3 North West

Fleethorde I ( Mag 3, 15% damage ) , Fleethorde C ( Mag 2, 15% damage ) ,Fleethorde G ( Mag 2, Intact ) secure M3 NorthEast ravage space

Fleethorde J ( Mag 3, 15%damage ) to O3 West, Virgin Space .

What left in territories is 2 Mag 2 Fleethordes ]
 
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Cybran Nation Turn 4 Start @Velocci
While the defensive victory against the Omni-Enlightening Swarm was a welcome morale boost, it was obvious to all involved that it was only the first step in the counteroffensive necessary to destroy the mad civilisation and restore peace to the region. This includes the Aeon Illuminate, who have come forward with a proposal for Ivan Brackman.

Namely, let the Illuminate take to the field, and let them take the territory for themselves afterwards. While the Cybran Nation was able to score an early win, that was on the defensive. A serious offensive campaign against dug-in opposition is a very different proposition, especially when operating under the restrictions of Gate travel. This is where the Aeon envoys unveil their ace in the hole: While research into the Specter portals hasn't delivered any religious revelations they might have been hoping for, it has unveiled the presence of 'nodes' across space that, with nanolathable devices, can be used as 'tunnels' to travel between star systems without the need for a Quantum Gate.

Needless to say, this gives the Aeon starfleet a significant offensive mobility advantage over their Cybran counterparts, letting them engage in battles of interstellar manoeuvre against the Omni-Swarm with much more flexibility than before. Of course, Quantum Gates will remain a key part of the Aeon war effort, as once constructed they allow for much faster travel than their new 'Node Drives', and Cybran assistance in the campaign would similarly be appreciated in order to make things go as smoothly as possible. Still, the Aeon are willing to take point.

Many Cybran Commanders have pointed out, perhaps not wrongly, that this constitutes sitting back while the fiercest fighting happens and then swooping in at the last minute to take all the credit and rewards for themselves. Still, compromises must be made for the sake of Coalition stability, and help in eliminating the Omni-Swarm can only be a good thing. Signals analysis suggests they're actively researching nanolathe and quantum link technology, and could be a resurgent threat if allowed to persist.

For the UEF's part, intelligence indicates they're incorporating the unique capabilities of the former Emerald Empire into their forces on a low-level. Notably, a new CQC program has started for the Federation Service Force focused on teaching them Imperial martial arts, with Operatives being given advanced melee weapons training alongside new plasma swords. There's even rumours of a select group of the most elite Operatives being trained in outright magic, which would give the nation a direct answer to Exorcists and Proxies.

While an increase in the capabilities of its partners in the Coalition always warrants a reasonable degree of caution, under the circumstances it couldn't have come at a better time. While the Omni-Swarm in the north is bad enough, the Super-Directorate in the south has somehow taken a turn for the even worse.

It began with Redfog acting on her own initiative, following up on her last report by delving further into the depths of the mysterious MLC. The Super-Directorate's fastest-growing and perhaps most powerful corporation had one too many secrets for her liking, and while she'd successfully infiltrated its outlying edges already there was much more to uncover. In the end, she decided that if you wanted something done right you had to do it yourself, which may very well have saved the operation as a whole.

It's only clear in hindsight what Redfog got too close to for the corporation's liking. What was clear immediately was that it had been something dreadfully important, since they'd sent an assassin after her. Previously a Messenger-associated 'influencer' of the kind typical in the Super-Directorate, the killer for hire appeared in a much sleeker form than she'd been seen with previously.

An artefact of the transition from heavily cyberised to entirely mechanical, and the first appearance of such a potent technology in the Directorate's arsenal.

The battle began without warning or preamble, Redfog barely throwing up an arm in time to block a particle beam fired by the figure who'd just materialised right in front of her. Even though Redfog towered over her foe, a former insectoid barely over a metre tall, she was immediately put on the back foot when the particle beam carved through her thick armour plating, a secondary EMP-like effect rendering her left arm useless.

Before she could hope to retaliate, the assassin vanished back into the thin air from whence she came, employing a phasing cloak much like the ones used by the Hierarchy. Needless to say, Redfog immediately understood that the first blow to be struck would be far from the last. Having just left behind a secretive MLC workshop through a disused maintenance tunnel, what followed would be a brutal game of cat and mouse, the assassin fading in and out of reality to take potshots while Redfog weaved through the catacomb-like darkness, trying to find any semblance of advantageous terrain.

The cloak did at least have one weakness, which was that it took a few moments after the beginning of the materialisation before the assassin was able to fire. A short time objectively, but long enough for her superhuman physiology to exploit.

After a few more glancing blows slicing through more armour and locking up more servos, she found a way into a narrow, cramped storage space. Downright claustrophobic for her large frame, but also tight enough that being the victim of a long-range attack was almost impossible. It was here where the fighting would reach its crescendo, and where the assassin would unveil her last trick. Materialising one final time, she discarded her particle rifle and drew a shimmering sword that looked like it was on the edge of phasing out of reality itself.

Needless to say, Redfog immediately prioritised avoiding contact with the blade at all costs, using her own superior reach and supreme swordsmanship to keep the distance right where she wanted it. The exchange of blows was faster than an unaugmented human could hope to follow, and Redfog managed to land several blows that should have been crippling. However, her opponent's mechanical body simply sealed itself back up, leaving not a trace of the damage that had been dealt each time.

Eventually, the assassin made one lunge that was slightly too desperate, and Redfog was able to split her from shoulder to hip. In exchange, the phasing sword cut clean through Redfog's own side as if it wasn't even there, but couldn't quite cut her completely open. Even this didn't immediately end the fight, but the assassin's laughter was quickly cut short when its head was separated from its body. Shortly afterwards, Redfog received a private message through the Super-Directorate comms network she was patched into: "Well played, but that was only round one."

Limping away from the scene of the fighting, successfully evading any further attacks, Redfog immediately reported her findings back to Cybran command, but she almost needn't have bothered. Shortly after her fighting, the Messenger Logistics Corporation unveiled its intentions to enact a hostile takeover of the Super-Directorate with lightning raids on rival corporate headquarters. As well as its existing mercenary units, it also showcased a new fighting force in the traditional Directorate style but upgraded with technology far in advance of what's available to the rest of the S-D, or indeed the Cybran Nation itself.

Further complicating matters is the mass deployment of upload technology, turning the MLC's soldiers and administrators into tireless killing machines. It comes with the promise of complete immortality, a promise that may well be true considering the exact assassin who fought Redfog is seen soon after her apparent demise seemingly none the worse for wear. The mysterious head of the MLC himself has come forth to extoll the technology's virtues, revealing himself as an alien entity of unknown provenance who only calls himself the Messenger, and his forces as the Taught.

Needless to say, the Taught's major technological edge over their enemies combined with the element of surprise has given them a decisive edge in the sudden civil war. However, their victory is not immediate, and rival corporations have banded together in a desperate attempt to fight them off and preserve themselves. Intelligence suggests that the Messenger had hoped to more fully secure power and control over the Super-Directorate before revealing itself, but Redfog's investigations had come too close to risking its element of surprise for comfort. Thus, it launched its attack before it could be assured of taking full control instantly.

The good news is that this has bought the Cybran Nation much-needed time to finish off the Omni-Swarm before the new threat can act externally, and that the sudden civil war has massively freed the underground railroad to take on even more refugees and expand its reach even further. The bad news is that this new threat has clearly discerned that Redfog and quite probably the Cybrans more broadly are behind the resistance movement, and that it's an extremely dangerous opponent. Redfog estimates that exceptionally few of her fellows could have survived the attempt on her life, something she at least has the good grace to not be too explicitly smug over.

Upon seeing this, the Syrabaric Defense Coalition send a diplomatic delegation explaining their own position. They remain busy containing their rivals in the Merendi Imperium and keeping a lid on things to the southeast, but they appreciate both the good work the Cybran Nation is doing and the new threat they're now under. To help in what little ways they can, they have provided both an additional understanding of the region and limited access to their forces. They say they could do more if and as the Cybran help them with their own issues or become more politically aligned with their faction, but understand that they have much more immediately pressing concerns.

More immediately, they've also plugged the Cybran into the local Mercenary Review Board. It's routed through Octarine Incorporated, a local megacorporate state that seems a bit more put-together than the Super-Directorate ever was even if the SDC has no good words to say about it, but it's apparently reliable. More importantly, two highly-rated large mercenary forces have a notable presence in the region at present, and are available for hire.

Progress, it seems, has led to even more complications. Still, the stakes are far too high for the Cybran to back down now. As ever, the only way out is through.

Strategic Turn 4 Start
Available Resources: 160 RP

-The Aeon Illuminate is preparing to eliminate the Omniswarm and take its territory for themselves, and would appreciate Cybran assistance. This could be negotiated, but preventing the Illuminate from taking the territory for themselves would entail either significant concessions or notable diplomatic consequences. The UEF seems to be focused on building up its territory and performing research.

-The Super-Directorate has been plunged into a civil war thanks to the alien known as the Messenger, who is also aware of the Cybran Nation's involvement with the anti-Directorate underground. Thanks to the element of surprise and technological supremacy, the Messenger is expected to fully eliminate organised resistance to its coup over the course of the turn.

-In light of all this, the SDC has provided maps of local astrography, expanding Cybran vision of their region, and access to additional mercenary options.

-All damaged Fleethordes auto-repair by 20%. All Fleethordes are once again at full strength.

Research Proposals

High(er) Energy Physics: Drawing from combat data and remaining salvage from the conquest of the "garden" last year Cybran scientists think that they might be able to develop a form of power generation superior to antimatter annihilation and use it to copy the unlimited energy (but not matter) generation of the Aeon's Paragon experimental reactor.

This is a Doctrinal Enhancement currently at 2/5 Research Slots.

Anti-Interdiction Gates:
This is Doctrinal Enhancement currently at 2/4 Research Slots.

Interdiction Emitter and Spikes: To go along with the work on the Gates to circumvent the Ecumene Interdiction the Cybrans will attempt to reverse engineer said device to be put on a Field emitter like the Cloak and Stealth Field and to be put on a Nanite Harpoon capital ship weapon for a later project.

This is Doctrinal Enhancement currently at 1/3 Research Slots.

Negotiating the Battlefield: While not much salvage was left of the Ironcrab (and none of the Laser Behemoth or White Death) enough in depth sensor readings and general salvage from the campaign was taken that Cybran scientists are confident that they can replicate a slower version of the miniaturised jet/rocket and energy shield systems of the Ironcrab. While these would no doubt be expensive in terms of energy, matter and time to construct with nanolathes once they are understood they would give even Evacuation Guards far greater protection and manoeuvrability on the battlefield. Indeed the flight systems might be more dangerous to the evacuation guard than the enemy if not paired with improved training.

This is Doctrinal Enhancement which will enhance the survivability and manoeuvrability of your infantry. The Evacuation Guards will not benefit much from the flight systems but your commandos and proxies will become far more deadly. It will take 1 Research Slot.

Mercenary Contracts

Detachments:
Merendi Volunteers: The SDC has offered to lend the Cybran some of their international Merendi volunteers in exchange for modest resource concessions, largely as a gesture of goodwill. Coming from the galaxy's more technologically developed regions, these Tier Maximus soldiers are universally highly powerful espers, capable of shows of psionic power that even the Illuminate's most devout would struggle to process.
-Summary: Powerful psychic infantry with a focus on special operations and counter-magic warfare. Struggles with mass combat, but otherwise ideal for all infantry-scale operations.
-Tier: Maximus
-Cost: 2 RP per turn.
-Limit: 1 at present, can be expanded in the future.

Tacitus-Raiden Ltd: Formed by a former house of Desmondu (a native human-majority state in a neighbouring galaxy that has since fallen on hard times) that has long since stopped bothering to contest the throne of the Empire and whose core territory is no longer considered legally part of Desmondu, Tacitus-Raiden offers a wide array of bounty hunters, infiltration experts, "fixers for hire" (local term denoting broadly capable special operations mercenaries. The preferred term is "Freelance Agent" or "Freelancer", but "Fixer" is a common informal term), and other wetworks operatives.
-Summary: As Merendi Volunteers, albeit notably weaker per RP invested. However, can also be hired for out-of-battle black ops.
-Tier: Extremis
-Cost: Variable based on requested services; ask GMs to learn specific prices.
-Limit: None.

Fleethordes:
Warbot-Incorporated: Primarily built around synthetics, Bloodgear's Warbot-Incorporated is known for being quite cheap* for the services it offers as long as they get salvage rights and resource extraction permits as well a chance to look at anything interesting from those they fight. Bloodgear is an A.I that is devoted entirely towards the task of getting better at war that took over an older company out of a belief that the previous stakeholders weren't good enough at the job it was made to do. This legion may lack the replicability of Cybran war machines, but they have far more durability with heavy armour and universal energy shields, making them ideal front-line fighters. However, they're not the most flexible force.

*When asked why its forces were as expensive as some rival mercenaries despite also asking for extensive salvage rights, Bloodgear electronically gestured at Warbot's capital ship armada and heavily fortified roving war-cities that dwarf even Tier 5 Experimentals. These are, needless to say, expensive for it to operate.
-Summary: Brute force and high durability army that's excellent in Clash and Shock, but relatively weak in Skirmish and Reduce. Immune to morale loss.
-Tier: Extremis
-Cost: 4 RP per Mag 1 Fleethorde per turn + Salvage Rights (no technological salvage, significantly degrades captured infrastructure).
-Limit: Magnitude 3 Fleethorde.

Tacitus-Raiden Ltd: While notable for their more discrete offerings, Tacitus-Raiden is most famous for their full-scale field armies. These consist of a wide variety of combat assets suitable to most operations, and they're known for maintaining high-quality, experienced units. Better yet, northern Vyranodasik is one of their primary areas of operation, ensuring a high supply is available. They know their worth, however.
-Summary: A mecha-focused army that's best in Skirmish and Penetrate, but is versatile and balanced enough to do well everywhere. Highly psychic.
-Tier: Extremis
-Cost: 8 RP per Mag 1 Fleethorde per turn .
-Limit: Magnitude 4 Fleethorde.

The Warband of Seti the Kinslayer: An exiled Shaltari warlord who was apparently given his name by humans he met in another universe. His forces specialise in high manoeuvrability warfare, and his ground forces use a robust and redundant teleportation system to rapidly redeploy. His space forces prioritise spinal weaponry but use their manoeuvrability to compensate for their reduced firing arcs. Due to being exiled for advocating for further war with the Alin, cannot be hired at the same time as The Emirate of Dark Glass.
-Summary: A Magnitude 1 Fleethorde that's good in Bomardment, Disengage/Pursuit, Exploit, and Reduce, but is poorly suited to pitched battles and fighting large numbers of War Engines.
-Tier: Extremis
-Cost: 4 RP per turn.
-Limit: Unique.

The Emirate of Dark Glass: The Nomadic polity of an exiled Alin djinn self-styled as Emir Nour "the Dark One", these forces defy Cybran understanding. Seeming to be a multi-species but mono-culture assemblage of extended families and warbands these "magic" users travel through the void in giant castles of glass. They try to overwhelm their enemies with superior numbers from multiple angles of attack before their enemy can strike back. Their magical spells, lasers, macron beams, sonic blasts and crystalline kinetic weapons are devastating on the offensive, and their attacks have some kind of magical corrupting effect which weakens those it infects. Gradually transforming them into "Dark Glass" hybrids under Nour's control.
-Summary: A Magnitude 2 Fleethorde with universal magic that debuffs and eventually converts its enemies, with space assets as primarily bases to enable boarding actions and planetary assaults, where it acts as a highly mobile pseudo-Autowar army with mobile Heroes that can conjure elemental armies.
-Tier: Primus
-Cost: 4 RP per turn.
-Limit: Unique.
Available Sectors
-Cybran Space (2, Southwest [Heartlands, Excessively Defended], East [Heartlands, Excessively Defended]): Now a vast heartland of Cybran people and industry, this region of space is under constant threat from many different angles, but it is well defended by both static fortifications and the Cybran armed forces. Its overall scope has doubled thanks to colonisation of the area of space previously known as the Art Project.

-The Merendi Imperium (2, Northwest, North): The Merendi are a humanoid race that is perhaps best described as "technicolor elves", as one Cybran analyst put it. Hailing from a distant galaxy, this Merendi colony left their home nation for reasons unknown. Whatever said home nation was, it was clearly wealthy and powerful, since the stated reason for the Merendi conquering their surrounding space and enslaving local aliens is so that they could maintain the lavish lifestyles they were used to, including truly obscene displays of wealth such as claiming entire star systems to be palaces for their ruling elite.

-Minor Powers (1, West): Thanks to swift and effective Cybran intervention, this space has seen a full restoration of peace and security, with many small nations blooming like a field of flowers as ruins are rebuilt into cities once more. While no overarching government exists, the polities here share a strikingly powerful independent streak, choosing to try and make their own way through the stars. Thanks to Cybran efforts, mostly undamaged from the recent assault by the Omniswarm, a debt they won't soon forget.

-Syrabaric Defense Coalition (1, Northeast): A collective term for several local nations that all share a highly democratic and collectivist means of government not that dissimilar from the Cybran Nation's own, although they take things even further, eschewing formal leadership beyond representative speakers altogether. Are supported by material and personnel aid from their ideological allies in the galaxy, apparently including a sizable quantity of Merendi who are very angry at their western neighbours.

-The Omni-Enlightening Swarm (1, Center): A scientist of a now-extinct local race decided that their brilliance was unmatched throughout the universe, and so it should be the only thing in the universe. Destroying his own civilization with legions of drones, he now sits as the immortal ruler of an empire made up exclusively of cyborg clones of himself. The Swarm seeks to exterminate all other life out of pure egoism and a solipsist belief in their own divinity. With their assault on the minor powers to their west suitably rebuffed, they have briefly turned inwards to further enhance their ability to deal death.

-Aeon Illuminate (1, South): The Aeon have secured this region of space with the blessing of the Cybran Nation, and have set to work inhabiting it with their smooth, curving architecture. They now seek to claim more space for the Illuminate, and their legions marshal for a northwards strike.

-Shaltari Tribal Confederation (1, Southeast): An alien race of "diminutive space hedgehogs", as a certain Cybran analyst beginning to gain recognition for their colloquial naming sense put it, the Shaltari keep to themselves and their various tribes. What a tribe is remains a little unclear, but it is believed to be roughly equivalent to a Cybran Node rather than a more traditional meaning, and they respond to identified scouts in varying ways. They have laid decisive claim to their region of space with a military apparatus of comparatively small but high speed units with a penchant for trickery that even the most devious Cybran Commander can approve of. Intelligence suggests that the border war they were previously engaged in has ended in failure, leading to a political shakeup within the Confederation that explains their new, more diplomatic foreign policy.
-Unknown Space (6, All Except Below): The Cybran Nation has not yet identified who or what lies within this territory.

-The Merendi Imperium (2, Southwest, South): As P-6.

-Syrabaric Defense Coalition (1, Southeast): As P-6.
-Unknown Space (6, All Except Below): The Cybran Nation has not yet identified who or what lies within this territory.

-Ravaged Space (1, Northeast): This region was yet another victim of the Hierarchy's rampage, and most likely its starting point. Never the most stable to start off with, apparently a persistent victim of raids by the Merendi Imperium and a faction known as the 'Ekons', the UEF is currently looking into entering the region in an attempt to restore order and expand their own territory.

-United Earth Federation (2, East, Southeast): The UEF have moved decisively to expand their holdings, matching the Cybran in breadth if not in depth of their control over local space. They continue to look both inwards and outwards for further expansion and improvement opportunities, and despite any former animosity between themselves and the Cybran people they're willing to lend a hand when called upon, so long as the price is right.
-Unknown Space (8, All Except Below): The Cybran Nation has not yet identified who or what lies within this territory.

-The Super-Directorate (1, Northeast): A loose, multi-species interstellar alliance of megacorps and states that are merely de-facto extensions of megacorps (some native and some outverser) called the Super-Directorate for Market Prosperity, which seems to be the main local power to your immediate south. Currently embroiled in a civil war between a coalition of conventional companies and the Messenger Logistics Corporation, headed by an alien entity of mysterious origin, significant power, and incredible technologies.
-Unknown Space (6, All Except Below): The Cybran Nation has not yet identified who or what lies within this territory.

-The Super-Directorate (3, Northwest, North, Northeast): Redfog's infiltration has revealed the entire north of this sector belongs to the Super-Directorate, with the eastern portion of the nation being solidly in the hands of the MLC, who are rapidly expanding westward. They will doubtlessly be a major problem in the future.
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Cybran Strategic turn 4



"That ridiculous jagged bludgeon despite looking like a Monkeylord acts the furthest thing from the old spiderbot. It and the Monkeylord's actual successor are fast and cheap experimental meant to be rushed from a tier three engagement and are used for assassinations or as a surprise. That Tier five monstrosity has all the subtlety of a Nuke, is completely unaffordable if you were producing tier 4s and was meant for fighting other things in its weight class or hiding behind Bubble Crabs."

Ivan nodded as he stood listening to the conversation between his friends and another commander that Ivan suspected had started drinking a good while before Ivan's group had arrived there.

Each of the Nodes had their own traditions and peculiarities around where the most active gathering area for celebrations. Nell had dragged himself, several of the operation technicians and what looked like the entire the engineering and maintenance corp and several other commander teams to the Red Skulls' favourite place, the bar.

This seemingly post-post party that Nell and Tie were holding was located in one of the better bars of this enclave of Red Skull node. It was neat in Ivan's opinion, bits of history displayed on the walls of Skull exploits and particularly productive raids, he noted the name Bagby popping up a number of times for the last stages of the war. The decorations were a mixture of ancient time pirate memorabilia and symbols of that time like the jolly roger. A few Cybran manufactured UEF and Aeon supply crates stacked with what used to be great luxuries, fresh fruits and vegetables, animal products and a few branded beverages that Ivan suspected were actually 'pirated'. Staffed by a single bartender and about five proxies serving drinks and foods to the patrons.

With the bar's mascot popping in and out of the crowds being an oversized Mole that Ivan was sure was the current bartender's childhood pet, that was equipped with a couple of Nanolathes for helping clean the place, sensors to monitor the blood alcohol levels of the patrons and an unknown device that was probably a crowd suppression weapon to end any brawls quickly and decidedly.

And most importantly a large Pirate hat.

Nell broke through Ivan's thoughts on the setting, "The Monkeylord is named the way that it is because it LORDS OVER THE MONKIES! Back when it was first let loose t3 meant Harbs, Loyalists and Titans and it was even able to take on GCs with equal mass put into them. That spiderbot was the pinnacle of assault design back in the day. The Mark 3 is a return to form I say! Tie you agree with me!"

The small man looked at her with an eyebrow raised, Nell wordlessly switched tactics, "Ivan, you work with the old war heroes and aging important people dodging retirement. The big 'un deserves the title."

A nervous laugh briefly escaped from Ivan, "I have to say that took my training a couple of years after yours did Nell. However, my brother was recently unleased back into the universe. I could forward your query if you think that is the best use of his time."

The Drunken newcomer seemed to put a few thing together with his facial circuitry only barely outshining his face as the still functional AI portion of their brain started looking for an escape plan.

Ivan waved them off, "I should get going anyways, I haven't yet congratulated our newlywed yet."

"Ivan if I can't catch you using your name on Life and Death Trivialities, I'll get Mel's dad to back the cause!" Nell shouted as Ivan bowed and left.

But not before he heard Tie mention, "Might be wiser to get the general to endorse your opponents' arguments instead."

Ivan strode towards the bustle of activity near the actual bar where at the center of said bustle sat an odd-looking Proxy. It still had the distinctive pyramid shape with the longest point facing forwards and the six lights that formed the machine's eyes. But the body was scaled down compared to the military or engineering variants, more in common with Coalition Humanity baseline. The claws were replaced with a black rubber looking materials that were copies of human hands, and said faceplates had a number of lights that could be used to communicate and function as face circuitry.

Foil had really put a lot of work into such a custom model.

"Thanks Steve, once again, no, rats do not get up into the apartments or civilian areas of UEF settlements, so if we get a Mole, it will not need a death laser put on it. And I doubt that Mel would apricate attaching said death laser to a cat as a compromise. But I thank you for the suggestion, and I am sure that Mel will love the gift you got for us." The Support Commander if Ivan remembered correctly looked like he was going to press the issue a little bit farther before he saw who was next in line.

"Mr. TOTS' younger brother!" Ivan was familiar with the nickname that the elder clone had acquired but something was off with the man's reaction, "You didn't hear that name from me!" the man said frantically as he scampered off, to Ivan's befuddlement.

"Coming to the rescue again, eeh, Ivan?" the Foil-bot said with a tone of tiredness that Ivan was not used to in the normally confident leader of the little friend group.

"The reverse actually, Nell was trying to get me to take sides on a particularly controversial topic." Ivan supplied.

"Was it work or whether the new guy lives up to nostalgia?" while the head tilt was towards the bartender, which was returning the side eye with his own, Ivan didn't need any additional processing power to guess the hidden fears in the question.

"Nothing like that, just nonsense about giant spiderbots. But speaking of things I first wanted to congratulate you on the Wedding and I wanted to check up to see how 'you' were doing." Ivan while officially keeping his hands and more importantly, The Doctor's, out of the Proxy debates, knew that the ethics and morality of it was … complicated. A bit more complicated than even the politics that were set to be the focus of most of his own life.

As the machine's head dipped down and the muted patterns on the faceplate, Ivan's guess was correct, "You know, its going. I hoped that I could put the love of my friends and everything that they love about me without… you know. But it seems like I lost the coin toss, and I am here. I should be relieved that I wanted to make sure that I felt everything while keeping those knuckleheads safe." Foil's, and it truly was Foil's, revelation sat uneasy in Ivan's gut, "But this is what I wanted. To be in two places at once. I just need to make sure that all of them are going to be alright."

Ivan nodded as he sat down beside the man, "Well, between Father showing up for it back home and some useful programs for sorting out Fletcher's fanboys, I think things are going to be looking up for you two back there. And we will make sure that they are alright no matter what we face here." Ivan neglected to mention he had added some contact information of people that he knew could help. That would be a pleasant surprise and to help build a support network should the worse happen. Maddox could also use a more interesting life.

Foil raised his head back up, "Thanks for that, I just want to say even with everything I do not regret my decision. Although I will admit that I am looking forward to syncing everything back up in a couple of months."

A few chirps in binary drew the attention of everyone in the establishment. Causing Foil to laugh, "Well, off to rescue said knuckleheads from the Captain. Thanks again for looking out for us."

Foil seemly swivelled his seat and moving at more than a brisk walk towards the developing situation.

As said noodle incident continued to develop a smaller framed figure slipped into the just vacated seat.

"Lucky that we live in such a small world isn't it, Ivan?" The younger woman said.

"Honestly I suspect this was somebodies indirect way of telling me something, Cal." Ivan remarked to Cal345, the operation technician from the Weaver conflict.

"The name 'Operation Artifact' only comes up a couple of times in reference to the Blacksun conflict and the end of the infinite war. Even with your credentials, there isn't any data connected to it except a single casualty, Mach, my Uncle that died before I was born."

Ivan looked a little bit disappointed,

"Buuut," she added, "My mother knew that Mach was headed for a deep op in Aeon territory, smash and grab mission."

"And given the context of Guage's hint that is connected to a piece of tech that allowed a large scale infiltration. With my Brother early in his career. Most likely to do with QAI." Ivan mused.

"But why? We already know that the over use and incorporation of unknown Seraphim technology was the cause of it turning on every one. Why hide it?" Cal finalized the thoughts running through both their heads.

As they wondered a flurry of notifications of increasing urgency began screaming for Ivan's attention. The amount of which and the lack of access from an unsecure location was only parallel to the firing of the Moonlight installation and the opening of the portal.

"Are you okay?" Cal asked with a look of worry and concern at Ivan's sudden wincing.

"Yes, I am fine," Ivan got out, "I have to go. Redfog found something. Something big."





The Coalition Center at Moonlight was modelled on the facilities that were built during the darkest times just before the formation of the coalition. Grey utilitarian building similar to UEF designs but on the surface even more drained of personality and built to scream WE ARE NEUTRAL to those that walk their halls but underneath were a Frankenstein Mishmash of all three factions infrastructure.

But it was known, tempered and most importantly tested against minds of great technology and intelligence.

The lights of the Moonlight Portal danced, hinting, and promising the safety and peace of home as Ivan waited to enter the conference hall.

The benefits of technology, power or position and knowing your tools inside and out was known both when and sometimes more importantly when not to use them.

Such as now.

Ivan alongside several other important people of the Cybran Colonies, an Elected representative of the new 56th, an influential member of the Imaginarium, experts from both the Chimeras and Starlifters entered the conference hall from one side as the Aeon delegates did so from the other taking their seats.

The 'Hosts' for the meeting and the three seated on the third side of the table were three older men, the youngest, Colonel Rogers, Ivan knew as a decorated war veteran from the Seraphim War. He bore a particularly ridged posture and despite his attempts to hid it, uncomfortable to be around so many people of a higher rank than himself. Beside him was Admiral Duval, looking skinnier and almost beaten down by the years and the event that he had seen. Almost being a key operative word here as a steely gaze with a note of bitterness peered out over the scene.

And where was the third?

"Greetings, it is so good to meet everyone in person! It is regrettable that it has to be under such unfortunate circumstances, but we are in wild and uncivilized lands."

Governor Greer, who Ivan noted had a son who was one of the UEF commanders that were among the Colonists, had gotten up and greeted the Cybrans each in a friendly and more informal manner.

A little more informally than how strangers would actually greet each other, but actually quite accurate to the customs and institutionalized counterculture of the Nodes.

As moved back towards the Evaluators and greeted them with the appropriate prayer, Ivan's approval and apprehension was growing. He exhaled to calm himself. They were all allies here and there was bigger issues to go over.

As Ivan sat down he noted the bodyguards all eyeing each other up in the subtle but still childish performances, Proxies decloaking, UEF personal with old Asian style swords slight movements of the eyes and the Exorcists sitting down on the floor meditating.

Ivan managed to hold back his eye roll as he went over the tools and objectives that he had. The data and notes for himself

Primary

  • Ensure the safety of the civilian populations (and Sophonts in general) that have arrived under Coalition Care
  • Ensure the defeat of the Omniswarm
  • Organized a united Front with the UEF and the Aeon against both factions of the Superdirectorate
  • Ensure that the Colonies would have more space to expand in as colonists (adventurers) would have more room to move into than for a single year.
  • Avoid a conflict and embarrassment between the colonies to keep relations clean back home
Secondary:

  • Create a secure position if an emergency occurs in the Milky Way Galaxy and the Nation as a whole needs to evacuate (Side note might not be possible due to the concentration of peoples here)
  • Acquire new technologies and experienced Commanders to help fuel and grow the Cybran Nation here and in the Milky Way Galaxy
Assets

  • We still have a year to get ready with a full load of colonists able to move into prepared spots, New territory can be delayed
  • Connections with peoples from a failed human centric polity called Desmondu, A Human unification project, The UEF and even the Flecherites will be extremely interested. Whether in wishing to participate or use the House status to declare the Coalition the true successor to such a project could be useful and something no UEF general or politician would want to give up
  • The Aeon colonies need space possibly immediately so if territory can be secured elsewhere, concessions could be extracted here
  • The Superdirectorite unit roster and reputation puts them as more hostile and vicious than what anyone would be comfortable with.
  • Messenger while have not done anything too horrible yet in comparison to the other Corporations is much more likely to attack Coalition Forces and the Aeon's uneasiness with cybernetics and uploads plus the millennia of UEF anti Brackmann propaganda can easily be directed at this 'Messenger'
  • That there is probably some hidden agenda to the Uploads, evidence being the extreme response to the relatively light prodding that Redfog did (Note leave Redfogs name out of it with the Aeon, her predecessor's attempt on the Princess as a child is still remembered) and the focus on conversion instead of upgrades and more sensible timetables indicated that Immortality is not the main objective of the Taught. Hypothesis: Large scale Loyalty program modified to allow personality to avoid Machine Complexes.
  • The huge amount of the one resource that really matters to the developed coalition economies, population, that will be up for grabs with should a successful war with Superdirectorate occur.


As they sat down Ivan felt a number of hidden sensors and numerous other applications whirled in Ivan's vision displaying information on every twitch, pupil dilation, sweat gland composition and numerous other invasions of privacy.

Honestly it was probably more information than what commanders took in during combat.

Ivan took a deep breathe and ready himself.

Here they go again.





"He will not be denied again."

A menacing Machine stared at the deformed metal that used to be current title holder of Redfog's arm.

The streets were starting to sound like they did when she first met the man that would define her life, her death and bore the same title, name and curse.

The Burning of Earth from the Black Sun invasions by the Aeon and Cybrans had forced everyone into a panic as people tried to escape as the towers that had been the UEF had their foundations of sands finally start sinking.

Strength fades eventually, the strong survive.

She turned her head back towards the door out of her quarters. The fact that she could simply print new limbs and the repairs were so much simpler compared to an organic vessel was one of the few benefits of he new life. In total it had taken her a couple of hours to fully repair her physical form. Although now it felt slow in comparison to how fast her opponents could recover.

Said Proxy physiology had probably saved her life in the duel with that flippant insect. A powerful tool but a tool the Taught assassin remained. There was bigger game on the board now.

She had lost everything by the time the Seraphim started bombing her home into the grey rubble that the final battles to drive back the aliens took place on.

She had been the only one to survive, but not for much longer had those two thugs had caught up with her after she lit their pack leader on fire, and then stabbed their other friend with a broken bottle, and a third friend she had torn up with a quick trap she had set up.

But without a couple of thrown handless knives she would not have survived past her adolescence.

She emerged once again into the place that she had won that had transformed once again. Walls had been knocked down and expanded to make room for the new assets and forces that Ivan was feeding into her and her handler's hands.

She noticed that she was now going unnoticed in the commotion that the Messenger's actions she watched as Proxies, Commandos and the new Aliens and brightly coloured Humans took careful notes on the painfully edited duel with the assassin. Luckily for her secret most disabled power armour is similarly useless as an EMPed limb.

The other screens were a rapid changing showing different scenes of Superdirectorite Duellists struggling and often failing against the Taught's equivalents. Desperate last stands by Patriot clone lines and numerous favourite Hobbyist commanders had been resleeved multiple times already.

She was familiar with the change in tone and final parts of this song and dance.

Striding confidently towards the home theatre turned into a briefing and staging facility.

"Okay, a reminder for everyone, especially the our new volunteers, that have been doom scrolling instead of keeping up with the reading that we have been assigning to all of you, these are engineering units, tier 1 through 3 and the proxy variant used for ACU or civilian maintenance. These units have a function that is colloquially known as capturing. Capturing involves reclaiming and replacing certain parts of the control system of units…"

With her attention fading as the briefing went into more details about the targets, Messenger Cyberweapons to keep groundside armour superiority for when the Coalition draws it attention and might down towards this war. The conversion facilities to gain an excuse for Ivan to wield the entirety of the Coalition like a hammer and to make the Super Directorite fight like their very souls depended on it. And finally, the Servers that they had been looking for all this time, to be used to play and tilt this war and make it as long as possible against the stronger foe they faced here.

If she could smile she would be grinning.

He had always ranted that his true foe was fate itself. First it was Marxon, who had truly in his estimation was the Avatar of the Infinite war. Moralistic hypocrites building upon controlled ignorance. Redfog Haunted his steps till the very end. Then Fate had denied him his victory with the appearance of the Seraphim and he had taken her in. Brought down by the hands of others he had sealed himself away till a true foe would appear.

He had taunted her with the knowledge that she would always be denied the war that she craved for just as he had been denied final victory.

This Messenger seemed to be different but not quite what he was looking for all these years.

Fate seemed to have denied the man who had finished raising her yet again.

A message and a permission greeted her mind and she interrupted and froze the entire facility by unleashing a cackling laugh.

She was getting close to finding the hand that held the pen.





A three dimensional holographic screen sprang to life before the soldier known as the Tip of the Spear as well as a multitude of screens representing other Nodes' leadership, Commander squad leaders, as well as a few representatives of the allies both new and old that were made over the past couple of years.

'They all look too young for this.' Ran across the old war veteran's mind as he checked to make sure that everyone was here, properly connected and most importantly informationally secured.

He never liked being on the speaking end of these briefings,

"Good evening, everyone, we all know why we are here but there has been a change of situation that needs to be factored into our plans."

A number of bright dots coloured a light brown and the other a black colour were the first to be highlighted, "Recent discoveries by our operatives have found that Messenger incorporated is a front for an unknown but expansionist entity that appears to be hostile to all life not under its control, wielding advance technology of unknown design. For now, it appears contained as the same operatives have managed to start a war between said front and the smaller corporations. We expect that messenger will defeat said corporations fairly quickly but should buy us time."

This time a number of dots red, blue and green were highlighted, "Ivan is currently negotiating and coordinating with the UEF and Aeon colonies for presenting a united front and to take the fight to both what remains of the Super-Directorate and Messenger incorporated. You should have noted in the packages that were forwarded that these forces are build with offensive operations in mind and that we will most likely need numerical supremacy to over come them."

The Colours shifted yet again, the red remained highlighted but was now joined by the Orange representing the Minor powers, Grey representing the Omni-Enlightening Swarm, Pink to represent the SDC and the purple representing the Merendi Imperium, "We have to finish on our current major front before opening another. The Omni-Enlightening Swarm also called the Omni-swarm, are a faction of exact metal copy clones of a singular individual that believes that due to their intelligence that they should be the only thing in the universe."

The Spear paused for a moment as the others muttered amongst themselves, mostly trying to put together the narcissistic personality of such a being or making undisciplined but accurate comments about the maturity level of this being.

"They have been preparing for a larger invasion of the larger region for some time, with Ivan and a cohort of our commanders fighting and defeating Omniswarm forces last year in Alliance territory. We expect that they have 4 more fleets in operational condition alongside the remains of the attacking force, potentially we could be facing up to 4 additional fleet if the Omniswarm pours all their resources into raising combat forces."

The screen zoomed in on the Omniswarm territory, "Given the defensive posture that the Enemy has taken we have two competing objectives.

We need to preserve Commander lives while taking fortified positions,

We also have a time limit of approximately a year.

Our advantages are that the Quantum Gate is a much more manoeuvrable FTL system that can allow us to by pass traditional defenses both on the strategic and the tactical scale, the nanolathe makes our forces more disposable than everything except for the Drones used by some of their experimental weighted units, and Commander Guage has managed to infiltrate their networks with bait that was taken during their previous assault."

The Screen shifted to show battles between Omni-swarm and Cybran units, flicking between important variants including Omniswarm commanders, Super soldiers, Direct and indirect ground devices, and the final battles with the fleet.

"OmniSwarm designs revolve around a Doctrine of a few high quality and large scale units with unique capabilities. This gives them a great deal of concentrated force at specific points but means that they struggle to cover everything and difficulty to responding when caught out of position. As such the Omniswarm has fortified their position and will be focused on building up their forces till they can make a concentrated push towards something that they deem to be vital. In our case most likely the Moonlight portal. We are not going to let them accomplish that."

The Screen pulls back to the map with several Cybran, House Tacitus-Raiden and Alin icons appearing near the border regions alongside Omniswarm icons, a mathematical expression equivalent to a standard variable, with humanity's equivalent being X, "Our job will be to be aggressively raiding the front lines of the Omniswarm while building invasion fleets of our own, our primary objectives during such raids will be the attrition of Omniswarm assets and war materials. Ships, ground units, vehicles, ammunition and supply stockpiles. Keep them constantly under attack in these regions to keep their numbers down, defenses mapped out and military units concentrated on these boarder regions. We should be able to gain a tonnage superiority and if we are clever remove the most powerful and difficult to make assets from the board before we make our move."

The screen changed again with the symbol for a QAI node appearing at the center of Enemy territory and a number of Aeon Symbols appearing at the southern boarder pushing in. Finally, several Cybran icons appearing in Omniswarm territory just behind the boarder region from the Merendi Imperium,

"Once we reach a critical mass or simply run out of time, the Aeon will begin their direct invasion of the territory. They have requested the territory and one of the conditions is that they will be the primary assault force, attracting the main part of the Omniswarm's attention. While this is happening cQAI will cut off a number of worlds near the front furthest from the fighting from the Omniswarm network. cQAI will be running a multiplanetary deception program to make things appear that nothing is wrong while myself and several of our more aggressive Commander gate in and take a series of worlds rapidly followed up by a few of our defensive and economic specialist commanders.

The others and I will form the Tip of the Spear and make a drive toward the heart of the Omniswarm, the follow up commanders will be holding the line, finishing off remaining defending Omniswarm forces and supplying a rush of orbital units for helping get a foothole in systems where defences and infrastructure are too dense to gate in safely.

This stratagem for those that know their history was the same one deployed to get Cybran Forces to Earth at the end of the Infinite War. It relies on proper Intel and above all speed to work, enemy worlds will have to be quickly disabled and military forces neutralized. This does not mean destroyed but unable to disrupt our assault. However, due to the Omniswarm's own homogony in both form and thought Strategic weapons are permitted and collateral damage is not consider an issue.

Hopefully, we can make it to almost the capital of the region before the Omniswarm notices but when they do we expect that this will be the moment that the defending fleets will try to abandon the lines to try and stop us."

The Screen showed Omniswarm icons moving towards the new threat, "It will at this moment that the forces that we have been building up will move in, either Forcing them to man the fortifications and let us assault the center of their network or allowing us to move past the fortifications with minimal loses and fighting the Omniswarm fleets on equal footing and surrounded."

The map faded away and the primary screen focused back upon the Tip of the Spear, "We must both prepare and accomplish this operation within a year to be ready to pivot to other threats in this galaxy. Commanders will need to inform their superiors to what tasks they are most comfortable undertaking with those that wish to perform the initial assault with myself will need to be coordinating and practicing together.

Further specific briefings will occur during each stage of the operation and depending on your role.

Good luck Commanders."

Orders:

Quiet words and thanks 4 RP : Contact the SDC and give them thanks for the volunteers, we will be making use of them for civilian rescue and protection during next turn, a matter that we want to discuss with them is cQAI an artificial intelligence that Guage unwisely created. We are looking for a home for it where the machine will not have to deal with the prior reputation of what the forked intelligence did. Include a light warning that while this iteration is from a version several updates before the original's betrayal, it could have hidden programing or become a vector should the original appear.

Colonies of the Coalition action plan 16 RP, Ivan Brackmann:

At Coalition Facilities at the Moonlight portal The leadership of all three Coalition Colonies will be discussing a strategizing for how to move forward into the future.

For the Aeon Request for the Omniswarm territory, Ivan will permit it if they take a center role in the battle plan to crack the system, role is defined below, permit Alien traders that are working with the Cybrans free passage, share all technologies discovered during the conflict with each other and support for the coming war with Messenger.

For the UEF, Ivan wishes to trade permission to start settling subsector O-6 Northeast next turn for several guarantees. For first and biggest of these are to connect the UEF to the Tacitus-Raiden, the Desmondu project would be of enormous interest to the UEF as a whole. With hints towards the Governor that working with or getting the coalition labelled as the primer Human power within the larger Galactic society would be setting up the Governor for a run for president on similar credentials as President Hall back home. Also backing for the UEF to be the main representatives should the Coalition join the Parliament of Nation, If pressed for more offer tech for Native FTL for their ACS supercaptials.

Finally, the Meet will focus on the Colonies cooperating to deal with the Messenger and the Superdirectorite in general. Figuring out what supports and Forces that each faction will be able to offer as well as any knowledge about the situation that they uncovered. The meeting will also go over the territorial aspirations and the rebuilding once the fighting is done.

Opening Trade with the Minor powers 4 RP

Now that the fighting as ceased the Cybran diplomats will once again try and see if the Minor Powers would be open to trading goods for access to Cybran technology or things that a nanolathe using society can produce in bulk. Cybran traders will be looking for more unique or harder to manufacture goods such as exotic foods, unique devices or stories and entertainment.

Allow Colonists to enter through the portal:

From steady stream of Colonists trait add 8 pops to P6 East territory

Raids on the Messenger: 16 RP , Tacitus-Raiden Ltd spec ops: Numerous commander teams and hired Tacitus-Raiden teams will conduct a series of raids on Messenger positions, combat forces and facilities. There are two main objectives here, capture or otherwise procuring the Messenger variant of the Trojan Cyberwarfare vehicle and the Scrambler missile system, if these weapons can be rendered ineffective the Messenger will have to rapidly design or start manufacturing units to compete with large scale Expimentals.

The second target are the conversion facilities for creating the Taught, here we are looking for the data concerning the upload processes, while we are specifically looking for loyalty program equivalents there are some wondering why the process is destructive to the original biological neural systems.

We except heavy resistance and differ to Redfog and other experts opinion on how to conduct such missions. We do have a preference for Stealth so that any released information will have an improved penetration and believed by the remaining Superdiretorite forces. But If necessary, all weapons are pre approved including ACU deployment to complete objectives.



All your Stonks belong to us: 16 RP, Tacitus-Raiden Ltd spec ops, Redfog: Using Redfogs credentials and the general chaos occurring to finish located the main servers that run the Superdirectorate Stock Markets. Cybran and Tacitus-Raiden spec op teams will infiltrate said facilities where engineering units of appropriate types will insert control mechanisms or viruses that will allow the Cybran Nation to control, monitor manipulate the activities that these supercomputers are performing. Apparently, Messenger and the taught are still using them for an unknown purpose.

Once we have control and a sense of how to do so without getting the entire thing shut down the activities will split into two.

For those under the control of the standard S-D forces use them to drag out the conflict between the Messenger and the original corps. Windfalls and a bubble for those that decide to fight instead of run. Given the expected lifespan of the system of about a year and the lack of such systems even in the UEF, longevity is not a major concern.

For those in Messenger territory or expected to fall shortly into Taught hands the spyware will be more set to monitor the situations and activities they are performing while attempting to remain as quiet as possible.

For the ops itself expect normal Directorate opposition and heavy Taught security, stealth and secrecy are paramount here for the controls to be effective.


Can you hear the People sing: 16 RP Continue building the Underground railroad as people will be fleeing the now actual civil war. The major change that will be occurring here is that agents will be armed and provided equipment and training for combat and evacuation, particularly in evacuation guard fashion in delaying and gating out civilians. We do not expect them to be able to fight the Taught openly but to reduce the people that fall into their clutches. Misdirection and false leads will be the order of the day to try and try to keep them alive and the Taught away from civilians.

Counter intelligence- 8 RP

Nodes will be made aware of two main actors that could be attempting to infiltrate either cybernetically or from within the refugee populations. We expect that the Omniswarm will try again to hack into cybran systems particularly Military communications as it believes that the main purpose of cQAI is to do so. The Second is that the Messenger is aware of the Cybran interference of the being's own plans and presumably the similarity between the twinning process or the creation of a proxy to the Taught's creation. Watch for accessing of data from both the refugees and other vectors on Cybran neurological data or military systems.

Scouting 4 RP: Cybran Forces will examine sectors North, Center of O6 and South of 05 in preparation of moving into O6 Northeast

Snooping 4 RP: The Octarine and Merendi Imperium are fighting over something, try to figure out what it is or at least who is winning and what their broad stratagems are.

0,1 Rp- Anti-Interdiction Gates with attempt to solve the infinite energy problem by combining the methods of anti gravity with the research being done to reverse engineer the interdiction devices, would theoretically allow us to distort and untie the wall projected into the Quantum Realm, either in the realm itself or its connection to real space.

4,9 Rp- The Cybrans will continue and complete reverse engineering said device to be put on a Field emitter like the Cloak and Stealth Field and to be put on a Nanite Harpoon capital ship weapon for a later project.

16 Rp- Negotiating the Battlefield: While not much salvage was left of the Ironcrab (and none of the Laser Behemoth or White Death) enough in depth sensor readings and general salvage from the campaign was taken that Cybran scientists are confident that they can replicate a slower version of the miniaturised jet/rocket and energy shield systems of the Ironcrab. While these would no doubt be expensive in terms of energy, matter and time to construct with nanolathes once they are understood they would give even Evacuation Guards far greater protection and manoeuvrability on the battlefield. Indeed the flight systems might be more dangerous to the evacuation guard than the enemy if not paired with improved training.

Note: Evacuation Guard power armour will be focused on shielding but keeping a fast paced construction time as they are meant to be alerted, constructed and fighting within ACU combat time frames of minutes after detection.

A heavier version will be penciled in for Underground use and militia stuck in heavy fighting.

2 Additional mag 1 Warfleets 20 Rp

14 RP set aside for repairs for upcoming military activity

Tacitus-Raiden Ltd Spec ops-8 RP

Tacitus-Raiden Ltd Warfleet 16 RP

The Emirate of Dark Glass contract 4 RP

War with The Omni-Enlightening Swarm: 4 RP, 4 Mag 1 Commander Cohorts (Beta, Gamma, V-beta, V-Gamma), 2 mag 1 Tacticus-Raiden fleets, 1 Mag 2 Emirate fleet, Legend Guage, Legend Tip of the Spear-

For the Combat with the Omni-Enlightening Swarm the strategy is to be in two parts

The initial one will be focussed on attritional Warfare through near constant raids. With a focus at degrading Omni-swarm capabilities while preserving our own

Variants of Raids are

  • Commanders gating in, hitting an initial strike, Strategic scale weapons or full base and then fighting a bit of attrition against the response and then gating out well before the Commander to be in danger, the focus is on Commander survival.
  • Use on systems with open space for a Com to get up a base undetected
  • Where defenses are mostly anti orbital in design
  • Space units with stealth sent to target Space based assets.
  • Variant 1 in ambush style assaults as per the OOB with a larger focus on the Dostya than originally planned striking forces with after the initial strike withdrawing back to Cybran space.
  • Variant 2 will be for particularly powerful Omniswarm ships and will consisted of Spears and stealth ships alongside the usually skirmishing forces. These ones are expected to get caught up in the fighting and probably be destroyed in turn so will be focused on important or Unique Omniswarm Starships.
  • The Mercenaries will have a chance at striking targets as they chose or to support Cybran operations, The Emir forces if it is possible to corrupt Omnswarm ships can participate if they wish to but for this phase will be helping the commanders building up the true invasion fleet hold the line and prevent counter raids.


Targets will primarily be military stockpiles, certain ships, and other supplies that a non-autowar economy needs to keep an army running. While we expect that targets of opportunity will appear we do not want to commit to a full invasion and the loses that the prepared defenses will inflict on non replaceable assets. Also targets should be focused on their border region drawing and focusing Omni-Swarm forces and fortification there

The second phase will begin with the Aeon Assault on the Southern border.

They are free to plan it as they wish but they need to make it so that the Omniswarm has to respond in force.

Once they are moving to deal with the new threat

The Tip of the Spear and Guage will Gate to worlds that have been prepared by cQAI. These world would be nearer to the Merendi Imperium boarder and cut off from communication with the Commanders leading an assault going from world to world and eventually striking at the Core territories and probably the original Intelligence itself.

The commanders that follow on the Worlds that the initial group has overrun will be holding the line, finishing off remaining defending Omniswarm forces and supplying a rush of orbital units for helping get footholds in systems where defences and infrastructure are too dense to gate in safely.

The rest of the invasion Force will engage as the Omniswarm attempts to respond to both attacks.

Tactical advice:

Space: In space the Enemy prefers to use singular large designs that are few in number but extremely powerful and durable. The Spear is recommended for direct confrontations as well as commanders keeping Operation Technicians informed of variants and more unique vessels.

Expect enemy tactical mobility advantage with many ships to have short range, for space combat, teleportation capabilities as well as carriers able to deploy strikecraft by teleportation at their choosing. Keep Skirmish forces close at hand. Stealth will be key here and the Omniswarm equivalent to omnisensors are detectable and importantly it appears that their ranges can be measured.

Commanders are encouraged to play with that, particularly with the fact that we hold an advantage in strikecraft for ambushes on spots where it would advantage for the Omniswarm to teleport in.

Ground: Similar to their space doctrine The Omniswarm relies on heavy centralized designs and unique individual units.

Lessons to keep in mind for engaging them on the ground.

Heavy units have similar construction capabilities as The Stormstrider and the Soulcrusher and can help in the defense of the units. Treat these unit like you would typically do against Coalition T5 units, with High DPS single target designs.

Remember that the Omniswarm has infantry capable of posing threats to commanders, Omnisensors are mandatory for Commanders on the front line and back in the bases, they are both fragile as units go and lack in mass so can be dealt with by both Teledefenses (Point defense built next to the commander) Jesters or engineers and hives reclaim. Operation Technicians will also be tasked for keeping an eye out for them and foot print patterns have also been uploaded additional protection.

Rember that particular designs that can alter effective ranges can be countered by Melee combat, the most effective unit we have for this and the one recommended is the Firebeetle but most units can be slammed into it. Those that want to learn about using your ACU CQC may contact Red Skull files on the subject.

Finally, we note that many of the Omniswarm's most impressive designs perform many different roles at once and it is suggested that you overwhelm said designs by forcing a performance and focusing on overloading one set of capabilities or forcing it to do too many jobs at the same time. Take advantage of the limited deployments that the Omniswarm makes.

 
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New United Nations Strategic Turn 4 @EternalStruggle

The Horde fights, the Horde dies. Clones are decanted, equipped, and hurled into the grinder at the first opportunity, dying so that their corpses may be a wall that allows the next wave to die an inch closer to the enemy. Over and over that process is repeated, and over and over the Hordelings do so. After all, what other life do they know?

And for all its insanity, it works. It works as a military tactic, overwhelming opponents who face an invader that can replace its losses faster than they can kill them, until their defenses are buried both figuratively and literally beneath the dead. It works as a release valve, slaying the newly decanted before they can grow old and realize just how awful their lives truly are. It works, and it has carried the Platinum Horde to victory after victory.

This fight against the New United Nations is different. Armies that can stop the endless waves of degenerating clones are nothing new. Armies that can push back are familiar as well. The Platinum Horde has waged war for longer than their universe's recorded history. There are even those who have attempted to convince the invading Hordelings that they are but puppets being used, abused by their creators, and that there is a better way.

But never in living memory have they encountered a force that would deliberately pull its punches against them in the hopes of getting that point across. Certainly not one that could do so, and still hold the line.

A mad chase has gone on for two years across the Horde's backlines. A game of hit and run, of picking at weaknesses and focal points that keep the Horde from collapsing. Not mines or factories that are built, strip the land barren, and replaced like in a conventional war, but another weakness. A weakness that only a people who went through Space War I could have not just recognized, but exploited. It is struck at not with hammerblows, but with the careful carving of a chisel. Two years of low-casualty affairs and culture exposure, two years of mad, pointless chases, two years...countless thousands of times the lifespan of the average hordeling.

It starts in a confrontation, one that has been repeated dozens of times. One of the NUNS motherships that supports the invasion has finally been located. A fleet emerges as a sky-darkening swarm, and NUNS must fight before a jump can be made. Fightercraft are scrambled in protective screens and walls, songs ring through the heart and soul to bring courage to those called to fight and die, and all wait with bated breath for the bloodshed, as wide-band broadcasts commanding the attack to begin travel across the systems. The first spearheads are eroded and shattered, but their ranks are replenished by reinforcements a dozentimes their number, commanded to fall in and continue the attack.

But something is wrong. As the order goes out, no one answers. The ships remain at rest. There are no missile launches, no gun volleys, no engine flares. An armada that masses more than celestial bodies simply stands still in space. Angry and confused, the order to attack is given again.

Dead silence is the response. No batteries fire, no ships accelerate. Even the flagship's own crew fails to set up targeting locks, but sit and stand silently at their stations. Battlegroups warp in and witness the silence, then join it as well. For every vessel and fightercraft that fall in to attack, a thousand more sit back, answering increasingly enraged orders and demands to attack and then finally bewildered questions to why they're not attacking with the same, uneasy silence.

Automated systems report the silent, unacting mutiny. Another fleet is rerouted from the homelands. Not one of the endless waves of meat and metal, but an armada of honed killing edge. Jibarian Guards, the elite enforcers of the Horde's will, the first to be sent to crush any sign of dissidence. They are too arrive, to purge the Horde of its malfunctioning elements, and then to wipe out this memetic threat before it can subvert any more.

But they will not arrive in time. Not before this is decided, one way or another.

Urgent Issues
-Platinum Horde attacks are continuing on the frontline, but events within their rear positions have disrupted the usual flow of constant reinforcement. Current waves of reinforcements are reliant on on-site production, which while still vast, are not infinite, though the sheer amount of destruction has made it difficult to calculate just how much of the Horde is left.
-A standoff has occurred in the Platinum Horde territory, with large sections of the fleets involved in the pursuit of NUNS harassment units refusing to engage.
-Reminder: War Fleet Status is at 5x 100%, 2x 80%, 1x 60%, 2x 40%, and with two Fulbtzs-Berrentzs Constellations unable to act this turn.

Resources Available: 128

Ykantras Synthetic Tumen: While most known for as nomadic raiders, the mechanically-minded Ykantras also maintain a steady business producing military-grade Synthetics. Most Ykantras Synthetics are bipedal and generally known for having a couple exploitable flaws, but they are affordable while still retaining a solid combat record when used correctly.
-Summary: Affordable Tier Primus infantry combat specialists, with large amounts of expendable chaff. Built for direct confrontation rather than more subtle or flexible work.
-Effect: Attachment that grants an additional Focus to the Infantry of one War Fleet.
-Cost: 1 RP per War Fleet. Permanent until destroyed (Note: due to expendable nature, very likely to be destroyed.) Multiple Available

Xyvus Solutions Cybernetic Enforcers: For those who wish to express their displeasure at their enemies with an infantry-sized package, Xyvus Solutions offers a diverse array of cybernetically augmented enforcers with skillsets ranging from melee combat to infantry fight dominance to anti-vehicle sniping to covert assassination. Soldiers who who witness these masters of warfare-for-hire and wish to emulate them are advised to speak to our nearest representative. Generous hiring bonuses are available for those willing to submit themselves to conversion processes to replace in-field casualties.
-Summary: A large collection of Tier Extremis Supersoldiers in various specialties that can serve as relatively numerous force-multipliers for infantry combat.
-Effect: Attachment that grants an additional Focus to Supersoldiers of one War Fleet.
-Cost: 1 RP per War Fleet per turn. 4 Available.

Temtum's Tripods: A hardened Tertak mercenary with over a century of combat experience, Temtum leads a sizeable mercenary command built around tri-legged ground mecha, armed with potent energy and chemical weapons. Questions about the legality of his command's Black Smoke weaponry is replied to with him pointing out that he never signed any international treaty banning it.
-Summary: An elite, Tier Extremis Attachment of advanced Tripod walkers, armed with both direct-fire and indirect fire weapons.
-Effect: Attachment that grants an additional Focus to Main Battle Units and Artillery each for one War Fleet.
-Cost: 3 RP per War Fleet per turn.

Rulu Loko Vuko Fistfleet: The Keluko, commonly known as "the angry coconut people", are a highly belligerent plantoid species from the Marshaldom of Janth. Having no fear mechanism and short tempers makes them poor neighbors, but excellent mercenaries, with a preference on ground for large armies of mechanized infantry and in space with a fleet divided between close-ranged assault ships and long-ranged missile artillery vessels.
-Summary: A single Magnitude 3, Tier Primus War Fleet, with Focuses in Infantry, Battleships, and Main Battle Units. Preference for offensive action over defensive.
-Tier: Primus
-Cost: 40 RP to hire, 10 RP per turn to maintain.

Xyvus Solutions Problem-Solver Fleet: While known as the soldiers of Octarine Incorporated in all but name, Xyvus Solutions is more than willing to work for other paying customers as well, so long as they're not opposing Octarine's interests. Xyvus Solutions is most known for their long-ranged precision work with railguns, torch shells, and missiles, though they tend to struggle in close-range combat.
-Summary: War Fleets of varying size, built around long-ranged sniper units. Powerful at long range and good in a Skirmish, but somewhat fragile (both physically and in a morale sense) in a Clash.
-Tier: Extremis
-Cost: 1.5x Standard Magnitude Cost and maintenance. No limit to amount or size of War Fleets hired.

Available Sectors:
-New United Nations (3; Northwest, North, East): The extraversals of the Sector, NUN currently has a dominating position over most of the Sector, having diplomatically annexed the prior rising power in the Marchokai Imperial State. The northern territories are besieged by the Platinum Horde, which throws waves of clones at them so endlessly that the corpses stack mountain-high.

-NUN-Controlled Gateway (1; Northeast): A subsector of the region that seems to have had whole worlds stripped to the bedrock, and where that mass of metal and resources has gone is obvious in the form of what appears to be an interstellar gateway of staggering size. Recently colonized by the New United Nations, and contested by Platinum Horde assaults.

-Former Warlord Alliance (2; Southwest, West): Once controlled by a series of Warlords, this region has been occupied by NUN peacekeeping operations. Damaged by civil strife and generations of warlord misrule, the people now wait to see of the New United Nations will indeed give a better life.

-Loptrathi (3; Center, South, Southeast): A strip of territory recently occupied by the Hive-minded Plantoids known as the Loptrathi, in the middle of a great phase of expansion as they are often known to commit. Having swallowed up former Druzhran territory, they now patiently wait to see if NUN will be absorbing the Warlord Alliance first, or if they are free to conquer it as per a prior agreement.
-The Platinum Horde (6; West, Center, East, Southwest, South, Southeast): Other civilizations may have thrived here once, but they are now dead. In their place is the Platinum Horde, an extrauniversal clone army that is bent on the conquest of every square millimeter of space around it. In warfare, it applies all the subtlety of a sledgehammer to the face, with bottomless hordes of soldiers and ships that literally bury their opponents with their corpses.

-Narleevan Federation (3; Northwest, North, Northeast): Further north is the southern border of the Narleevan Federation, a nation large and notable enough to show up on Vyranodasik's galactic map, and one of the few powers that has managed to stay out of the escalating buildup between the "Big Four." At least, that's what the various Hypernet maps say. With the intervening space filled with hyperaggressive clone armies that are expanding in all directions, it can't be determined for certain if this territory is still under their control.
-Pureline Assembly (3; South, Center, West): The main power of the sector, the Pureline Assembly appears to be a gene-modification created subspecies of the Tertak, sacrificing much of their physical capabilities for psionic ones, becoming what almost appear to be giant brains with eyes and tentacles. Largely viewing the other Tertak as inferiors, the Pureline Assembly is an isolationist power that seems to retain much of the technology of this region's pre-collapse state.

-Primitives (2; East, Southwest): While there are signs that these regions of space were once home to much more advanced civilizations, warfare has degenerated things to the point where all that remains are a number of primitive, largely pre-FTL civilizations. Those in the Southwest appear to be under constant observation and stewardship by the Pureline Assembly, which seems to be interested in observing how the "inferior genelines" of their species develop and recover.

-Kroatangan Marauders (2; Northwest, Northeast): A fungal self-replicating bioweapon gone wrong, the Kroatanga are one of the most prolific and iconic threats to most who live in the Vyranodasik Galactic Cluster, capable of escalating from small bands to massive warpaths that tear their way across whole galaxies. These groups thankfully, seem to be on the lower end of the scale, content to squabble with each other and their neighbors rather than assembling into a massive horde.

-New Tetharti Empire (1; North): Some warlords saw the writing on the wall when the Loptrathi first arrived and fled west, setting themselves up and declaring the dawn of a new empire here. Primarily focused on slowly clearing out their Kroatangan neighbors, though it's hard to say if they have a legitimate chance of doing so, or if they're all just hot air.

-Virgin Space (1; Southeast): A once-inhabited slice of territory that seems to have been largely cleared out by various wars, and now lies open to colonization. A handful of Loptrathi outposts and space stations have been set up in this sector of space, as the interstellar diplomacy equivalent of calling dibs.
-Void Reef (2; West, Southwest): Much of the territory to the NUN's immediate east is inhabited by what can only be described as an enormous space ecosystem, most concentrated in a set of megastructures in the Southwest, with biometallic "Hydelga" cosmo-coral attracting vast amounts of predatory void fauna, ranging from fighter-sized creatures to lumbering monstrosities that could eat capital ships whole. While awe-inspiring to any cosmic biologist, those looking on the maps are more concerned with how the ecosystem is constantly expanding.

-New United Nations (1; Northwest): The first wave of NUN colonization in the region, keeping a wary eye on the Void Reefs to the south and the Platinum Horde to the northwest.

-Containment Zone [ERROR DATA CORRUPTED ERROR ERROR ERROR] (1; Center): A series of megastructures inhabit the outskirts of this region, which appear to be projecting some sort of energy sphere over the rest of the subsector. Attempts to send probes in seem to see the distances needed to travel artificially increase to the point where it is impossible to progress further in... and presumably also prevent anything inside from getting out. Various beacons carry messages that manage to emphatically warn against attempting to break this containment in spite of obvious language barriers.

-The Ion Legion (1; South): A Chapter of the Sentienality of Polrus militant order, the Ion Legion is assigned to making sure that whatever's inside the Containment Zone stays contained, and that nothing threatens the integrity of the ancient megastructures that maintain the zone. This involves keeping the local Kroats down, pruning the Hydelga Cosmo-Coral when it starts expanding too far east, and taking care of any other problems that inevitably emerge when one lives in the Vyranodasik galaxy.

-Kroatanga Marauders (1; Southeast): Oh look, more Kroats. Much like those to the west, these appear to be little more than marauders and glorified pirates content with picking from the ruins of the region and squabbling with each other over the spoils. The Ion Legion make sure to nip Warfiends who look like they're growing too powerful in the bud to keep things that way.

-Chaos March (2; East, Northeast): More detritus of the long-fallen proto-Tertak civilization. While a bit more developed than the sectors of the Warlord Alliance, these Subsectors are nevertheless filled with petty empires and warlord states feuding over the remains of their predecessors.

-The Penitent Consecrators (1; North): What appears to be an art project on an unimaginable scale, with most of the subsector apparently having been strip-mined for the purpose of creating an incomprehensibly vast sculpture of numerous species linked in poses of horror and dismay as they face towards the containment zone, while others are in poses of supplication and worship to artificially re-positioned celestial constellations of stars. As impressive as it is ominous, the display's security detail of advanced combat drones and religious cults zealously keep any would-be scavengers from pillaging it for its materials. Or criticizing the practicality of making such a thing.
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Imperium of the Known Universe Strategic Turn 4 @vilani99

Trouble is brewing both within and without the Imperium's borders. Within, it would appear that the usual conspiring and backbiting has resumed, this time focused around the Houses of Ix and Ordos.

With trade between the Imperium and its neighbors picking up, these two Houses, placed by some whim of stellar convenience on the border, have begun employing increasing amounts of alien contractors to supplement their own assets as the development and industrialization of the Imperium continues. But these contractors have brought with them their own ships, their own machines...and their own methods of FTL that do not require the aid of the Navigators.

A furious row has developed as such, with Ix and Ordos on one side and the Spacing Guild on the other. The Guild has refused to transport the vessels of the two Houses, which have returned escalated their hiring of foreign transportation to make up for the deficit. With each side livid and certain that their rights have been violated, the situation has been driven all the way up to the Imperial House. On one hand, the Spacing Guild demands prohibitions on all Houses Major and their clients from using or employing any form of FTL that does not make use of a Navigator, or does make use of a Thinking Machine. Ix and Ordos are outraged, declaring that such a decree would cause all trade with foreign powers to essentially grind to a screeching halt and hobble the Imperium's future development.

Such a dispute with the Navigators could not have come at a worse time, because tensions on the border with the Regnum continue to simmer. While the so-called "Volreapers" have drawn back temporarily after the bloody nose they were given last year, their numbers have only increased, with more and more "private citizens" and mercenaries joining the Regnum's ranks in hopes of receiving the generous bounty the Ecumene places on every dead human. Even the Hograthux itself has been prowling on the edge of the border, its proximity noted by the increased amount of headaches and night terrors suffered by those of the Spacing Guild and other more sensitive to such esoteric phenomena. Though military advisors express worries over whether the Imperium is truly prepared to fight a modern war, the decision may be taken out of its hands sooner rather than later.

Urgent Issues
-Disputes between the Spacing Guild and Houses Ix and Ordos over the use of foreign shipping has reached the Imperial House. This issue must be resolved before it escalates into something worse, with the Spacing Guild whose services form the foundation of all current interstellar travel within the Imperium on one side and foreign shipping and trade that is essential to the continued development of the Imperial economy on the other.
-The amount of Volreapers across the border in the Regnum continues to rise despite the defeat inflicted on them last turn. Small-scale probing raids continue, though each individual one remains beneath the Emperor's notice. The Hograthux has also been seen lurking on the border for some unknown purpose.
-Legal status of Thinking Machines remains an omnipresent backdrop to numerous discussions, though the aforementioned spat over the employment of foreign merchant marine is currently sucking most of the air out of the room.

Resources Available: 72

Available Sectors:
-Imperium of the Known Universe (1; Center): The displaced territory of the now incorrectly named Imperium. A showdown with the Regnum for the place of the most dominant power in the region seems inevitable as the border is watched with ever-growing anticipation.

-Art Installation (1; Southwest): A relatively barren set of systems with the only distinguishing feature being a massive, AU-tall "art" installation, which seems to depict a group of horrifying monsters and mad-sophonts trying to murder each other. It's also guarded by a fleet of automated defense drones and cultist worshippers that will shoot anyone who damages the installation. Or criticizes the skills of whoever made it. Or looks at it without enough admiration.

-Krincils Defense League (2; South, Southeast): A coalition of alien nations that have joined together for mutual defense against Druzhran and Tendriculous incursions from the Hopeless Abyss (as well as the ever-present Kroatanga.) With some light patronage from the Sentienality of Polrus, they have managed to carve out a decent set of space where the average sophont suffers only a minor chance of being captured in a slave raid or devoured by horrible shadow monsters.

-Tau Empire (2; East, Northeast): Another extrauniversal arrival in Vyranodasik, albeit apparently a more intentional one than the Imperium. The Tau Empire's presence in the Sector appears to have been part of a deliberate and widespread colonization effort, with long-ranging fleets having been thrown all across Vyranodasik and its Satellite Galaxies, making use of large-scale cloning and heavy automation to quickly build up once they've found a place to settle.

-Tis'il Petty Regnum (3; North, Northwest, West): A sector of space dominated by what can only be described as a massive, multi-hundred kilometer long, space-faring worm. This so-called "Hograthux" also benefits from psionic abilities that let it dominate entire planetary populations into serving as its worshipping slaves, while other nations have bent the knee and offered tribute and vassalhood simply to avoid such a fate. With its more recent acquisitions subsumed into the larger Regnum and Volreapers continuing to swell its ranks, conflict with the Imperium seems inevitable.
 
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Unionists
A generic term for an even more generic group, the Unionists are not truly a political party at all despite being the largest single force in the NUNG Senate. Rather, they're every independent Senator that Prime Minister Misa Ichijyo can sway to her side in an approximate power bloc, which is most of them. The Unionists believe in the founding principles of the NUN, which is mostly the merit of devolved governance, with each planet and colony fleet able to act with a significant degree of autonomy and able, theoretically, to rebuild civilization from scratch if necessary. While this is mostly the remnants of civilization-level trauma from Space War I, experience in the new world has not suggested this is a bad capability to maintain.

They do, however, appreciate the importance of a strong federal military and a universal code of law, with some modest centralization put in place to deal with the various ongoing situations the NUN faces. This is in no small part an initiative of Misa, who for better or worse comes from the more centralized time of the original UNG. They also believe that the NUN should stand independently, making allies when appropriate but not suborning itself to distant external powers. If the Narleevan Federation still exists north of the Platinum Horde, the Unionists believe they would make an excellent peer power to ally with.

Economically, the vast majority of Unionists are fundamentally liberal capitalists, believing in the power of corporations, including large interstellar ones, to act as the economic engine of the nation. However, in yet another case of Misa's influence, they do attempt to put in place regulations that, with varying degrees of effectiveness, limit the power of corporations and their ability to operate freely across sub-national borders with the aim of preventing a repeat of the Critical Path Corporation's aborted coup.

Although the local politics the Unionists espouse vary wildly, they tend to be on the political left of the NUN, simply because those on the right tend to join other parties. Socially, they're the most progressive and explicitly xenophilic of the larger political groups in the Senate, with a strong belief in integrating and supporting alien species without homogenizing them or taking them for granted, seeking to avoid the issues that led to the Windermerean Independence War and its successor crises. While non-Tertak Vyranodasik natives and non-human/Zentradi Children of the Protoculture only make up a small portion of the electorate, consistent consideration for their views and needs has made the Unionists very popular among them.

While the Unionists effectively being Misa's personal supporters is a criticism often leveled against them, her personal popularity as a famous war hero, tactical genius, and one of the individuals who spearheaded human-Zentradi unity have ensured that it's more of a strength than a weakness. However, it is true that should she ever die or retire, while such centrist politicians would remain numerous, they would no longer present such an overwhelming and united political force.

The Freedom Party
The euphemistically labelled Freedom Party are defined by the pro-free market policies, with an aim to further decentralize the government via privatization of just about everything, up to and including the NUNS, listing the examples of SMS and Chaos as PMCs that often proved more effective than their corresponding government forces. They also have a desire to lower internal trade barriers and various corporate taxes, allowing major corporations to expand their influence yet further, labeled as "unleashing the full economic potential of the NUN's entrepreneurial spirit."

Their fundamental argument is that, while an improvement from the overly centralized UNG, the NUNG's expansion into Vyranodasik has stretched the federalized entity to its breaking point, with countless individual star systems looking out for themselves first and foremost a precursor to at best isolationism and ineffectiveness or, at worst, an inevitable splintering of the nation. Megacorporations, by contrast, have consistently shown themselves as dynamic, efficient, and above all else truly interstellar-minded, bringing with them the vision to conduct galactic affairs. A necessity when the NUN is now faced with the prospect of peer powers rather than mere Zentradi remnants, single-planet species, and the odd galactic crisis that is often as not dealt with by individual initiative.

While initially rather popular, largely albeit not exclusively with humans, the appearance of the Platinum Horde was a heavy blow to the Party, as it rapidly became clear that only a unified, governmental response that mobilized the full resources and military power of the NUN as a single mass could hope to stand a chance against the Horde's onslaught. Recently, they've backed becoming a member of NILDTO, the existence of a powerful alliance block aligned with them somewhat stemming the bleeding of their popularity, but this has only done so much for their electoral prospects, in large part because an internal split among the group is brewing between those who believe they need to moderate their views on privatization and those who believe that corporations need to grow even further than planned in order to fully supplant the government, so ensuring the continuation of a united, outward-looking NUN.

The Gaian Centralist Party
Operating under a variety of labels but with a single common thrust, the Gaian Centralists believe that the NUN should be ruled directly from its Vyranodasik capital of Gaia, with a powerful government able to dictate control of the nation as a whole, along with an enlarged military force, intelligence apparatus, and law enforcement agencies. Furthermore, they generally believe that this should extend to culture and media, and that all newly-integrated peoples and territories should convert to NUN culture; in practice this generally refers to the dominant human-zentradi culture of Earth. Needless to say, humans and zentradi are the majority of the Centralists' support base, although they have a moderate following among the Tertak as well.

Unsurprisingly, there have been countless rumors that the Senators of the Gaian Centralists have connections to the Latence conspiracy and Fasces terrorist group of the old Milky Way, but nothing has been proven so far. They generally advocate that the NUN should stand alone and above its competitors, but that association with the Imperial Alliance via the Ion Legion, potentially even an associate membership of the group, would help its standing and security. They've gained a surge of popularity with the arrival of the Platinum Horde, but may lose it again as the situation is successfully resolved, and any electoral gains have mostly been smothered by the rally-around-the-flag effect bolstering Unionist support.

Despite both the Freedom Party and the Gaian Centralists being generally thought of as 'right-wing' in terms of the human political spectrum, the fact that they have exact opposite opinions on the power of central government ensures they're generally at each other's throats even more often than they're against the Unionists, a notable boon for the Ichijyo administration. This is despite the fact that the Centralists are generally quite friendly to corporations and corporate power, so long as they work with rather than against the government; yet another similarity with Latence.

Tertak Restorationist Party
More colloquially known as the Marchokai Party, this is the political movement founded by and under the thumb of the former Emperor and current Senator Marchokai. Extremely popular in the territories of the former Imperial State and expected to also be fairly popular in former Warlord space, the TRP is first and foremost a proponent of local issues, serving as representatives of and guardians for Tertak space and the Tertak people. Not afraid to play kingmaker in the Senate when it would benefit them, they disagree with the Freedom Party on policy and have suspicions of how the Gaian Centralists would treat them if the latter gained power, so generally support the Unionist status quo, although they tend to favor a bit more centralization than the Unionists generally do.

The "Restorationist" in their name officially means the recovery of economic power and security, but there is a general undercurrent of belief that a full restoration of the ancient Tetharti nation may now be accomplished as part of the NUN. While the group generally understands that said nation won't look like it did in ancient times, the idea of the species under one banner once more still holds a powerful sway. Thus, the idea of unification with the New Tetharti Empire to the west and the Chaos March to the east remains extremely popular, and they're perfectly willing to use force if it becomes necessary. Even so, they understand that this is very much a problem for after the Platinum Horde have been dealt with.

They are expected to soon be the largest truly united political party in the Senate and second largest political power overall, and many believe that once Misa Ichijyo retires that Marchokai will thus become the next Prime Minister of the NUN.

Universalists
Successor to the old socialist parties of the NUN and various underground movements in Tertak space, the Universalists are a small but dedicated force pushing for the abolition of capitalism and the state in favor of sybarism and allying with the Sybarintern. However, the emphasis here is on 'small', and they seem to spend most of their time arguing between themselves on if they should even bother with electoralism in the first place. So far, no particular consensus has been reached, which leaves the handful of Senators they have elected in a slightly awkward position. To pass the time until said issue is resolved, these Senators spend most of their time arguing between themselves on if it's correct to form a temporary united front with the Unionists against the Freedom Party and Gaian Centralists or if they should exclusively focus on pushing their own agenda.

However, the ongoing success of the Sybaric International in the wider universe, and the recent successful admission of the group into said International (looked at with suspicion by their peers but no government action at this time as an order from Misa herself), means that it is slowly but steadily growing in popularity, and no one's quite sure when that popularity will reach its peak, if it ever does.

Meritocrats
There are many among the Tertak who believe, to some extent or other, in the tenets of the Meritocratic Ecumenes, if not directly then in various adjacent beliefs. After all, the unfortunate truth is that, while the Singularity Pact expresses them most strongly, anthrophobic sentiment is very much common outside of the Sybarintern and very rare human-majority states such as Desmondu. These groups objected, often violently, to the integration of their noble species into a human nation. Needless to say, since Ecumenical Meritocracy in its modern form is inherently genocidally anthrophobic, this philosophy is officially banned, preventing it from possessing any Senators and causing its adherents to cry out that they are being oppressed, yet more proof of the perfidious nature of humanity.

Easily the smallest strain of political thought in the NUNG, in large part because in the immediate lead-up to integration with the NUN numerous leadership figures in the Imperial State's fascist movement disappeared under mysterious circumstances, which the NUN has since investigated but to inconclusive results. In the present, many of the group's remaining members have notably volunteered to fight the human-derived Platinum Horde as militia, with vast amounts serving as frontline infantry, particularly those located in regions controlled by Marchokai's associates.

While initially assumed to be more foul play, investigation of these instances instead revealed them as the result of carefully tailored propaganda, subtly emphasizing the Platinum Horde's ex-human nature as a contrast with the Children of the Protoculture who remain human and steadfast allies of the Tertak. This propaganda mostly had the aim of eliminating any remnant anthrophobia in the general population by trying to shift its focus from species to culture (specifically framing the Horde's culture as warmongering and straightforward and the NUN's as generous and peaceful in an attempt to also improve the reputations of native humans rather than just extraversal ones), but had a clearly intended secondary effect of rousing anger from the Meritocratic segment of the population in order to cajole them into joining anti-Horde militias. The investigators aren't sure if this is better or worse, and Marchokai's tendrils are clearly felt in the effort. Either way, it remains entirely legal and above-board.
___________________________________________________

Welcome to the Community:

Target: Platinum Horde Rebels
Nature: Friendly
Resources: 16 RP, TSU "Minmay".

Hey, wanna be friends?

Cautiously try to open talks with the forces of the Platinum Horde that have refused to attack us. This will be a sensitive matter, but fortunately the UNS wrote the book on how to interact with confused, cultureless clone armies, so we have plenty of experience. Minmay, as a familiar face, will take point. A few songs probably wouldn't hurt either.

These talks are intended to establish a few things. First of all, that we're not their enemy; in fact, we're here to help. Second of all, that we're not their masters; their destiny is their own, although we'd love to have them come aboard. Third, if there's any leadership figures in the non-aggression movement who can speak for the group with the consent of the group, we want to talk to them.

To facilitate this, we'll be providing aid. This aid includes any logistical support and medical assistance (see Research Orders) the rebels need to stay alive, as well as an offer of homes in our territory. A place to stay, even if we can't fit them all inside dedicated housing just yet. Naturally, getting the former is not contingent on accepting the latter. A third, similarly independent offer is the provision of what cultural, educational, and wellness aid we can provide, drawing on experience with the Zentradi to know what they might need and want. For those who take all three offers, once cultural and educational triage is complete they would be provided full citizenship.

We don't expect them to fight with or for us, nor will we ask them to, but based on precedent we do expect that many may volunteer regardless, or at least choose to fight for their own selves. For these members of the Horde, we will provide assistance in the form of instructors and advisors with the aim of instilling in them the barest minimum of tactical knowledge and self-preservation instincts, trying to keep them away from the battlefield until they've achieved such. Combined with a suggestion to maintain their vehicles and ensure they actually work as they should, this should exponentially increase their combat effectiveness.

Finally, while we can't easily make them stop using Xarinite and tumorous flash clones if they don't want to, if they're willing to listen we'll advise they change their approach, weaning themselves off the material and slowing the rate of production of new people. We're the last people to complain about the usage of mass cloning, and we understand why they may want children of their own kind one day, but standards should be kept. Ideally, the clone-type currently known as "nobles" should probably become the new baseline. Naturally, this provision will only become relevant if the rebels possess or capture industrial and cloning facilities (somewhat one and the same with the Horde), and otherwise it can be left aside for the time being.

Talking to the Neighbors:

Target: Ion Legion
Nature: Friendly
Resources: 8 RP.

A local force which is focused on securing its area from threats. Needless to say, we're up against a fairly significant threat, and would like to be secured from it. Send a diplomatic mission to formally introduce ourselves as a local player to the Legion's commanders, making it clear we respect their mission of ensuring galactic security and stability, and humbly petition them for aid in defending our territories from the Platinum Horde's loyalists. Explain that while we have made a significant breakthrough in subverting and splintering the foe, who are thus now not omnihostile, we're still up against a large, powerful force, and if they suppress the rebellion and break through our lines will only grow exponentially as a problem. The Legion's assistance in securing the front could eliminate that possibility, and at the very least is liable to save millions if not billions of innocent lives from the Horde's onslaught.

Sowing Discord's Seeds:

Target: Platinum Horde Loyalists
Nature: Hostile
Resources: 8 RP.

While the Platinum Horde is quite thoroughly disrupted at this point, large parts of it remain hostile to us, and these must be dealt with one way or another. Commence stealth operations throughout Horde-occupied territory with two missions. The first is spreading further chaos by continuing to subvert the Platinum Horde, but in addition to Culture Attacks use evidence of the rebel Horde's existence (carefully scrubbed of locational data; we're not trying to make them any more targeted than they no doubt are already) to show that there is another way. If any rebel Hordelings are willing to record digital messages beseeching their comrades, that's even better.

The second mission is locating Horde industrial centers both at the front and in the depth for additional targeted strikes by out military forces. If the possibility for outright stealth sabotage is possible, take it, but the nature of Horde production may make that difficult, in which case it would be best to leave it for the spacy proper.

Mercenaries: 10x Ykantras Synthetic Tumen (1 per War Fleet), 4x Xyvus Solutions Cybernetic Enforcers (1 each for 1st through 4th War Fleets), 1x Temtum's Tripods (3rd War Fleet), 17x RP, 7x RP per turn.

While a small combined-arms force could plausibly be recruited with available funds, an effort to shore up the area of weakness that is the NUN's ground army, and its infantry in particular, was deemed more prudent. While a ground army may be of generally questionable utility in modern warfare, the Platinum Horde certainly provide an exception to that rule, requiring large and relatively static forces to effectively engage in battle against them. Fortunately, the forces on offer seem suited to just that.

Operation Tannhäuser:
Target: Platinum Horde (Offensive)
Assets: 1st-2nd and 5-6th War Fleets; corresponding Constellations; relevant Mercenaries.

After our success in the previous year, cycle in fresh forces to continue the operation. Our aims are to keep the focus and direction of the Platinum Horde's reinforcements here rather than on our territory, to protect the rebel Platinum Horde forces from any attempt by their loyalist cousins to militarily put them down, continue to eliminate loyalist industrial capabilities and stem their tide of numbers, and to further spread the rebellion with additional Culture Attacks, updated to incorporate the new state of play as per Sowing Discord's Seeds.

As per last year, any Culture Attacks being launched will by necessity involve hit-and-run missions where the aim is to avoid destroying Platinum Horde units; however, fully engaging Horde forces is authorized if it involves protecting neutral or allied rebel Horde units from destruction. Additionally, if it looks feasible, we will begin attempting to take territory from the Horde outright, more thoroughly cutting off their forces at the front and permanently securing space from their attempts to industrialize it, pushing them back. Our mercenaries will likely prove critical in enabling us to do this, providing us an infantry corps to engage the uniquely challenging enemy that is the Platinum Horde's freshly produced mass. If possible, aim for capturing and subversion rather than simple destruction, but at a certain point loyalist diehards will be loyalist diehards, as we well know. When given a choice, some people will choose poorly.

Additionally, the fleets here will likely have to be the source of much of the assistance we provide to to the Horde rebels, especially if we need to lend instructors to rebel combat forces. In particular, the Motherships present can be used as hubs for the distribution of aid, with their ability to dock thousands upon thousands of large spaceships for the delivery of supplies. As an added bonus, some fraction of the rebel Hordelings may be able to be given some nature therapy through the 250 square kilometer parks present as standard in each Mothership. Furthermore, any which take up our offer for a home in NUN space may need to have escorts detached from the fleets in order to safely escort them in, providing both guidance and protection from any hostile forces or misunderstandings.

End The Endless Grind
Target: Platinum Horde (Defensive)
Assets: 3rd, 4th, and 7th-10th War Fleets; 3rd, 4th, 7th, and 8th Constellations; relevant Mercenaries.

All remaining forces are to instead focus on holding the line and performing more local counterattacks, with the aim of eliminating the Horde's local production. In particular, the more damaged 9th and 10th War Fleets are to serve as a mobile reserve, shoring up weakpoints in our defenses and focus on providing fire support on the tactical level. Meanwhile, the more or less intact 3rd and 4th fleets are to provide the forces spearheading the counteroffensives, diving into enemy lines in order to destroy their sources of local production and thus eliminate their chances of victory, while the 7th and 8th Fleets are to more or less act normally, holding the line as best they can.

Use lessons learned from the previous turn of engagements, making heavy usage of Macross Cannons both in space and on planets, relying on starships in atmosphere for deep strikes and as mobile superheavy assets. However, this time we also have Ykantras combat robots, and in large numbers. Based on their known issues, use them to stiffen and support local militia and NUN EX-Gear infantry forces rather than as completely independent combat forces. Hopefully, this will significantly improve our ability to hold the line on the ground.

As for the the Xyvus Solutions mercenaries, they're simply to go where they're needed, but if the opportunity for commando raids on any Horde industrial facilities presents itself they'd be ideal for taking part as our best available infantry, operating as heavy hitters in support of our own special forces. Temtum's Tripods will provide general assistance in breakthrough operations and large-scale mechanized warfare.

If the Ion Legion provides assistance, integrate them into the battle plan as best we can. Most likely, they'll be most suited for front-line duty with the seemingly standard-issue for locals large ground armies and Clash-focused warships, but try not to make them feel like we're using them as meatshields.

As per Sowing Discord's Seeds, we'll continue broadcasting at them and accept any surrenders, but without the ability to effectively not engage the Platinum Horde here, this is sadly expected to have minimal strategic effect. We have to try, though. Also as per SDS, the intelligence gathered there should help improve our ability to target the bombardment, air raids, and commando operations necessary to destroy Horde production.

5 Slots (30 RP.)
-Ultimate Fighter Project (Heroes Revolutionary Breakthrough): A final surge of effort will finish the UF Project within the local year, and ideally begin distribution of the completed VF-32 Galatine to front-line units. Faster, better armored, better armed, and with greater fold wave amplification capabilities than anything that came before it, the first mass-production sixth-generation Variable Fighter will make the NUNS' ace pilots a force to be reckoned with. Skull Squadron has been rotated off the front lines in order to provide elite test pilots and expert opinions on how to best refine the craft during this final stage of development. (Skull Squadron + 4 Slots, 6 Slots already invested.)

-Platinum Horde Population Integration: Large parts of the Platinum Horde laying down their arms is an incredibly strategic victory, but it's also the prelude to the largest humanitarian crisis in the NUN's history. The overwhelming majority of their number are not meant to live longer than a few weeks; most are expected to live for significantly less time than that. It's unclear how the incredibly genetically damaged Hordelings will interact with civilian society, not just culturally but biologically. A research project is thus to be launched with the aim of identifying and solving any such problems, creating medicine and cybernetic parts suitable for ensuring Hordelings can reliably continue to live. (1 Slot.)

1x Ex-Marchokai Space to Industrialized + Moderately Defended, 1x E-M Space to Moderately Defended (20 + 2*3 = 26 RP.) A promise was made to Marchokai and so a promise shall be kept. Only by the minimal amount allowed by treaty, of course, but that seems reasonable enough under the present circumstances. What is less promise and more necessity is the reestablishment of defenses in these territories. While setting up heavy fortresses would be expensive and time-consuming, the mass deployment of light defense satellites and similar prefabricated groundside fortifications remains an option to stiffen the line and provide additional security for rear areas of this territory.

Gateway to Moderately Defended (3 RP.) The territory housing the inactive Gateway is similarly in need of renewed fortification efforts.

Ex-Warlord Space to Colonized + Moderately Defended (2*(2 + 3) = 10 RP.) We conquered the territory of the Warlords with a promise to them that those who surrendered would be spared, and a promise to their people that their standard of living would improve. While the ongoing existential war prevents us from doing the most we possibly could here, that's not an excuse to do nothing at all. With the work done previously on integrating the Imperial State's alien population and technology base, we can easily improve the standard of living here by upgrading their civil infrastructure, as well as providing light fortifications to secure them against any raids. The fact this will improve the economic output of these regions significantly is a bonus, of course.

10x RP to Fleethorde Repairs (total of 50% loss mitigation/healing for a Magnitude 2 Fleet). The production of new ships and recruitment of new soldiers as well as repairs for old ones to make good the inevitable losses we'll face in this conflict is a priority, and all remaining resources after other necessary expenditures are to be spent on such. While only enough to cover a fraction of our existing losses, let alone additional ones, every extra effective combatant in the field will no doubt be appreciated in the future.

128/128 RP spent.
 
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Reapers Turn 4 Start @Crayak
Users of the Force can, as it happens, see the future. The Imperial Knights used this to see scant seconds ahead, allowing them to block and evade the blows of their enemies with supernatural efficiency. However, it is also possible, albeit harder, for a Force user to see further into the future, although these visions become more vague and metaphorical the further out one looks.

So it is that the Reaper Knights report to Harbinger that a many-headed hydra is cresting the horizon, threatening to drown reality itself in a tidal wave of green. An all-devouring beast of infinite cruelty, this hydra will arrive in the near future, and it is by no small way the largest threat the Reapers have faced so far.

The culprit is easily identified via talk on the Hypernet as Kultzer Slaughterking, a Kroatangan mythical god-king of sorts who is returning from whatever isolation once caged him. His very presence emboldens the Kroats, and while he is not coming to this galaxy his empowering effect seems to reach as far as the Warhell of Abradax Smashmaster the Ruin-Maker, who thankfully appears to still be distracted with some eastern or northern conflict, well away from the Reapers.

But the Knights warn this is not a state of affairs that will last long. Their visions of the future are quite clear on that: In one local year from now, Abradax will attack the Reapers in full force, possibly in an attempt to have the campaign against his largest regional opponent coincide with the return of Kultzer, and even his two of the hydra's heads command a truly powerful military force, especially when bolstered by whatever preparations he will spend this year making.

To successfully oppose the organic's rampage, the Reapers will need to seize every advantage, explore every possibility, use every ounce of military force available to them, and act with all the skill countless Cycles of experience have given them. Underestimating this threat could very well be lethal.

This is perhaps best exemplified by the fact that a mere pulse of Kroatangan activity was dangerous. The force that engaged the Reapers' newly arrived fleet last year ended up attempting to launch a raid on their own initiative, seeking to finish what they started. While they don't actually find the fleets, by now on the Tau'ri front, they do proceed directly south to hit Reaper territory. The decision to fortify this region proved wise, as the battle stations and Husk swarms present entered pitched battle against a not insignificant Kroatangan force.

What makes this especially inconvenient is the prior attempts by the Kroats to establish forward colonies of their species on Reaper worlds, leading to war within as well as without as soon as the fighting begins, for all that the newly grown planetary Kroats are armed more with enthusiasm than actual weapons.

In the end, the Kroats manage to set the various fortresses across the territory alight, sundering them into shattered fragments and scattering their occupants to the winds. However, the already damaged force suffers greatly from its attempts to break Reaper territory with brute force, and decides to withdraw rather than push through at any cost, promising their return later and in far greater numbers. They failed to significantly damage local infrastructure, but the defences that broke their charge were heavily degraded in the attack, and would not survive a second strike of similar intensity, let alone greater, without heavy reinforcement.

Worst of all is the fact that the Reapers cannot immediately commit to dealing with the Ruin-Makers, as they're still engaged with the Tau'ri forces to the north. And even if they wanted to withdraw in order to focus on the main threat, they couldn't.

In a desperate attempt to salvage their very poor strategic situation, the Tau'ri have launched an encirclement manoeuvre, surrounding the Reaper spearhead into their territory on all sides before diving in. As well as forcing the Reapers to fight on all fronts at once, difficult at the best of times, it's also their attempt to ensure there's no easy route of retreat and that access to repair and supply lines are cut off. While an initial wave of reinforcements, repairs, and refits made it through to the front lines before the encirclement was in place, that's all that will be available.

Needless to say, a defeat here would be total or near enough, and potentially leave the Reapers too weak to effectively engage the Kroatangans next year. However, there is a bright side: The Tau'ri have committed effectively their entire navy to the fight, leaving little or nothing in reserve, which means that if the force presently engaged becomes combat ineffective they will have nothing left to prevent the Reapers from taking full control over their territory.

The decisive hour is almost at hand. Break the Tau'ri, break the encirclement, and there will be a chance of victory. Failure is not an option. So says Harbinger.

Turn 4 Start

-Fleethordes heal 20%. All fleethordes assigned to fight the Tau'ri last turn at 30% damage. Fleethordes facing the Scourge last turn at 20% damage.

-Kroats attack the Reaper's Centre TP, but are forced back by defences. Central Square defences downgraded to Moderately Defended from damage. But this is only a prelude of things to come…

-Initiate tactical turn: Flanking Fever. The Tau'ri have launched a pincer attack using their advanced FTL drives in an attempt to cut off the Reaper forces attacking their territory. If they succeed, then the Reapers' could lose most or even all of the committed forces. However, there is a silver lining as analysis of Tau'ri force movements suggests that they are committing their entire reserve to this operation. If the Reapers can defeat, or at least savage, the flanking force than the Tau'ri will likely crumble, as without their space fleet they cannot meaningfully resist the Reapers' advance. All Reaper forces available for this fight.

-Sensor data and indoctrinated captives have given the Reaper's a great deal of information on the specifications of the main Tau'ri warship, the BC-304 Daedalus class Battlecruiser. While mostly a competent but unexceptional example of a species's first FTL warship it has select highly advanced components scavenged, stolen and gifted to the Tau'ri by older species. Similar to the ever frustrating Protheans of the Reaper's native universe.

Sadly those advanced technologies are a match for or even exceed reaper science. The 304's energy shields and plasma beam weapons are far more powerful than anything of that size the Reapers have ever seen before, easily able to destroy even reaper capitals with only a few volleys, while their FTL drive is faster than Reapers' by an order of magnitude or more. Most terrifying frustrating is their teleporters. Able to teleport anything within their size limit across interplanetary (but intrasystem) distances instantaneously they are an unmatched boarding/anti-boarding weapon and able to beam armed explosives within reaper hulls. Thankfully reaper jamming and passive stealth prevents them from achieving such a target lock until they have already crippled a reaper due to their comparatively primitive sensors so it is not the war winning weapon it could be. However, if the 304s were not being kept occupied in space these transporters would be able to single handedly even the ground battle if allowed to support their ground forces.

Even their less powerful technologies like their STL propulsion and point defence weapons are able to match or at least prove competitive with Reaper equivalents. However detailed analysis has discovered at least one area they still fall far short of the reapers in, manoeuvring thrusters and inertial compensators. While still more agile than a reaper capital by simple consequence of size the 304 is positively sluggish compared to the reapers' usual harvest targets of equivalent mass.

-Strategic Turn will occur after the fight here is resolved.
"This is pointless. You fight for nothing. Arrogance blinds you to your true potential. This will hurt you. But once the harvest is complete, you will thank us."

These and other truths were broadcast to the Tau'ri ceaselessly to dissolve the delusions they clung to. Delusions such as the delusion of victory, that they had any other future but becoming part of the Reaper collective. If they only listened to the revelations the unenlightened called indoctrination, they would accept the truth and find peace.

It was doubtful that they would listen. This branch of humanity had tasted of the poisoned chalice of victory before. That explained their arrogance. Victories over the Goa'uld, Replicators, Wraith, Ori, had bolstered their confidence in their ability to snatch victory from the jaws of defeat.

This time they would not escape defeat. They would be consumed. They had put everything in position for their undoing to be swift and painful. Perhaps the truth would sway some of them. Perhaps the revelation could free a few from their delusion and allow them to usher in the ascension of humanity without this pain.

It was highly unlikely, but even the most ungrateful species would be saved, for that was their righteous cause.

Initial Orders
[US Trait: Reduce Clash Casualties]

Mag 3 Fleet will be taking point, both Mag 1 Fleets supporting.

Jump drives to have preset coordinates entered for tactical relocation and emergency fallbacks.

Destroyers to prepare the static overload tactic utilised against Kroats.

Occuli to contest Tau'ri strikecraft

Battle Phase
Capitals and Bosses activate Interdiction fields and begin bombardment of Tau'ri ships, Destroyers are excluded from projecting gravity wells to maintain full manoeuvrability. Use STL manoeuvres to draw out the bombardment phase as long as possible. Prioritise downing shields and disabling weapons over total ship destruction. The aim is to strip the shields of as many ships as possible rather than destroying a smaller number of them outright.

Destroyers are to launch boarding operations. Boarded ships will not only be turned against their former allies, but through the use of teleportation will send Husks across to the ships which had been stripped of their shields by bombardment. Tau'ri nukes can be beamed to ships if this would result in quicker destruction of enemy forces, but overall boarded ships faciliating more boarding via teleportation is the goal.

If/when Tau'ri ships begin to enter Clash with Capitals/Bosses, deactivate Interdiction fields, jump to surround the human ships at bombarding range, reactivate gravity well projectors and resume firing. This time ship destruction is prioritised over merely leaving them vulnerable. The human ships already under Reaper control will have made their impact.

The Emperor and indoctrinated Force users are on standby for deployment against the lead Tau'ri vessel once it is identified. For this decapitation strike eliminating the ship or capturing it are considered successes.
 
'Only in silence might one hear the true voice of the Emperor, for He speaks to us not with words, but with stillness. For silence is the absence of rage. It is the eye of the storm, the moment of hesitation before a fall. It is the dreams of mankind made manifest and pure. Yes, silence is a soundless scream of victory in a universe that drowns in the bitter cries of the dying. Silence is the sound of a soul railing against the injustice of life itself. When the final tally is counted, silence is all we have left to give.'

– The final testament of Hieronymus Treach​

To mourn for the dead is to carry the memory of all those we have lost. It is our moral obligation, a necessity of being human. To mourn for the living… well, that is a heavier burden still, for it serves to remind us of our own mistakes.'

– Warris Hildenkhar, extracted from the treatise
On the Cost of Humanity​


Ten

Reunion




He walked , through the long halls of the Inquisitorial Fortress. Outside its windows, the thick green tree canopy cannot fully veiled the sight of the gas giant this forlorn moon orbits. Black and Burgundy armored Inquisitorial Tempestus Scions saluted as he passed, hellguns firm in arms and cablings. Heavy footsteps echoes amidst the cold ouslite walls and velvet carpet

"Mersanger Vornelles, Servant."
They stand in front of the door. Black-stained adamantium inlaid with gold. Elaborate recreation of the Martyrdom of Inquisitor-Saint Ligarius. He always found the depiction of the Drukharii torturer's expression as it flays the Saint's torso rather too gleeful for a devotional piece. Atleast one cannot claim it does not abides to realism.
" Plus one guest. Inquisitor Gerreon Axelmannn."
The whirr of engines quietly hums soon as the servant finish the confirmation. The Inquisitor looks up. Nestled between the many gargoyles lining the walls of the corridor , a pair of servitor torsos stared down at them with glassy, disinterested expressions as they disengage their arm-grafted heavy bolters that were just aimed below. He doesn't want to know what happens should Vornelles misdeclares his entry

The doors opens.
----------
Ornate servitors already brought out the appetizers as he sits down. Shellfish from the Cadian Caducades poivrade with Bloodwater sea-herbs.

"It's been a long time ."

"It is"

She dressed in elegant green , adorned simply with a small brass clasp in the form of two interlocking snakes. Dark hair, pinned up in an elaborate curls, accentuated her exceedingly pale skin. One of her eyes had been replaced with a bionic implant, which whirred as it focused. He habitually look for hidden weapons, and immediately notice about a dozens of them, not counting the rather obvious digital-laser rings on her slender fingers. All dark green to match the dress. He knows there'd be a dozens more.

He inadvertey feels his own dozens. The bolter cane lays rest over his leg

"How is the matters on Gehenna Primus ?"

"That Vorkyli cell infiltrating the capital has been put to the sword. They get craftier by the day. How's it been at the Conclave ?"

"It seems to be agreed that Mersheimer will command the operations in the East"

"A good man if lean too much towards the radical for my liking."

The sommelier servitor pours him a drink, some Hydraphur tokay. They took a sip.

She sighed.

"It is getting tense out there. New threats keep cropping up. Vorkyli spy rings are harder to keep track of after the fall of their capital. Worm cults now present in half the settle planets. In Hegrezia..."

"You mean the Lord-Procurator was..."

"Indeed, it's the Worms . They have been getting bolder to assasination of major figures. The Administratum demands blood. "

"Tell them to get in line"

They chuckled. By now, the servitors brought out a subsequent course. Seared grox tongues, on a bed of Trynian four-tusk's liver paté sauce. Paired with Menchegol ploin brandy.

He continues.
"Not as if the usual abominations are idle. Have you notice this symbol ?"

He passed a dataslate. The woman spares a glance.

"Is that..."

"The runes of the Darktide Admonitions, yes"

"But the Crusade start on the opposite side of the segmentum from the Moebian Domains, and that cult's reach has never gone past several sub-sectors"

"Indeed. It's either means their spread back in the Imperium was further than we thought or..."

"We are not the only one fromm home. But that's not the only matters. Geresk"

"Geresk. Symbols does not correspond to any of the vile four. Could this mean those..."

"All possibilities has to be account for. That's our professions. Even if that possibility revealed from panic ramblings of Xeno. But consider this, Xeno refugees ran towards our space. That..

"Has to account for something unusual indeed."

Next is the Roulade. Ventrue birds with local forest mushroom. Amasec aged...

"Shrineworld bird with frontier mushroom. Thorian vintage in Vandire furniture dining lounge. Something never changes is it."

"Something never changes".

She hums at the slight bitter aftertaste of the bird.

"Twenty years."

"Short while for our kind"

"But we still aged the same...Merovec said it at Sebaxtus IX, right ?"

"Yes. Burning of the Graevian High Council....Ah we were still interrogators then, hot-blooded and try to prove ourselves."

"I heard you got a new retinue. How are they ?"

"I like this bunch. Talented , dutiful, but got that..spark that we seek in Acolytes."

"Interrogator material ?"

"Not yet."

"Back then I envy you. You were like a son to him then"

"I assures you he is as merciless to me"

They mulls over. Sips their amasec and bask in memories of things long gone. They remains in silence for a while

"We never see eachother much after our ascension"

"We never see eachother much after Merovec's funeral."

"And now we here. It's been a long time."

"It's been a long time indeed."

They finished the dessert, ribaude nappé. Sweet, sticky. poignant. Mordian Schnapps for Digestiff.

"Do you want to scry again, for old time's sake"

"For old time's sake it is"

SHe handed out a tarot, lorelei wafers shimmering. SHe closes her eyes, a short meditation. Entrust in His glory to guide her path from the filth of the Immaterium.

5 spread. Inquisitor of Mandatio, Great Hoste , Aquilla Inverse, Lightning Tower, Shattered World. Death and Strife, unending, the fae of an Inquisitor.

And the 6th card. Silver Key. New Possibility. But to what .




Strategic Turn 4
Total: 25 RP

Industrial Orders
40 RP using the labor deal
Improved NorthWest N-3 to Established
Improve Imperial Space East and SOuthEast to Established
Improve VIrgin Space West to Established


Intelligence Orders:

Fire extinguishing (8RP) Mass deployed Inquisitors and assets in a major sweeps prioritizing Vorkyli cells, Worm pawns and Chaos cults. Utilizing the Distaff as a Trial by Fire. Also utilizing Sisters of Silence from the ( preparing ) Endurance
Root and Stems ( 2RP ): Have the Ordo Dialogus, Vanus Infocytes in support of Imperial Savants and Adeptus Mechanicus go through whatever data can be recovered in the recently fallen Vorkyli Capital in order to find any information regarding spy rings that have been sent to Imperial territories. Focus on the government archives, the headquarters of the military and in telligence services.
Exploration (1RP ) : Send Recoinnaisance to virgin space areas in M-2 and M-3
Surf the web (0RP): Assign someone from the Conclave headquarter to find any beneficial contact aand information on the Hypernet
Diplomatic Orders:


Herbicide-Compact (4RP): Contact the Anti-Octarine Popular Front through proxies of the more radical Inquisitors ( Delegation of Lord Inquisitor Mersheimer, a Xenarite ) and Rogue Traders, offering them support for linking up with anti Vorkyli rebels to the N3 North, including using Imperial ships to transport weapons and personnels.
Propaganda(0RP): Start a propaganda campaign specifically targetted at the workers and rebels of Vorkyli Mining territories up North N3 to further incite rebellions

Soft Power(4RP): Introduce Cosmo Babylonia nobility and Princess Sage Robotnik to Imperial high society, hopefully builds up some connections in relations beyond mercenary conduct , also give the opportunity to mobilised nobility to raise household force in support of Imperial military for the Cosmo Babylonia liberation expedition next turn.


Research Order:

Distaff Reborn ( 1 Slot , 1 RP ): Inquisitor Gregor Eisenhorn, a rather controversial figure used to operate an initiative called the DIstaff, a military organisations /training facilities of Psychic-nulls trained in decent quality in support of his operations against Warp foes. The organisation were wiped out by the Cognitae in early M41, but there's no reason to not revive it. Purpose is to set up a 'personnnel pool' of Tempestus Scions level Elite infantry specialised in anti-psychic, internal security and special operations made of Blanks that are not met the requirements for Sister of SIlence or Culexus standard, which doubles as training schools for Blanks recruited into various Inquisitor retinue .


Mercenary Orders:

Hires the Sage Fleet (5RP )
Hires the Labor Battalions (40RP both in exchange for territories. N3 South for Bowser - a convenient speedbump/buffer zone to prevent Octarine expansion, O3-SouthWesr for Sage Robotnik - A potential friendly neighbor )
Hires the Cosmo Babylonia ( Agreed to commit to the liberation of their territory next turn, cost waived )
Maintain hiring Lin Kuei and Black Dragon paid with 1 Vorkyli population
Hires the Duke of Valentinois with 2 population of Vorkyli
Military Orders:

Fulfill the deal: Send 2 Mag 2 Fleethordes (intact) and the Sage Fleet to invade the Tutes Federation striking N3 SouthWest, acting as the second pincer as invited by Outworld to finish them once and for all, using the excuse of their declaration of war last turn. As we attack, implanted assets earlier would inflame paranoia and nationalism to a fever pitch, try to initiates mutual purges, suicidal charges and accusations of treachery, paralyzing their military in the face of annihilation. Also attached would be Task Force Erinyes, that dreaded bombardment ship formation that fires the opening shot at the Conquest of the VUR and the 134th Siege Army
Privateering: Sent the Lin Kuei and Black Dragon fleet to start raiding Octarine shipping heading towards the Mining territories in N3 North. The specific use of Outworld forces specifically to masked the true identity of hostile actions, but nonetheless aimed to exert pressures on Octarine control up North. Prioritise taking out Octarine transport of reinforcement mercenaries to suppress local insurgencies.
Opening gambit: Send the Duke of Valentinois 2 Magnitude 4 Fleet to invade and wreck as much havoc as possible on the Lesser Regnum.
Send one Mag 3 Fleethorde and 1 Mag 2 Fleethorde (damage intact ) , and Cosmo Babylonia to the N3 NorthWest to combat alien slave raiders.

Send one Mag 3 Fleethorde (15% damage ) and 2 Mag 2 Fleethorde (15% and undamaged ) to secure Ravaged Space NorthEast M3, while also expand the front against Xeno slave raiders

Send one Mag 3 Fleethorde ( 15% damage ) to secure O3-West Virgin Space


[ Navis Imperialis report - Status of Crusade Fleet complement:

10 fleethordes total. 7 Mag 2 and 3 Mag 3. Let assign them from A to J

Of the 7 Mag 2, Two Mag 2 got 15% damage ( Assign Fleet C and D )
One Mag 2 got 25% Damage (Fleet E )
Of the Three Mag 3 Fleet, 2 of them got 15% damage ( I and J )


Special "Hero" formations includes the Endurance , the Gloriana of the Death Guards and Task Force Erinyes, consisting of a bombardment galleon and a support force of primarily Tyrant Cruisers and Viper Missile Destroyers,

Battle Order - fleetwise: Fleethorde A and B ( Mag 2, intact ) plus Sage Fleet merc invades the Teutes Federation. Attached includes Task Force Erinyes

Fleethorde H ( Mag 3, Intact ) and F ( Mag 2 , Intact ) with Cosmo Babylonia to combat the alien raiders in N3 North West

Fleethorde I ( Mag 3, 15% damage ) , Fleethorde C ( Mag 2, 15% damage ) ,Fleethorde G ( Mag 2, Intact ) secure M3 NorthEast ravage space

Fleethorde J ( Mag 3, 15%damage ) to O3 West, Virgin Space .

What left in territories is 2 Mag 2 Fleethordes ]

A bargain struck, and a bargain upheld. In exchange for breaking their perpetual stalemate via grants of new land, the Koopa Kingdom and Eggman Empire effectively set aside their differences to work for the benefit of mankind.

They prove as good as their word. Cities, factories, and fortresses spring up practically overnight, assembled with either sorcerous assistance or sheer mechanical muscle. Distinct styles emerge on the worlds touched by inhuman hands despite both nominally sticking to Imperial architecture. Koopa structures being more ostentatious, concerned with style and presentation, while Robotnik creations are instead brutally practical and optimised, although they still possess appropriate amounts of statuary and Imperial iconography. As a result, the former are preferred for worlds primarily servicing the Ecclesiarchy or nobility, while the latter see use in the construction of new Forge and Hive Worlds.

While they're kept separate from both each other and the population they have constructed dwellings for in order to keep incidents to a minimum, they're often as close as neighbouring planets of different purposes in the same star system, a regimented schedule ensuring a minimum of difficulties.

While the sacrifice of Imperial territory to xenos and glorified hereteks prompt the expected amount of grumbling, none can deny their efficacy, and the fact that neither of the sacrificed territories had Imperial blood spilled to claim them helps ensure that this is only a minor issue. At the end of the year, Imperial economic output stands approximately trebled according to the best guess of the Administratum, a marked achievement that will help mankind stand strong going forward.

-Labour Battalions work as expected and to code. Colonisation fleets from the warring factions are already moving into their new homes, guided by Imperial escorts and navigational data.

Recreating the Distaff is easy enough, as it's simply a matter of acquiring lower-level Blanks that would otherwise be passed over as unsuitable for Assassinorum or Sisterhood work and left to languish. While methods for detecting Blanks are not quite as simple as those for detecting Psykers, they do exist, and while they're rare they're not impossibly so. Although they are by no means a large military force, there turns out to be more than enough to support Inquisitorial work.

What follows is both a trial by fire and a tour de force as the various cults and spy rings that infest Imperial territory are rolled up, the Distaff proving vital in putting down witches and other hostile Psykers, such as those the Vorkyli spies had access to.

Said Vorkyli become increasingly desperate throughout the year as their attempted sabotage of Imperial operations, which had so conclusively failed to save their state, fails to bear fruit again and again. Perhaps unsurprisingly, the despair this causes leads them straight into the arms of the Dark Gods, with their remnants joining with the cults of Nurgle emerging across the Imperium.

However, even with their forces combined, the enemies of mankind stand no chance against the Imperium. The Distaff are able to reliably penetrate even corrupted areas in order to deliver the Emperor's justice, and one by one these cults are hunted down and exterminated. No quarter is given, and none is expected.

One event of note occurs at the end of the Inquisition's campaign, however. One of the largest cults of the Plague God is identified as attempting to summon a small army of Daemons on a Hive World in an attempt to launch an uprising, and when Imperial forces move to crush it they discover the cult is being led by none other than an Astartes Chaos Sorcerer.

Fortunately, while he has the strength of a Space Marine, his psychic powers are ineffective against the Distaff strike team sent to eliminate him, and he is forced to flee through the Warp. While he stands before his hastily opened portal, however, he gurgles some worrisome parting words.

"This is only a temporary reprieve," came the disturbingly joyful sound. "Mortarion will ensure that all his wayward children arrive in his care. You can only delay the inevitable for so long, worshippers of the Corpse-Emperor."

An alternative universe where Mortarion and the Death Guard were traitors. While the servant of Chaos could always be lying, psychic prognostications by Librarians suggest that there's at least an element of truth to his words. Although this has no bearing on the loyalty of Mortarian's sons in Battlegroup Harrsk, it both suggests a potential future threat and could be destabilising if it becomes known. As a result, the Distaff strike team in question is sworn to secrecy, being deemed slightly too valuable to simply liquidate in order to contain the information.

Similarly, the defeat of the Wyrm Cults goes well, with the Inquisitors assigned to it reporting success across the board in purging them from Imperial territory. While there's no single climactic battle as against the Nurgle cults, and attrition amongst the Distaff strike teams deployed here is not insignificant, this general suppression of influence should mean that the Imperium is clear from internal threats, at least for the time being.

-Fires extinguished, cells and cults mostly eliminated. Imperial internal unrest and infiltration reduced back down to standard levels. It is now known that the eye of an alternate traitor version of the Primarch Mortarion has been drawn to Harrsk's territory.

Data recovery efforts in former VUR territory provided some assistance in identifying and hunting down their former spies, but by and large the relevant data was destroyed by the invasion or as acts of spite from the Vorkyli. That isn't to say it was a completely wasted endeavour, however; combined with colonisation efforts in the region, it gave important information about the local powers to the Imperium's east.

-Map data gained on Square O-3, to be revealed at the next Strategic Turn opening.

While Inquisitor Mersheimer is a controversial figure, his credentials were never in doubt, and he proves able to take the Anti-Octarine Popular Front by storm, enough so that he almost accidentally reveals several internal fractures in the movement as they disagree all but publicly on how to respond to his offer of cooperation.

Despite this, they prove able to reunite once given a moment to breathe, and respond positively despite initial suspicions of the Imperium's motives and trustworthiness thanks to Mersheimer successfully impressing upon them that they and the Imperium share a common foe, one either group would be hard pressed to defeat alone. The fact that he effectively showed weakness to xenos by implying the Imperium needs aid to defeat Octarine is yet another point of radicalism, but it remains an effective radicalism, seeing as the AOPF are now fully onboard with the idea of lending aid to the rebellion simmering to mankind's north in order to strike another blow at their hated foe.

Which is fortuitous, seeing as said rebellion isn't getting anywhere on its own. Imperial propaganda efforts prove entirely ineffective at rousing the xenos there to action, a mix of cunning counterpropagnda suggesting that the Imperium would sooner enslave or destroy the rebel forces than liberate them (perhaps the first truthful thing the corporation's public relations department has said in years) combined with conventional counterinsurgency operations preventing any serious uprisings from occurring. At least no significant resources were wasted in the attempt.

Hopefully, the Popular Front will prove more successful, thus removing that particular dagger from the Imperium's back, at least until the time comes to deal with mankind's allies of convenience.

-AOPF agrees to the Imperium's offer of helping to liberate the Mining Interests; propaganda efforts have no results.

As all this occurs beyond Imperial borders and in the depths of underhives, a rather different story is playing out in the highest, grandest spires of the core territories of the Battlegroup, even as the work of the hired labour battalions continues on the periphery. In an effort to cement ties between themselves and other regional powers, the Imperium organises a series of events to host the nobility of Cosmo Babylonia and the Eggman Empire before sending said mercenaries off to war.

Being somewhat beyond the skillset of a son of Perturabo, Harrsk largely leaves this up to the appropriate mortals, having the most storied and successful noble families take charge of organising the festivities with assistance from members of the Orders Famulous. The results are primarily focused around being inoffensive to the Imperium's honoured guests, with suggestions such as underhive hunting expeditions ruthlessly shot down by the Sisters present (literally in one memorable case) in favour of feasting, formal dancing, music, and the like while Servitors are kept out of sight and mind.

Of course, the first and foremost goal of the events are to foster social connections, and so they are built with introductions and communication in mind. So it is that a great many conversations are held across the Terran standard weeks-long ball, familiarising Princesses Robotnik and Ronah with not only the Imperium but each other.

Things begin with a slight stumble, as the leader of Cosmo Babylonia continues to speak all but incessantly about her "Newtype" theory, while also confirming that Newtypes do in fact possess powers that are almost certainly witchcraft of some kind. However, upon sensing that she was not finding fertile ground for her arguments, she switched tracks to safer ground, making small talk and discussing technical matters.

Apparently, before her homeworld was conquered, Sherindon Ronah was the captain of her own spaceship, providing logistical support to her cousin, including in the form of Mobile Suit spare parts. This attracts attention from the delegations of Mechanicus Magi present as, while she either lacks knowledge of the specific details or is canny enough not to reveal them freely, Ronah proves able to provide a relevant overview of their impressive capabilities, along with those of some Newtype-use technologies when it becomes clear that she's found those somewhat more receptive to the topic.

But if she is a planetary moon to the starfield of Cosmo Babylonia's assembled nobility, Sage Robotnik is a system sun outright. Dressed in a primarily black and red version of her father's distinctive outfit as the closest thing she has to formalwear, she proves eloquent, erudite, and earnest in equal measure, able to charm everyone present in one way or another as she flits from social circle to social circle with no apparent difficulties.

Whether it's intellectually sparring with Tech-Priests across a dozen different fields of technology and engineering, debating the merits of empire over many a won game of Regicide with her fellow highborn, or endearing herselves to Cosmo Babylonia with her humility and belief in hope and justice. By the end of the festivities, almost nobody has so much as a single bad word to say about her.

Even the help is enamoured; she notably broke away from a conversation with a planetary governor and their entourage to prevent a servant who had tripped from spilling her tray of drinks, crossing fifty metres in a fraction of a second to do so while also demonstrating remarkable perception, a clear sign of her potent augmentations.

While her praises are sung by many, she ends up closest to Cosmo Babylonia, forging several close connections with the assembled nobility and pilots of the faction. These connections go both ways, as at the end of the events she declares that she will lend her personal forces to their cause, free of any charge. Needless to say, the group looks all but ready to prostrate themselves and declare her their new queen at the announcement.

This force represents a full half of what is needed to fulfil the Imperium's dues, and as they're more concerned about ends than means Cosmo Babylonia is willing to subtract said half from what they consider owed to them. Of course, it helped that the Imperium was the primary reason they even encountered Sage in the first place.

Furthermore, while the nobility end up failing to come through in significant numbers, put off by Princess Ronah's rhetoric and the potential cost in blood and treasure of such a campaign, the Mechanicus are sufficiently intrigued to muster the Basilikon Astra and what Skitrarii Legions and Knight Houses are not already sworn to the service of the Battlegroup proper. While not the full equal of Sage's commitment, the forces on offer are significant, and only a relatively token additional commitment should be needed to cap things off.

The only problem that emerges is that Bowser Junior, who ended up overseeing his section of the labour battalions, sends in a steady series of complaints that there was a party and he wasn't invited. Sage also seems to resolve this, however, as a single message is intercepted as it's sent to her xenos opposite number. The contents seem to be an explanation that the party was primarily long hours of polite social conversation in restrictive clothing, a great deal of alcohol consumption, formal dancing, and listening to refined music.

The complaints cease after that.

-Diplomatic efforts a rousing success, with a total of a Magnitude 2 Eggman Empire and Magnitude 1 Adeptus Mechanicus force committed to the liberation of Cosmo Babylonia's homeland at no cost to the Imperial treasury. One additional Magnitude 1 force needs to be committed in order to meet Imperial obligations to CB.

Meanwhile, scouting efforts to the west report several discoveries, with opportunities and threats present in equal measure. The relevant reports have already been distributed to all relevant parties, with the most notable fact being a confirmation of what astrographic mapping already suggested: The Imperium is relatively near the edge of the galaxy, and said edge has now been discovered.

-M-2 and M-3 squares fully scouted, results to come in the next Strategic Turn opening.

With all affairs in order, it was time for the Imperium's forces to march into battle in the name of the Emperor. First was the matter of assisting their Outworld allies in destroying the Teutes Federation, ending the reign of the Vorkyli nation once and for all in order to bring about the era of mankind.

To their credit, the Federation is tenacious, its armies vast, well-equipped, and well trained. Octarine material support ensured that it was well suited to act as enforcer in the region despite its lack of territorial holdings. Served by an abundance of caution, its worlds were heavily defended, with enormous battlestations and vast fortresses a common sight. Despite Imperial intelligence assets riling up the population and military, the brutal assault bearing down upon them keeps the Teutes people united, albeit uneasily, with local commanders acting as they see fit when higher command proves unavailable or indecisive.

Unfortunately for them, it scarcely matters.

The tidal wave of Outworld forces from the north, equipped with their new warships, may well have been enough to conquer the Federation by themselves, albeit with time and losses. The addition of Imperial forces only ensures that their fall will be within the year, removing the final major puppet of Octarine Incorporated in the region.

Already preferring to use close-range assaults and boarding operations in fleet actions, Outworld's navy having vessels actually designed with these tactics in mind notably improves their effectiveness compared to the expeditionary forces that previously fought alongside the Imperium. The similarity of said tactics with Imperial Navy doctrine also ensures that the forces present can fight side by side with great effectiveness, with only some friction in that Outworld's preference for boarding exceeds even the Imperium's own, as the Navy often relies on its famous broadsides first and foremost even during the fiercest fighting.

Supporting this is Sage Robotnik's armada, which serves as an excellent counterpoint with its wide-ranging disposable automata-fighters and long-ranged heavy artillery. Kept well guarded by their allies, the mercenaries excel at cracking open planetary fortifications with minimal casualties, the Eclipse Blasters on their Death Egg macro-capitals proving to be particularly potent weapon systems.

Things proceed similarly once planetfall is made. Between the strength of the Imperial Guard as a vast mechanised hammer, exemplified by the 134th Siege Army, Outworld's enormously potent elites and champions, and the swiftness and skill of the Adeptus Astartes and Sage's battle automata, total infantry supremacy is achieved over the Teutes. While things are more even in the air and the realm of vehicles, they are still decidedly in favour of the alliance, if for no other reason than the fact Imperial armour crews and pilots are very familiar with fighting Vorkyli combat units at this point while the inverse isn't true.

This is not to say that the battle is painless. The Teutes are intent on making mankind pay for every inch of soil taken, and even manage a handful of small local reverses, as is the case in almost any war. Casualties mount, even as the Federation's worlds burn and the varied battle standards of the invasion force are raised high over shattered cities.

But it remains a fruitless defiance.

Soon enough, the outer worlds of the Federation have fallen and only the hardened inner core remains. By this point, the Federation's leadership has fled to Octarine territory with as much of their civilian population as they can take, which is very little thanks to active interdiction efforts. However, the forces that remain have adamantly refused to surrender, digging into their positions in the nation's hardiest fortifications, intent on causing as much damage as possible before they're finally defeated.

Too many worlds remain to simply levy Exterminatus, and more importantly Outworld is intent on konquest of said planets through mortal kombat, no matter what it may cost. As this is their campaign first and foremost, Imperial forces present are content to let them take the lead.

The honour of said lead in Outworld's own chain of command falls to Mileena, the royal Princess who had worked alongside the Imperium last year as a mercenary. As a result of said conflict, she has seemingly gained a much improved understanding of naval tactics, and the naval elements under her command were notably more effective, dealing more casualties and taking less, than those of her peers.

Based on discreetly acquired Outworld communications and inferring from what's apparent in joint command meetings, this has spurred something of a rivalry between Mileena and her two sisters, a good natured one with Kitana and a more bitter one with Skarlet.

The plan Mileena proposes is slightly more advanced than a full frontal assault, but it largely boils down to a full frontal assault with commando operations to undermine the enemy's defences from within as the attack begins. A perfectly serviceable plan that will see the Teutes brought to heel, but there's a possibility that more advanced siegebreaker tactics could see things brought to a close more swiftly and with fewer casualties.

It is with this in mind that Mileena privately approaches the commanding general of the 134th and requests their assistance and expertise in operational planning. Doubtless keen to learn yet more of the Imperium's way of war and preserve her people's forces at the same time, she also claims that a share in the planning is a share in the honour, which is only fair for the aid given by the Imperium on this day.

Of course, this is only an option. Prognostications by Imperial tacticians suggest that the casualties involved in Mileena's current plan, while significant, would be within acceptable boundaries, and bring things to an end within the year as planned.

-Despite fierce resistance, Octarine material support, and heavy defences, the Teutes Federation will inevitably fall. If desired, battle can be autoresolved with Imperial Fleethordes A and B expected to take approximately 40% casualties for the campaign as a whole. Alternatively, Tactical Turn "Siege Showdown" can be initiated, potentially reducing these casualties with the application of proper tactics.

To the north of this campaign is an entirely different and far more frustrating battle, fought against the Githyanki menace. The xenos raiders are swift and elusive, exclusively using ships smaller than the Imperial Navy's Cobra Destroyer, and attempting to track them down quickly brings to mind unpleasant memories of campaigns against the Eldar. While the overwhelming size and power of Imperial vessels mean in a head-to-head confrontation they can easily crush their opposition, the Githyanki are extremely careful to ensure that such a confrontation never occurs.

Still, a combination of factors ensures that the deployment is far from a wasted effort. First, the mere presence of Imperial forces restricts the Githyanki's ability to conduct operations, as the most important worlds of the region inevitably became bases of operation, host to large garrisons that the opportunistic xenos are loath to engage. Similarly, large patrols force the aliens to flee before they'd hoped in several instances, and response forces, while too slow for many Imperial citizens, still put a maximum time limit on each raid.

Second are the defences put in place by the labour battalions, which place a minimum floor on the amount of forces the raids need to commit in order to ensure success, as well as increase attrition. While merely modest fortifications provide merely modest results, the numbers are clear, a marked improvement occurring after the work is complete. Needless to say, such raiding tactics as the Githyanki employ are perhaps best countered by use of fortification if one lacks the forces needed to counterattack their heartlands.

Third and finally is the presence of Cosmo Babylonia's combined fleet in the region. While still small in absolute numbers, the hastily retrofitted FTL drives of their carriers are quite capable, and they can generally arrive before corresponding Imperial forces. While this would be difficult to justify in a conventional campaign, the small size of the enemy's individual flotillas means it's a viable tactic.

And once they do arrive, they prove extremely effective. Their Mobile Suit war machines practically dance through space, making even the nimble voidships of the Githyanki appear as slow and clumsy as the primitive nautical vessels they resemble. They weave through defensive fire, guns and missiles alike, and their energy weapons prove devastating at the close range they're clearly built for as, to a degree, do the harpoon-like shot lancers employed by some of the Crossbone Vanguard.

In a particularly fortuitous bit of luck amidst what's otherwise bad news, this makes them especially suited to withstand the Githyanki's particular weapons paradigm. Specifically, their preference for rift generating missiles as their primary ordnance, similar to Vortex Torpedoes but seemingly without the risk of Daemonic incursion. These naturally ignore armour, but can be stopped by evasion, energy shields, and sufficient mass if all else fails.

However, Mobile Suit warfare has apparently eschewed armour for many years, despite the weapons being the size of Imperial Knights, relying almost exclusively on directional energy shields and mobility to survive attacks. In other words, the pride of the Githyanki naval arsenal is no more effective against them than completely ordinary warheads.

Atmospheric battles are trickier, as the xenos utilise variants of their voidships as Titan-scale combatants, and bring numerous types of aircraft to try and secure control of the skies. Most notable among these are beasts that can only be described as dragons, intelligent and psychic creatures that can grow to the size of superheavy tanks.

These great threats inevitably become priority targets for the Gundams, wings of light deployed to cut down wings of flesh. Battles of point-blank aerial manoeuvre, it is only the considerable skill of those assigned to pilot the Record Breakers that ensures their constant victories in these clashes, which does make the machines a feared sight on the battlefield. Especially so when the word 'Gundam' was apparently overheard as something that approximately translates to "slayer of dragons" in the aliens' language, an appellation that quickly spreads throughout their ranks.

The Githyanki concentrate into yet larger groups in response, hoping to escape being defeated piecemeal. Entire fleets and armies descend on Imperial worlds, and Cosmo Babylonia is hard-pressed to respond. In particular, dealing with armies of psyker infantry is not their specialty.

Yet they do not have to defeat the armies of the foe; only entangle and delay them long enough for the armies of the Emperor to arrive in all their majesty. The larger strike groups the Githyanki muster are slower to arrive and depart, and so several end up being brought to battle, and when they cannot flee before the might of the Imperium arrives they are crushed.

They are by no means weak, of course. Their forces whirl around and strike hard at any exposed Imperial squadrons, and their rift-generator missiles are devastating against any vessel that has lost its void shields. But even in all their numbers and with all their witchcraft, once they arrive in range of the Imperium's massed broadsides they are shattered. Transports deploy soon after, legions of soldiers descending to relieve their fellows. Githyanki Knights find their match in the Space Marines, and they are discovered to have a comparatively weak artillery corps, something the Imperial Guard are more than happy to take advantage of.

The xenos marauders are still able to slip away, retreating back to their alternate dimension as swiftly as possible, but the casualties are undeniable. These battles were no knockout blow; the bulk of the enemy's strength in the region probably remains intact, and raids do continue, albeit more infrequent and less successful than they once were. Still, the region's security has been fully restored to acceptable levels despite some civilian losses, and productivity is intact. The only issue is that a continuing force commitment may be necessary if the root of the problem is not dealt with.

As for Cosmo Babylonia themselves, they seem happy enough to have been assigned to a defensive role, and have no complaints about Imperial conduct in the region. However, with the acquisition of forces to liberate their homeland, they are now preparing to make the long journey home.

-Fleethordes H and F take 10% damage from various raids and skirmishes. While they cannot force the Githyanki to battle, they prevent statistically significant damage to the region from occurring. Local populace and Cosmo Babylonia are suitably pleased with Imperial actions.

Not content with merely parrying the Githyanki's direct attack, the Imperium also moves to flank the xenos from the south, containing their empire in preparation for its future defeat. Their forces are indeed present in the region, but seemingly as outriders rather than a large, dedicated invasion fleet. While some clashes occur, they generally try to avoid engaging Imperial squadrons, and are easily pushed out of the region.

In particular, the nature of the operation as a conquest rather than a defence greatly helps matters, since the Imperium is under no obligation to protect alien warlords from the psychic marauders. Instead, local commanders often simply sit back and watch as their enemies battle each other, only swooping in to take control of a region once both sides have bloodied each other and the Githyanki have withdrawn.

This is not to say that no large battles occur, however. Pirate clans and petty empires are put to the sword, forced to flee before the Imperium's might or otherwise be destroyed utterly, their fleets and armies far too small and disorganised to do anything other than bloody the nose of mankind's military machine. Those who submit without hesitation are, largely depending on the opinions of the regional command staff, occasionally subjugated to Imperial compliance instead, made prisoners on their own worlds.

And then there is the matter of abhumans. Compared to a crusade in the Milky Way, they're almost distressingly few in number, outnumbered many times over by the aliens that surround them, and in the vast majority of cases exist as a diaspora in xenos states rather than in their own nations. However, now that the Imperium is expanding beyond former Vorkyli territory, they have begun to appear in significant numbers, raising the question of what exactly to call them.

Specifically, what the local inhabitants of this universe call Endyani, a group of intercompatible species that can breed true with each other and with humans, making them quite clearly abhumans. The most notable albeit not the largest group of these Endyani are called humans themselves, but the barest glance at their phenotype and genome makes it clear that this is an obviously farcical designation. At present, most discussions of them stick with their formal species name, homo sapiens astra, pending a more accurate colloquial name.

Others, such as the Eldar-resembling Merendi who make up the largest single type of Endyani, are declared to not be humans at all, although this seems equally farcical on the face of it considering they can have children with humans unassisted. At the moment, they're also being considered abhumans by the Administratum, with a contingent beginning to debate species names, although not without challenges on both fronts. However, considering this is at present a low priority issue concerning a mere few billion individuals, it's unlikely to either fully resolve itself or be in need of resolution for the next several years.

One exception exists in the form of a world of genuine humans, the one noted in initial scouting. Needless to say, investigation is a high priority, and when initial scans indicate the presence of relatively advanced technology an Explorator fleet was diverted to assume command of the efforts in the system.

And this proved a wise decision, as the Githyanki were not far behind. The locals proved largely unable to seriously resist the alien raids, possessing only extremely small numbers of reasonably capable soldiers or very small numbers of low-quality troops. However, they were able to put up a spirited defence with a handful of local reversals long enough for the Explorators to arrive, gaining control of the orbitals with their flagship Ark Mechanicus and deploying Skitarii maniples to the surface without delay, where battle is brought against the Githyanki.

The rad-blasted wastes of the world prove to be a familiar battlefield for the servants of the Omnissiah, and if they left them a little more rad-blasted than they found them? Well, the locals probably can't tell.

Their work is not done, however. All across the planet, there are infestations of mutated wildlife, brutal raiders, and even abominable intelligence. These elements are systematically brought into line and destroyed, even as contact is made with the local humans. While many are wary of the Imperium for one reason or another, the fight against the Githyanki did a great deal to make a good first impression, and almost everyone sees the benefit in a consistent supply of food and clean water, which the Adeptus Mechanicus is all too eager to provide in exchange for technological samples.

Initial analysis of the Magos Explorator on-scene suggests that while these technologies are not directly STC-derived, they are obviously built with the wisdom of the ancients, making them valid for Imperial usage. As further evidence of the Omnissiah's blessing, some organisations across the world, perhaps most notably one known as the Brotherhood of Steel, have taken on a mission to preserve technology and keep it safe from the unenlightened in a very direct counterpart to the Mechanicus' own doctrines, a clear sign that they too have been blessed with the Machine God's insight.

And, the Magos has made clear, anyone who wants to argue the point can debate the business end of his Omnissian Axe.

On one final note, the world claims (and geographical scans support) that they're Holy Terra in the ancient days from before the Dark Age of Technology. However, their disjointed tech base and differences from what historical records of that era remain suggest that it's far more likely they're a geoformed colony world in the vein of Sixty-Three Nineteen. With that in mind, it is equally worth noting the rather different human homeworlds across the various outsiders to this universe means this isn't an absolute certainty.

Regardless, integration of the world is well underway, and the rest of the region is being prepared for colonisation now that it's clear of enemies. More territory for the servants of the Emperor.

-Fleethordes I, C and G are able to rapidly secure the ravaged space with minor (5%) casualties. Research options unlocked.

In the darkest halls of power, a bargain is struck. Through intermediaries of the most radical Xanthists, the Imperium negotiates with the Duke of Valentinois for aid. The terms of the agreement are clear: the Duke and his soldiers are to have no interaction with Imperial citizens. They are to take away the citizens of the VUR while mankind's patrols deliberately turn a blind eye for whatever purpose they desire them for, and then uphold their portion of the deal.

Seemingly somewhat bemused by the fact the Imperium has found a way to hire their services without offering up the souls of their own citizens, the Duke's representatives nevertheless accept. The Inquisitors report to Warsmith Harrsk that, while having some superficial similarities to Daemons, including the need for active sustainment in the physical realm (which is doubtlessly a great deal of what they desire so many souls for), these devils are decidedly different in several key ways from the Ruinous Powers, as per their initial beliefs.

This is of course the only reason that Harrsk even considered taking the deal in the first place, although the fact remains that if it were ever to become public knowledge, the common people of the Imperium and the Ecclesiarchy would likely react poorly.

As the hellish forces move to engage the Lesser Regnum, reports steadily flow from the front lines to the Imperium, albeit without any forces directly on the front line these reports are somewhat more sparse than Imperial command is used to. By the year's end, there has apparently been significant progress, with many of the Regnum's outlying worlds and juvenile wurms having fallen to the might and magic of the mercenary army. Exact details of just how this was accomplished are kept frustratingly vague in what is doubtlessly a deliberate effort to keep the exact tactics of the devils hidden from the Imperium.

The Grandwurm founder and controller of the Regnum has yet to fully commit himself, and the devils have not yet sought him out, such a foe being extremely difficult to slay. It is most likely gathering itself for some form of decisive battle, while the Devils are preparing some form of sorcery they believe will let them slay the beast… should the Imperium keep compensating them for their services, of course. Otherwise, they're more than happy to leave the job half-done, it would seem.

-The Duke of Valentinois' assault on the Regnum goes well, at least according to his reports. While the Regnum has not yet fallen, they likely will next turn if he's assigned to this action again.

Finally, the hired mercenaries of Outworld get to work sabotaging Octarine Incorporated's vassal territories to the north. While the perpetually ongoing rebellions in the territory weren't intensified beyond the normal levels, said normal levels are still sufficient for the addition of a sizable force of privateers to be particularly troublesome.

Similarly to the Duke's attack, the Imperium has to rely exclusively on a foreign power's reports to get a picture of the operation, although Outworld's reports arrive somewhat often. They indicate significant initial success, hitting military supply lines, disrupting trade convoys heading back to the Octarine homelands, destroying listening posts and outlying patrol bases, and generally degrading the ability of corporate assets to either effectively engage in counterinsurgency operations or extract useful wealth from the territory.

However, it would appear that this was finally a bridge too far for Octarine Incorporated. With the entirety of the sector now either lost to them or about to be, their northern frontier is no longer a concern they can afford to ignore, what was once a profitable region of vassal nations now filled to the brim with hardened foes.

Hidden in a shell game of freight movements, Octarine provides additional forces to its northern interests, carefully identifies where the Outworlders are operating from, and when the moment is right they strike.

Their counterattack is devastating. In a flash, the mercenary troops are caught off-guard, on the defensive, outnumbered, outgunned, and outskilled in the realm of naval warfare. The resulting losses are devastating, particularly thanks to Xyvus Solutions' successful targeting of their command structure, sending their forces into complete disarray.

Only Sub-Zero and Kabal's stubborn resistance to assassination attempts, the two generals fighting off several vicious attacks from cybernetically enhanced duelists, is able to somewhat salvage the situation, organising a successful fighting retreat that sees both the Lin Kuei and Black Dragon fleets withdraw from the region without being destroyed altogether. However, while this action limits the amount of total losses, nearly every ship in the fleet is damaged in some way, and large swathes of ground forces lie wounded or dead. Combined with the heavy disorganisation both forces suffered, they have been rendered utterly combat ineffective, and will need serious time and effort to recover.

Worse still, this is only the beginning. Intelligence reports suggest that Octarine is preparing a massive force to the south, preparing to strike north in order to reestablish a buffer between itself and the combined human forces of the region. If the attack goes well, they may potentially push further, aiming to destroy the Imperium and Outworld altogether. It would seem that even if the mercenaries hid the true source of the attack, the megacorporation is thoroughly fed up with both of their northern neighbours.

If there's one piece of good news to come from this, it's that the mercenaries' successes provided a large enough opening for the Popular Front to begin acting on their agreement with the Imperium, their own fleets, armies, and clandestine operatives and support beginning to stream into the territory by year's end. The upcoming attack from the south will at least not be reinforced by a flanking strike from the north, as the local Octarine forces are likely to be fully occupied for the foreseeable future.

-While the Outworld forces are initially successful, and therefore give the Popular Front an opportunity to start contesting the subsector, this has drawn Octarine's ire. Both fleethordes are forced to retreat to Outworld with extremely heavy losses, and a full-scale counterattack against both the Imperium and Outworld is being organised, expected to arrive in the southern areas of the sector next turn.

"This is pointless. You fight for nothing. Arrogance blinds you to your true potential. This will hurt you. But once the harvest is complete, you will thank us."

These and other truths were broadcast to the Tau'ri ceaselessly to dissolve the delusions they clung to. Delusions such as the delusion of victory, that they had any other future but becoming part of the Reaper collective. If they only listened to the revelations the unenlightened called indoctrination, they would accept the truth and find peace.

It was doubtful that they would listen. This branch of humanity had tasted of the poisoned chalice of victory before. That explained their arrogance. Victories over the Goa'uld, Replicators, Wraith, Ori, had bolstered their confidence in their ability to snatch victory from the jaws of defeat.

This time they would not escape defeat. They would be consumed. They had put everything in position for their undoing to be swift and painful. Perhaps the truth would sway some of them. Perhaps the revelation could free a few from their delusion and allow them to usher in the ascension of humanity without this pain.

It was highly unlikely, but even the most ungrateful species would be saved, for that was their righteous cause.

Initial Orders
[US Trait: Reduce Clash Casualties]

Mag 3 Fleet will be taking point, both Mag 1 Fleets supporting.

Jump drives to have preset coordinates entered for tactical relocation and emergency fallbacks.

Destroyers to prepare the static overload tactic utilised against Kroats.

Occuli to contest Tau'ri strikecraft

Battle Phase
Capitals and Bosses activate Interdiction fields and begin bombardment of Tau'ri ships, Destroyers are excluded from projecting gravity wells to maintain full manoeuvrability. Use STL manoeuvres to draw out the bombardment phase as long as possible. Prioritise downing shields and disabling weapons over total ship destruction. The aim is to strip the shields of as many ships as possible rather than destroying a smaller number of them outright.

Destroyers are to launch boarding operations. Boarded ships will not only be turned against their former allies, but through the use of teleportation will send Husks across to the ships which had been stripped of their shields by bombardment. Tau'ri nukes can be beamed to ships if this would result in quicker destruction of enemy forces, but overall boarded ships faciliating more boarding via teleportation is the goal.

If/when Tau'ri ships begin to enter Clash with Capitals/Bosses, deactivate Interdiction fields, jump to surround the human ships at bombarding range, reactivate gravity well projectors and resume firing. This time ship destruction is prioritised over merely leaving them vulnerable. The human ships already under Reaper control will have made their impact.

The Emperor and indoctrinated Force users are on standby for deployment against the lead Tau'ri vessel once it is identified. For this decapitation strike eliminating the ship or capturing it are considered successes.

The Reapers meet the Tau'ri in stately battles of positioning and precision, exchanging fire across countless thousands of kilometres while swarms of strike fighters batter each other into nothing within the vastness between the duelling armadas. Pockets of space are turned into violently criss-crossing streams of particle beams and railgun slugs, a microcosm of the battlespace as a whole. In light of prior experience, the close-range brawling the Reapers might otherwise utilise heavily is avoided where possible in favour of a colder, more mechanical method of waging war.

At least until the shields of the human ships are worn down, they have begun to close in, and the trap is sprung. All at once, jump drives initialise, recontextualising the battlespace as the trappers become the trapped. The Reaper capitals continue their bombardment, the Oculi continue to dogfight, but the destroyers move in, preparing to strike at the closest range there is.

Unfortunately, things don't go to plan. At this point, the Tau'ri commanders are well aware of their severe disadvantage in ground combat, which they know also extends to boarding operations. Already keen to avoid contact with the grasping tendrils of the destroyers, once the first reports of invading infantry stream through their data-nets, escape becomes the highest priority.

Gunning their engines, the highly manoeuvrable Tau'ri warships circle about and retreat, swiftly leaving interdiction range and jumping away to safety. The decision to keep the Reaper capitals as the primary source of interdiction and also at artillery range ensures they're kept safe, but it also makes their interdiction comparatively easy to escape, since enemy warships are not trapped near the centre of the artificial gravity wells.

Thus, while the destroyers that actually get to the boarding stage do well, very few manage to get that far, and these are left all but stranded, many suffering heavy damage from Tau'ri beam weapons in slashing attacks, although the general focus on retreat and withdrawal as well as the destroyers' own agility prevents this from being too common or fatal of an occurrence.

In the end, while the hoped-for singular fatal blow to the Tau'ri navy never materialises, the tactics employed both heavily limit casualties (both received and dealt, unfortunately) and force the Tau'ri to regularly abandon their positions completely in order to retreat and regroup. In other words, while no explicit breakout occurs, the enemy fails to formalise their encirclement, and thus fails to land any heavy blow on the Reaper forces.

With their last-ditch effort a resounding failure, the Tau'ri no longer have any hope of genuinely repelling the Reapers' onslaught, as their ability to resist planetary invasion is downright pitiful. However, since they have not yet been broken, they could still make the campaign to harvest them a painful one, and they seem inclined to do so.

That is, until a situation occurs which is at once entirely pedestrian but also utterly unique. Entirely pedestrian in that it is a message requesting the Reapers stop their assault, a message they have heard countless times over the Cycles in the various forms of begging, pleading, and bargaining. It is utterly unique in the sense that never before has such a demand merited genuine consideration.

Certainly, the Tau'ri will need to be harvested eventually. There can be no doubt about this, nor can there be any alternative. But there is a question of whether the Tau'ri necessarily need to be harvested now. The source of this offer, aside from the obvious threat of annihilation the humans will be keenly feeling, is almost certainly the presence of the Kroatanga, since even if they lack the specific esoteric visions of the Reaper Knights, the Tau'ri will be able to tell that they represent a vast threat, not just to them but to the Reapers.

Withdrawing from Tau'ri space, with a promise that the humans will not harass or pursue the retreating Reapers, would allow them to focus on the true threat with relatively little damage, giving them the best chance of the green nightmare to come. While it's true that the humans will, if they possess any sense, spend the time they buy either fleeing or preparing for the Reapers' return, this scarcely matters. Their territory is split in twain thanks to their rebel faction and what's left has been notably damaged by the invasion, so preparation probably won't prevent the next fight from going even worse for them.

And if they run, then they'll only be delaying the inevitable. It won't happen in the next year, or the year after that, or even in the year after that, but the harvest will be completed.

There is of course another perspective: That the Tau'ri have been fatally weakened already, and another push would allow the Reapers to collapse their entire nation, subsuming it for themselves. Yes, there would be casualties, but there would also be spoils, territory, industry, and potentially technology that could probably be reverse-engineered in time for the encounter with the Kroats. It would also ensure that there can be no unpleasant surprises from them later, as unlikely as that might be, and that the harvest would not be put off more than necessary.

Overall, however, it would leave the Reapers weaker in an immediate sense, even if it's plausible they would still be able to defeat the Ruin-Makers. And while the handful of captured Tau'ri ships and worlds would have to be abandoned, data and samples could be recovered for potential reverse-engineering on the way out, even if it would potentially be a moderately more difficult endeavour than if they were fully assimilated.

Either way, there is a bigger picture to keep in mind. The only question is which course of action would best serve it.

-The Reapers are successfully able to preserve their own forces, avoiding significant additional losses and preventing the Tau'ri's encirclement from finding success, but are unable to deal a decisive blow or formally perform a breakout manoeuvre themselves. Approximately 5% damage dealt and taken by all forces involved in the fight. The Tau'ri have made a diplomatic offer: The Reapers can accept and withdraw to prepare for the Kroatangans, or deny and continue fighting in order to finish off the Tau'ri at whatever cost that may take.

=====================================================================================================================


Sorry for how long this took and that the Cybran one isn't done yet. Entirely my fault I hit a brick wall of writers block and new game coming out procratination.
 
The Swarm's Fourth Turn
@LilyWitch @Geedubs @EternalStruggle

The Swarm in any other place would be considered fat and happy. It had devastated its foes, scattered them to the far winds to be picked upon by scavengers and rot. But not in this place. No, it had not devastated its foes, it had merely picked off a parasite, these Pirates of Gold. These were cast-offs, Vesma thought, wastrels picking at the scraps near the edges of the Beloved of Gold's Brood-structure, performing as some strange autonomous drone for their collective's aggression. Collecting the biomass and minerals before skittering back to their minders with their haul to grub more scraps. It had merely had much larger eyes than its sac and had gotten savaged for it. Disgraceful.

As a rule, the drones were the weakest. That the Beloved had sent its drones against the might of The Swarm and its Zerg alone was either a baffling display of arrogance and disfunction, or a portent that its drones were typically strong enough to win against those like the Zerg. That confidence was frightening, the potential threat vast. Haspyt felt stressful tremors with how little minerals were going to defensive structures. The only saving grace was that the Golden Fools had to search for outside symbionts to be truly threatening. We must expand...

The Cerebrates recognized the need to expand, and broods were sent out to colonize the territories infested by the Psar. In a fortunate turn of events the amount of territory held by the Zerg had outpaced their ability to exploit it. The Zerg drones finally had more hives to feed than there were bodies, thus it was felt the time and resources had come to ascend two more Cerebrates from glorified overlords to masters of Broods all their own. Haspyt had its Brood expanded, while the other two latched on to their own new limbs in The Swarm.

The first was Brood Onyx, led by an unusually paranoid Cerebrate, one obsessed with the potential vulnerability posed by our reliance on hives. It is the one that is so insistent on adding mobility to our hive clusters, and, though The Swarm does not have the resources to adapt to its ideals on the whole at this time, it was decided that it is dogged and detailed enough in its ideas to merit a Broodswarm of its own.

Its subordination was a vote of confidence, dedicating its time to implementing its own custom adaptations to its hive clusters, demonstrating their value through live testing, that was the way. It would convince The Swarm of its foolishness. Static emplacements would be replaced with shifting organs, the enemies never knowing enough to truly strike a death blow! larvae would be shifted through the nydus network. They would find reinforcements never arrived from the same angle twice! Camouflage and sunken hives. No hives would fall from enemies, for none would know where they truly were! No, it would be in control, it would not be found and destroyed or burned or melted or uprooted or killed! its enemies would never find it, not once!

Of course. Then there is Uzlach, the second Cerebrate, one of a much calmer temperament. It has distinguished itself as a mind prone to careful consideration. It will spend much time delaying and arraying its forces before striking like a wave, headed by large and strong heavy Zerg morphs to break down defenses before having its Zerg run rampant.

It recognizes that there are flaws in its strategy. Heavy morphs require support. They need many Zerg around them to take out smaller, harder to reach units. Mutating heavy morphs requires more resources. That means less smaller morphs. Its swarm needs more support than others. Vesma would be a good partner. It has more throughput. It could make many small Zerg. There are ways to improve its heavy morphs to act without support, though.

The new broods were important as The Swarm now had multiple avenues to scour of threats, obviously the pirates to the south, but the Strakhul to the north are significant threats as well. it is unknown how many Zerg will be needed to destroy them, however The Swarm has a potential symbiont that is already pre-adapted to their extinction. We shall send a messenger to the Silver Millennium Terran Brood-structure, along with the attention of the Psar to destroy the Brambles to the north.

For the Silver Millenium's help in the elimination of the Strakhul we shall be gifting it protection in the form of the Psar brambles, relieving it of a stressor, then informing it of The Swarm's offensive against the Strakhul, announcing our intention to help them exterminate their competitor. Perhaps we could acquire essence or examples of their emotional manipulation abilities. Kner and Haspyt are eager to excise this potential threat and melt it, drown it in all consuming pools and puddles of acid!

Further northward we are sending another messenger to the Krork Fleetcommune split off from the first. The Swarm has gathered much about them upon the Hypernet, however much of that seemed to be about a feral, basal morph called the Orks.

Though there is comparatively little information on the Hypernet of these more evolved cousins, from what we have gleaned of the Orks is that they have an ecosystem aimed towards their production, and they have co-opted their psychic sense of social cohesion to properly coordinate their brood-structure.

Their brood-structure is, from our research, based on an interesting convergent evolution of the Khala that the Protoss have, an esoteric psychic energy field unites their conscious decision making, forming a much more efficient mechanism for maintaining and enhancing brood cohesion. Thus, because they have overcome their individualist shortcomings, it should be much easier to coordinate with them. We hope to acquire their aid in, if not destroying the Gold, protecting the northern border.

To assist in the extermination of the Infesting Gold we have contacted the Xylem, a Terran Brood-structure that has made it their niche to attach themselves to others battles and appear to have a significant grudge against the Infesting Gold itself. Something we can sympathize with. We will use them in our battles against the Pirates.

It is a concern that The Swarm will not be able to use them effectively, as they are unable to replace their expended units in a reasonable time frame, meaning that it will have to be deployed cautiously to not deplete their units. Hopefully they will be vital in helping us coordinate with the other important brood-structure we send a messenger to.

We know little about The Crimson Adoration, but seeing as they are not infested by the Gold and border the Pirates they will likely be willing to assist us. After we have dealt with the pirates and have experienced the might of the Infesting Gold we will offer symbiosis and give them aid in order to destroy the Beloved! Surely they will see the advantage in this.

The largest Broodswarm we have yet to gather will be sent forth against the Infesting Gold, the combined forces of Broods Symbion, Vesma, Onyx and Utzlach will show the beloved and their drones the might of The Swarm!

In order to ensure The Swarm's Perfection against the Beloved of Gold we will adapt. In the last battle against the pirates our greatest struggle was in space. Despite the sheer size of the Leviathan morph its power is negligible compared to the ridiculous size and weight of this universe's fleets. The obvious solution to this issue is, of course, to make the Leviathans bigger. Taking the basal morphs theorized in early iterations of the Leviathan, they have been scaled up to fearsome sizes never before seen, the four species of the newly deemed Kraken morph will be a formidable addition to our space combat capabilities!

Additionally, with the focus of Symbion on the creation of the Kraken the minor cerebrates have excitedly snapped to attention at the opportunity to toy with sequences of their own. Most of this focus was put to the proliferation of the Titanocide Ultralisk, the anti-heavy specialist morph created by Symbion in the battle against the pirates, as well as the downsizing of the spine ammunition used by Impaler Leviathans to allow it to be used by ground morphs such as the Hydralisk and Artilerlisk.

With this adaptation to the expected conditions of the battlefield thought must be expended towards improving The Swarm's greatest quality. Quantity! Vesma is convinced that there must be a way to increase Zerg throughput. The issue is not, however, with producing more larvae, but having enough nutrition to mutate them! We require more minerals, we require more vespene gas, these statements haunt Vesma's thoughts constantly. The reliance on mineral and gas outcroppings to construct hives around is the single largest bottleneck inflicted upon The Swarm. Only so many drones my mine a vein at a time, only so much of the vein is available at a time, and there are only so many veins. The issue with not using minerals is that other sources are lesser in quality, the purity and ease of extraction that minerals allow are essential for the Zerg's level of throughput.

Thus the issue to fix would be the purification and extraction of lesser resources...

As to lesser resources, the Brood-structures trapped within the Psar. We will contact them, the flesh shaping of the parasites would be helpful in the creation of more versatile morphs, and the guild could likely be suborned to acquire us essence. Due to their isolated nature it could also be an opportunity to test theories of symbiosis without interference. For the Sabbat Brood-structure, we are going to appeal to their sense of survival, telling them to share their essence manipulation in exchange for protection against the Suitaitazu. if they don't we will retreat and reevaluate how to properly entice symbiosis with them. With the Guild we will try offering The Zerg's assistance in their hunting, in exchange for unique essence and adaptations.


Send a Messenger to The Krork -4RP
Plan: Send a medium force with the messenger to feel out the Krork's disposition towards symbiosis. inform them of our plans against the Strakhul and the Infesting Gold.

Send a Messenger to The Silver Millenium -4RP
Plan: Use the subornment of the Brambles in their Territory to demonstrate our goodwill, then inform them of The Swarm's attack on their enemy of the Strakhul and the opportunity our potential symbiosis represents.

Send a Messenger to The Crimson Adoration -4RP
Plan: Inform them of the mission granted to us by The Altra and our intense hatred of the Infesting Gold along with our intentions to wipe out The Beloved. Invite them to help destroy the Infested.

Symbiosis with The Parasites -2RP
Plan: Send a small military force and inform them of the threat the Suitaitazu poses to them, and request their cooperation and biomanipulation psionics.

Symbiosis with The Guild -2RP
Plan: Send a small military force to gain their aid in the acquisition of the unique essence of their planet.

Scout after the Machines -2RP
Plan: Send a scouting force to 11-h to look for this Terran Federation, hoping to find a symbiont for the destruction of the Infesting Gold.


3-Project Kraken
1-Fragmenting spine launchers
1-Incorporation of the Titanocide Morph Ultralisk


Build 2 established territories in 10a-I1 and 10c-I1 and a claimed territory in 10b-I1 -22RP


create 3 mag 2 swarms:
upgrade Kner
ascend Onyx, and Utzlach broods -70RP

Hire The Xylem symbiotes against the gold pirates -5RP

Build heavy defenses in 10c-I2 -10RP
Build moderate defenses in 10c-I1 -3RP
Have the psar focus efforts on The Brambles in The Silver Millenium.

Attack 11b&c-I2 with Broodswarms Symbion (general adaptability), Onyx (paranoid stealth, camouflage, and building relocation), Uzlach (Heavy units) and Vesma (logistics, artillery), and 9c-I2 with Broodswarms Haspyt (defenses) and Kner (ACID!!! EXPLOSIONS!!!).

Strategy against the pirates: The most important tagma of any war is logistics. have Symbion and Uzlach focus on destroying local unit production and resource gathering operations to starve Beloved and Pirate forces of resupply, with support from Onyx and Vesma where resistance is fierce. meanwhile Vesma and Onyx will focus on stealthily infesting the sector with hive-clusters to ensure that The Swarm's enemies are never quite sure where Zerg reinforcements will come from, then, once the hive-clusters have reached critical mass, arrive with a wave of Zerg to overwhelm and push back The Pirates to the next sector. Have The Xylem assist in breakthroughs and striking down enemy heavies to more Zerg can flood the backlines.

Strategy against The Strakhul: The weakness of The Strakhul is known to be positive emotions, thus Haspyt and Kner shall play to their obsessions. Kner will be the primary offensive force, pushing forward the front line with copious amounts of the banelings, scourges and other suicide morphs it loves so much, while Haspyt then locks down the taken area with formidable defenses. All the while they shall use their psychic might to broadcast their happiness and satisfaction with their work using the overlords as beacons, hopefully damaging and demoralizing The Strakhul.
 
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-Despite fierce resistance, Octarine material support, and heavy defences, the Teutes Federation will inevitably fall. If desired, battle can be autoresolved with Imperial Fleethordes A and B expected to take approximately 40% casualties for the campaign as a whole. Alternatively, Tactical Turn "Siege Showdown" can be initiated, potentially reducing these casualties with the application of proper tactics.
Above bullets, above blades, care for your soul above all.

Gathalamorians 45:7
'Emperor knows, there are a dozen ways to win a war. But a man must be mindful – as billions of souls will attest, there are a thousand ways to die in the process.'

– From the diaries of Commander Rudolf van Este​

Eleven

Recollections


Sergeant Vyrkens is inhis seat of the bench. Around them, the Chimera's engines murr its grumbles, the noise of rain tapping its shells, the afar thunder of artillery.

A rather miserable planet this world is - all infused in a sheen of grey. Grey skies . Grey earth. Grey men. And amidst it, the Chimera strudge forward.

Inside, his squadmates made small talks even as he maintain silent. His squad now. Years has passed since the first days of the campaign, and there he is. A Sergeant rank-pin on his Ochre uniform. A responsibility that he in his private moments still not sure. How far he is now from a mere juve gangers of Armageddon factory-slums, and not just distance alone. The small talks goes on amidst the noise, Vyrkens lights up his cigarette.

And under the grey, the Chimera trudge forward

The Vorkyli's desperate last stand, as they tell him. Years of combat and a promotion later, and here he is, the last step to the long journey of connfronting this particular Xeno-breed. And in his wars he has seen almost every single form of the creatures. Scrawny Torodos, amphibian Quachaks, and of course the hulking Urkalsik with their hard chitin shells. He think of the other regiments. The stuck-up Mordians, the shifty Savlars, the dour Kriegers.

He think of her. The one saving his life all those years ago.

Dark hair. Pale skins in contrast with the black uniform.

And her eyes, golden like the aurum of an Ecclessiarchy cathedral. Yet also just as cold.

The chimera trudges on, into the war ahead.
Initiate tactical Turns - Siege Showdown.

Proposed tactic:

As the enemy core systems were encircled, initiate simultaneous frontal assaults from varying firections to stretches enemy attention onto multiple fronts, weakens their coordination. Further divide the enemy concentrations with Special force raids on supply lines and command centers, while maintain heavy bombardments of enemy hardpoints.


 
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The Reapers meet the Tau'ri in stately battles of positioning and precision, exchanging fire across countless thousands of kilometres while swarms of strike fighters batter each other into nothing within the vastness between the duelling armadas. Pockets of space are turned into violently criss-crossing streams of particle beams and railgun slugs, a microcosm of the battlespace as a whole. In light of prior experience, the close-range brawling the Reapers might otherwise utilise heavily is avoided where possible in favour of a colder, more mechanical method of waging war.

At least until the shields of the human ships are worn down, they have begun to close in, and the trap is sprung. All at once, jump drives initialise, recontextualising the battlespace as the trappers become the trapped. The Reaper capitals continue their bombardment, the Oculi continue to dogfight, but the destroyers move in, preparing to strike at the closest range there is.

Unfortunately, things don't go to plan. At this point, the Tau'ri commanders are well aware of their severe disadvantage in ground combat, which they know also extends to boarding operations. Already keen to avoid contact with the grasping tendrils of the destroyers, once the first reports of invading infantry stream through their data-nets, escape becomes the highest priority.

Gunning their engines, the highly manoeuvrable Tau'ri warships circle about and retreat, swiftly leaving interdiction range and jumping away to safety. The decision to keep the Reaper capitals as the primary source of interdiction and also at artillery range ensures they're kept safe, but it also makes their interdiction comparatively easy to escape, since enemy warships are not trapped near the centre of the artificial gravity wells.

Thus, while the destroyers that actually get to the boarding stage do well, very few manage to get that far, and these are left all but stranded, many suffering heavy damage from Tau'ri beam weapons in slashing attacks, although the general focus on retreat and withdrawal as well as the destroyers' own agility prevents this from being too common or fatal of an occurrence.

In the end, while the hoped-for singular fatal blow to the Tau'ri navy never materialises, the tactics employed both heavily limit casualties (both received and dealt, unfortunately) and force the Tau'ri to regularly abandon their positions completely in order to retreat and regroup. In other words, while no explicit breakout occurs, the enemy fails to formalise their encirclement, and thus fails to land any heavy blow on the Reaper forces.

With their last-ditch effort a resounding failure, the Tau'ri no longer have any hope of genuinely repelling the Reapers' onslaught, as their ability to resist planetary invasion is downright pitiful. However, since they have not yet been broken, they could still make the campaign to harvest them a painful one, and they seem inclined to do so.

That is, until a situation occurs which is at once entirely pedestrian but also utterly unique. Entirely pedestrian in that it is a message requesting the Reapers stop their assault, a message they have heard countless times over the Cycles in the various forms of begging, pleading, and bargaining. It is utterly unique in the sense that never before has such a demand merited genuine consideration.

Certainly, the Tau'ri will need to be harvested eventually. There can be no doubt about this, nor can there be any alternative. But there is a question of whether the Tau'ri necessarily need to be harvested now. The source of this offer, aside from the obvious threat of annihilation the humans will be keenly feeling, is almost certainly the presence of the Kroatanga, since even if they lack the specific esoteric visions of the Reaper Knights, the Tau'ri will be able to tell that they represent a vast threat, not just to them but to the Reapers.

Withdrawing from Tau'ri space, with a promise that the humans will not harass or pursue the retreating Reapers, would allow them to focus on the true threat with relatively little damage, giving them the best chance of the green nightmare to come. While it's true that the humans will, if they possess any sense, spend the time they buy either fleeing or preparing for the Reapers' return, this scarcely matters. Their territory is split in twain thanks to their rebel faction and what's left has been notably damaged by the invasion, so preparation probably won't prevent the next fight from going even worse for them.

And if they run, then they'll only be delaying the inevitable. It won't happen in the next year, or the year after that, or even in the year after that, but the harvest will be completed.

There is of course another perspective: That the Tau'ri have been fatally weakened already, and another push would allow the Reapers to collapse their entire nation, subsuming it for themselves. Yes, there would be casualties, but there would also be spoils, territory, industry, and potentially technology that could probably be reverse-engineered in time for the encounter with the Kroats. It would also ensure that there can be no unpleasant surprises from them later, as unlikely as that might be, and that the harvest would not be put off more than necessary.

Overall, however, it would leave the Reapers weaker in an immediate sense, even if it's plausible they would still be able to defeat the Ruin-Makers. And while the handful of captured Tau'ri ships and worlds would have to be abandoned, data and samples could be recovered for potential reverse-engineering on the way out, even if it would potentially be a moderately more difficult endeavour than if they were fully assimilated.

Either way, there is a bigger picture to keep in mind. The only question is which course of action would best serve it.

-The Reapers are successfully able to preserve their own forces, avoiding significant additional losses and preventing the Tau'ri's encirclement from finding success, but are unable to deal a decisive blow or formally perform a breakout manoeuvre themselves. Approximately 5% damage dealt and taken by all forces involved in the fight. The Tau'ri have made a diplomatic offer: The Reapers can accept and withdraw to prepare for the Kroatangans, or deny and continue fighting in order to finish off the Tau'ri at whatever cost that may take.

In any other circumstance the offer of a ceasefire would be laughable, one more pitiful voice in a long chorus of the ignored pleas of dead and dying species. The immediate reaction is of course to disregard the message from the humans and continue the battle. Tactics were tried and tested, and could be improved. Preservation of their own forces could still be maintained, but by alternating the gravity well projectors perhaps the Tau'ri could remain ensnared while the larger Reaper ships brought their fire to bear in skirmish range. Or an adaptation of the tactics that had saved two fleets from Kroat assault already, which would doubtlessly have a better outcome as the Tau'ri were not as insanely eager for clashing as the fungal brutes...

But that touched on the crucial point which halted the Reaper's assault. The Kroatanga were coming. Not eventually, imminently. The warning from the Knights and the chatter on the hypernet confirmed this.

In a moment of unprecedented reprieve, their guns fell silent as the Reapers debated.

One side pointed out how valuable the technology of the Tau'ri could be if assimilated - not just the teleports, but their Naquadah enhanced weapons. And that was only the tip of the iceberg. If the primitives could use the mineral to boost their weapons technology to the degree that they could destroy Reapers, what might the Old Machines themselves accomplish with access and understanding? A potential Element Zero-Naquadah hybrid reactor could have incredible results. Yes, losses would be taken finishing the Tau'ri now, but it would pay off dividends.

The counter argument was punctuated by recordings of their fleets battling the Kroatanga, and the damage taken when the vengeful counter-invasion had run into their static defences. They could not afford to take major losses at this critical juncture. Resources spent recovering and reverse engineering Tau'ri technology were resources not spent expanding their forces or developing their territory. Tau'ri technology would provide an advantage, but not an overwhelming one, and they should focus on advancements which could specifically counter the Kroatanga.

The debate continued unabated until Harbinger finally made its say.

The invasion of the Tau'ri had been done as a preemptive response to the potential alliance with the Scourge and Ykantras. The Scourge and Tau'ri were both savaged, and neither would be a threat in the immediate term. The Kroatanga were. Before the encirclement, the plan to finish the Tau'ri had been to apply pressure and bleed them dry before finishing them off. That could be accomplished with subtler means. Meanwhile the Kroats remained at the apex of their strength, and could not be weakened as easily. Salvage from the Tau'ri could be used to reverse engineering their technology at a better time, but anti-Kroat methods had to be researched without delay.

The decision was made, and without further delay the Reapers withdrew from human space.​
 
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